neuer character modifiziert und skeleton vom alten in den neuen
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@@ -39,7 +39,7 @@ public class Door_Rotate : MonoBehaviour
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isOpen = !isOpen;
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isOpen = !isOpen;
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targetRotation = isOpen ? currentRotation + openAngle : currentRotation - openAngle;
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targetRotation = isOpen ? currentRotation + openAngle : currentRotation - openAngle;
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}
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}
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//Smoothe rotation der tür
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//glatte bewegung der tür
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private void SmoothRotateDoor()
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private void SmoothRotateDoor()
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{
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{
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currentRotation = Mathf.Lerp(currentRotation, targetRotation, Time.deltaTime * rotationSpeed);
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currentRotation = Mathf.Lerp(currentRotation, targetRotation, Time.deltaTime * rotationSpeed);
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@@ -0,0 +1,112 @@
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using UnityEngine;
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using System.Collections;
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[RequireComponent(typeof(AudioSource))]
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public class MotionAudioController : MonoBehaviour
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{
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[SerializeField] private Transform targetTransform;
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[SerializeField] private Animator animator;
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[SerializeField] private AudioSource audioSource;
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[SerializeField] private Vector3 lastPosition;
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[SerializeField, Tooltip("Threshold for movement detection. Adjust as needed.")]
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private float movementThreshold = 0.0001f;
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[SerializeField, Tooltip("Duration of the fade-out effect in seconds")]
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private float fadeOutDuration = 0.5f;
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private bool wasMoving = false;
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private Coroutine fadeCoroutine;
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void Start()
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{
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// Get the AudioSource attached to this GameObject
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audioSource = GetComponent<AudioSource>();
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// Find the Animator in sibling or child objects
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animator = GetComponentInParent<Animator>();
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if (animator != null)
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{
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targetTransform = animator.transform;
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}
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else
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{
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Debug.LogError("No Animator component found in parent or its children.");
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}
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// Initialize last position
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if (targetTransform != null)
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{
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lastPosition = targetTransform.position;
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}
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}
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void Update()
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{
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if (targetTransform == null)
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{
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return;
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}
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// Check if the object has moved significantly
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float movement = Vector3.Distance(targetTransform.position, lastPosition);
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bool isMoving = movement > movementThreshold;
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if (isMoving && !wasMoving)
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{
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// If there's a fade-out in progress, stop it
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if (fadeCoroutine != null)
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{
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StopCoroutine(fadeCoroutine);
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fadeCoroutine = null;
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}
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// Reset volume to full
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audioSource.volume = 1f;
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// Start playing audio only when movement starts
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if (!audioSource.isPlaying)
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{
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audioSource.Play();
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}
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}
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else if (!isMoving && wasMoving)
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{
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// Start fade-out when movement stops
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if (audioSource.isPlaying)
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{
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// If there's already a fade-out in progress, stop it
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if (fadeCoroutine != null)
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{
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StopCoroutine(fadeCoroutine);
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}
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fadeCoroutine = StartCoroutine(FadeOut());
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}
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}
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// Update movement state
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wasMoving = isMoving;
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// Update last position for the next frame
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lastPosition = targetTransform.position;
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}
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private IEnumerator FadeOut()
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{
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float startVolume = audioSource.volume;
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float currentTime = 0;
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while (currentTime < fadeOutDuration)
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{
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currentTime += Time.deltaTime;
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audioSource.volume = Mathf.Lerp(startVolume, 0, currentTime / fadeOutDuration);
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yield return null;
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}
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// Ensure volume is zero and stop the audio
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audioSource.volume = 0;
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audioSource.Stop();
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fadeCoroutine = null;
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}
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}
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guid: 8c2a1f8514c164c1b84d93b38976ba4d
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@@ -0,0 +1,46 @@
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|||||||
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using UnityEngine;
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using TMPro;
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using System; // Required for Type handling
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public class UpdateCollectibleCount : MonoBehaviour
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{
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private TextMeshProUGUI collectibleText; // Reference to the TextMeshProUGUI component
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void Start()
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{
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collectibleText = GetComponent<TextMeshProUGUI>();
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if (collectibleText == null)
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{
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||||||
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Debug.LogError("UpdateCollectibleCount script requires a TextMeshProUGUI component on the same GameObject.");
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return;
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}
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UpdateCollectibleDisplay(); // Initial update on start
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}
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void Update()
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{
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UpdateCollectibleDisplay();
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}
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private void UpdateCollectibleDisplay()
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{
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int totalCollectibles = 0;
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// Check and count objects of type Collectible
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Type collectibleType = Type.GetType("Pickup");
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if (collectibleType != null)
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{
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totalCollectibles += UnityEngine.Object.FindObjectsByType(collectibleType, FindObjectsSortMode.None).Length;
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}
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// Optionally, check and count objects of type Collectible2D as well if needed
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Type collectible2DType = Type.GetType("Collectible2D");
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if (collectible2DType != null)
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{
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totalCollectibles += UnityEngine.Object.FindObjectsByType(collectible2DType, FindObjectsSortMode.None).Length;
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}
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// Update the collectible count display
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collectibleText.text = $"Collectibles remaining: {totalCollectibles}";
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}
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}
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limit:
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limit:
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limit:
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|
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parentName: LeftIndex1
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|
||||||
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parentName: LeftIndex2
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position: {x: -0.007816975, y: 7.216449e-18, z: 0}
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|
||||||
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parentName: LeftIndex3
|
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|
||||||
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parentName: LeftHand
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|
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|
||||||
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parentName: LeftMiddle1
|
||||||
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position: {x: -0.010139863, y: -3.330669e-18, z: 0}
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||||||
|
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|
||||||
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parentName: LeftMiddle2
|
||||||
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|
||||||
|
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|
||||||
|
parentName: LeftMiddle3
|
||||||
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|
||||||
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scale: {x: 1, y: 1, z: 1}
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||||||
|
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|
||||||
|
parentName: LeftHand
|
||||||
|
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|
||||||
|
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|
||||||
|
parentName: LeftPinky1
|
||||||
|
position: {x: -0.0072291046, y: -7.771561e-18, z: 0}
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||||||
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||||||
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|
||||||
|
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|
||||||
|
parentName: LeftPinky2
|
||||||
|
position: {x: -0.007574104, y: -1.6653344e-17, z: 0}
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||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
parentName: LeftPinky3
|
||||||
|
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||||||
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|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
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|
||||||
|
parentName: Spine2
|
||||||
|
position: {x: -0.019439258, y: 0.011220293, z: 2.9103006e-34}
|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
parentName: Right_Shoulder
|
||||||
|
position: {x: 0.018199299, y: -0.000248, z: 3.037124e-20}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
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|
||||||
|
parentName: RightArm
|
||||||
|
position: {x: 0.0540561, y: 0, z: -3.9443044e-33}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
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|
||||||
|
parentName: RightForearm
|
||||||
|
position: {x: 0.053215798, y: 0, z: 0}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: RightThumb1
|
||||||
|
parentName: RightHand
|
||||||
|
position: {x: 0.007576, y: -0.000603, z: -0.012925299}
|
||||||
|
rotation: {x: 0.17452751, y: 0.35619277, z: -0.034269862, w: 0.917329}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
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|
||||||
|
parentName: RightThumb1
|
||||||
|
position: {x: 0.007229109, y: 0.0000003362397, z: -0.00000012177551}
|
||||||
|
rotation: {x: 0.0000011920924, y: 0.000024259081, z: 0.038306132, w: 0.9992661}
|
||||||
|
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|
||||||
|
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|
||||||
|
parentName: RightThumb2
|
||||||
|
position: {x: 0.0075740116, y: -0.00000060423326, z: 0.0000003970666}
|
||||||
|
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|
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scale: {x: 1, y: 1, z: 1}
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||||||
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parentName: RightHand
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scale: {x: 1, y: 1, z: 1}
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||||||
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parentName: RightIndex1
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position: {x: 0.0091768075, y: 0.000000022682093, z: 0}
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scale: {x: 1, y: 1, z: 1}
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parentName: RightMiddle1
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parentName: RightMiddle2
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scale: {x: 1, y: 1, z: 1}
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#if ENABLE_INPUT_SYSTEM
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#if ENABLE_INPUT_SYSTEM
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public void OnMove(InputValue value)
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public void OnMove(InputValue value)
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{
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MoveInput(value.Get<Vector2>());
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MoveInput(value.Get<Vector2>());
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public void MoveInput(Vector2 newMoveDirection)
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public void MoveInput(Vector2 newMoveDirection)
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{
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{
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@@ -74,6 +86,9 @@ namespace StarterAssets
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{
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Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
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Cursor.visible = !newState;
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--- !u!1101 &1705606405774109490
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--- !u!1102 &1725567275296691115
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--- !u!1102 &1793396357620310318
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--- !u!1101 &1965893691485178243
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m_SpeedParameter:
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@@ -348,6 +454,34 @@ AnimatorStateTransition:
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--- !u!1101 &7604687646627025577
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Reference in New Issue
Block a user