neuer character modifiziert und skeleton vom alten in den neuen

This commit is contained in:
GodGodGod20081
2026-06-25 12:43:48 +02:00
parent 54f675d28b
commit cdcd374639
22 changed files with 4247 additions and 9663 deletions
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@@ -39,7 +39,7 @@ public class Door_Rotate : MonoBehaviour
isOpen = !isOpen; isOpen = !isOpen;
targetRotation = isOpen ? currentRotation + openAngle : currentRotation - openAngle; targetRotation = isOpen ? currentRotation + openAngle : currentRotation - openAngle;
} }
//Smoothe rotation der tür //glatte bewegung der tür
private void SmoothRotateDoor() private void SmoothRotateDoor()
{ {
currentRotation = Mathf.Lerp(currentRotation, targetRotation, Time.deltaTime * rotationSpeed); currentRotation = Mathf.Lerp(currentRotation, targetRotation, Time.deltaTime * rotationSpeed);
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using UnityEngine;
using System.Collections;
[RequireComponent(typeof(AudioSource))]
public class MotionAudioController : MonoBehaviour
{
[SerializeField] private Transform targetTransform;
[SerializeField] private Animator animator;
[SerializeField] private AudioSource audioSource;
[SerializeField] private Vector3 lastPosition;
[SerializeField, Tooltip("Threshold for movement detection. Adjust as needed.")]
private float movementThreshold = 0.0001f;
[SerializeField, Tooltip("Duration of the fade-out effect in seconds")]
private float fadeOutDuration = 0.5f;
private bool wasMoving = false;
private Coroutine fadeCoroutine;
void Start()
{
// Get the AudioSource attached to this GameObject
audioSource = GetComponent<AudioSource>();
// Find the Animator in sibling or child objects
animator = GetComponentInParent<Animator>();
if (animator != null)
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else
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if (targetTransform != null)
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void Update()
{
if (targetTransform == null)
{
return;
}
// Check if the object has moved significantly
float movement = Vector3.Distance(targetTransform.position, lastPosition);
bool isMoving = movement > movementThreshold;
if (isMoving && !wasMoving)
{
// If there's a fade-out in progress, stop it
if (fadeCoroutine != null)
{
StopCoroutine(fadeCoroutine);
fadeCoroutine = null;
}
// Reset volume to full
audioSource.volume = 1f;
// Start playing audio only when movement starts
if (!audioSource.isPlaying)
{
audioSource.Play();
}
}
else if (!isMoving && wasMoving)
{
// Start fade-out when movement stops
if (audioSource.isPlaying)
{
// If there's already a fade-out in progress, stop it
if (fadeCoroutine != null)
{
StopCoroutine(fadeCoroutine);
}
fadeCoroutine = StartCoroutine(FadeOut());
}
}
// Update movement state
wasMoving = isMoving;
// Update last position for the next frame
lastPosition = targetTransform.position;
}
private IEnumerator FadeOut()
{
float startVolume = audioSource.volume;
float currentTime = 0;
while (currentTime < fadeOutDuration)
{
currentTime += Time.deltaTime;
audioSource.volume = Mathf.Lerp(startVolume, 0, currentTime / fadeOutDuration);
yield return null;
}
// Ensure volume is zero and stop the audio
audioSource.volume = 0;
audioSource.Stop();
fadeCoroutine = null;
}
}
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using UnityEngine;
using TMPro;
using System; // Required for Type handling
public class UpdateCollectibleCount : MonoBehaviour
{
private TextMeshProUGUI collectibleText; // Reference to the TextMeshProUGUI component
void Start()
{
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if (collectibleText == null)
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UpdateCollectibleDisplay(); // Initial update on start
}
void Update()
{
UpdateCollectibleDisplay();
}
private void UpdateCollectibleDisplay()
{
int totalCollectibles = 0;
// Check and count objects of type Collectible
Type collectibleType = Type.GetType("Pickup");
if (collectibleType != null)
{
totalCollectibles += UnityEngine.Object.FindObjectsByType(collectibleType, FindObjectsSortMode.None).Length;
}
// Optionally, check and count objects of type Collectible2D as well if needed
Type collectible2DType = Type.GetType("Collectible2D");
if (collectible2DType != null)
{
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}
// Update the collectible count display
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scale: {x: 1, y: 1, z: 1}
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- name: LeftLeg
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- name: LeftCalf
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rotation: {x: 0, y: -0, z: -0, w: 1}
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rotation: {x: 1, y: -0, z: 0, w: -6.123234e-17}
scale: {x: 1, y: 1, z: 1}
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parentName: RightLeg
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0, y: 0.64278764, z: -0, w: 0.76604444}
scale: {x: 1, y: 1, z: 1}
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parentName: RightFoot
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: LEftToesEND
parentName: RightToes
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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legTwist: 0.5
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legStretch: 0.05
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hasExtraRoot: 1
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
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animationType: 3
humanoidOversampling: 1
avatarSetup: 1
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
importBlendShapeDeformPercent: 1
remapMaterialsIfMaterialImportModeIsNone: 0
additionalBone: 0
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@@ -20,7 +20,12 @@ namespace StarterAssets
public bool cursorLocked = true; public bool cursorLocked = true;
public bool cursorInputForLook = true; public bool cursorInputForLook = true;
#if ENABLE_INPUT_SYSTEM #if ENABLE_INPUT_SYSTEM
public void OnMove(InputValue value) public void OnMove(InputValue value)
{ {
MoveInput(value.Get<Vector2>()); MoveInput(value.Get<Vector2>());
@@ -45,6 +50,13 @@ namespace StarterAssets
} }
#endif #endif
private void Awake()
{
SetCursorState(cursorLocked);
Cursor.visible = false;
}
public void MoveInput(Vector2 newMoveDirection) public void MoveInput(Vector2 newMoveDirection)
{ {
@@ -74,6 +86,9 @@ namespace StarterAssets
private void SetCursorState(bool newState) private void SetCursorState(bool newState)
{ {
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None; Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !newState;
} }
} }
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