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- {fileID: 1229760994}
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||||||
|
|||||||
@@ -0,0 +1,21 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using TMPro; // WICHTIG: Erforderlich für TextMeshPro!
|
||||||
|
|
||||||
|
public class AmmoUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Referenzen")]
|
||||||
|
[Tooltip("Ziehe hier dein TextMeshPro Text-Objekt rein")]
|
||||||
|
public TextMeshProUGUI ammoText;
|
||||||
|
|
||||||
|
[Tooltip("Ziehe hier das Objekt mit deinem WeaponReload-Skript rein")]
|
||||||
|
public WeaponReload weapon;
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (ammoText != null && weapon != null)
|
||||||
|
{
|
||||||
|
// Zeigt z. B. "30 / 30" im Textfeld an
|
||||||
|
ammoText.text = weapon.currentAmmo + " / " + weapon.maxAmmo;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
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|||||||
|
fileFormatVersion: 2
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|
guid: d012b46a6ebe1e34598d94f22195a13e
|
||||||
@@ -0,0 +1,33 @@
|
|||||||
|
//Oliver
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Bullet : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float speed;
|
||||||
|
public int damage;
|
||||||
|
private Vector3 position = Vector3.forward;
|
||||||
|
private Rigidbody rb;
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
GetComponent<Rigidbody>();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
transform.Translate(position.normalized * speed * Time.deltaTime);
|
||||||
|
}
|
||||||
|
private void OnCollisionEnter(Collision collision)
|
||||||
|
{
|
||||||
|
if (collision.gameObject.tag == "Enemy")
|
||||||
|
{
|
||||||
|
Destroy(collision.gameObject);
|
||||||
|
}
|
||||||
|
else if(collision.gameObject.tag == "Wall")
|
||||||
|
{
|
||||||
|
Destroy(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7ee40f80839af164b8507cf892937394
|
||||||
@@ -0,0 +1,71 @@
|
|||||||
|
//Morten
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Door_Rotate : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private float openAngle = 90f;
|
||||||
|
[SerializeField] private float rotationSpeed = 2f;
|
||||||
|
[SerializeField] private float interactionDistance = 5f;
|
||||||
|
[SerializeField] private Vector3 rotationOffset = Vector3.zero;
|
||||||
|
|
||||||
|
private float targetRotation = 0f;
|
||||||
|
private float currentRotation = 0f;
|
||||||
|
private bool isOpen = false;
|
||||||
|
private Camera playerCamera;
|
||||||
|
private Vector3 pivotPoint;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
playerCamera = Camera.main;
|
||||||
|
currentRotation = transform.localEulerAngles.y;
|
||||||
|
targetRotation = currentRotation;
|
||||||
|
|
||||||
|
pivotPoint = transform.position + rotationOffset;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (Input.GetKeyDown(KeyCode.E) && IsPlayerLooking())
|
||||||
|
{
|
||||||
|
ToggleDoor();
|
||||||
|
}
|
||||||
|
|
||||||
|
SmoothRotateDoor();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ToggleDoor()
|
||||||
|
{
|
||||||
|
isOpen = !isOpen;
|
||||||
|
targetRotation = isOpen ? currentRotation + openAngle : currentRotation - openAngle;
|
||||||
|
}
|
||||||
|
//glatte bewegung der tür
|
||||||
|
private void SmoothRotateDoor()
|
||||||
|
{
|
||||||
|
currentRotation = Mathf.Lerp(currentRotation, targetRotation, Time.deltaTime * rotationSpeed);
|
||||||
|
|
||||||
|
transform.RotateAround(pivotPoint, Vector3.up, (currentRotation - transform.localEulerAngles.y));
|
||||||
|
transform.localEulerAngles = new Vector3(
|
||||||
|
transform.localEulerAngles.x,
|
||||||
|
currentRotation,
|
||||||
|
transform.localEulerAngles.z
|
||||||
|
);
|
||||||
|
}
|
||||||
|
//checkt ob der spieler auf die Tür schaut und ob er nah genug ist, um sie zu öffnen https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Physics.Raycast.html
|
||||||
|
private bool IsPlayerLooking()
|
||||||
|
{
|
||||||
|
if (playerCamera == null) return false;
|
||||||
|
|
||||||
|
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
|
||||||
|
float distanceToPlayer = Vector3.Distance(playerCamera.transform.position, transform.position);
|
||||||
|
|
||||||
|
if (distanceToPlayer > interactionDistance) return false;
|
||||||
|
|
||||||
|
if (Physics.Raycast(ray, out RaycastHit hit, interactionDistance))
|
||||||
|
{
|
||||||
|
return hit.collider.gameObject == gameObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 06852f09d119f7647b099917df7e799a
|
||||||
@@ -0,0 +1,70 @@
|
|||||||
|
//Oliver
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class EquipmentManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] public GameObject AR;
|
||||||
|
[SerializeField]public GameObject Pistole;
|
||||||
|
[SerializeField]public GameObject Verband;
|
||||||
|
[SerializeField]public GameObject Knife;
|
||||||
|
public bool ARisOn = true;
|
||||||
|
public bool PistoleIsOn = false;
|
||||||
|
public bool VerbandIsOn = false;
|
||||||
|
public bool KnifeIsOn = false;
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if(Input.GetKeyDown(KeyCode.Alpha2) && PistoleIsOn == false)
|
||||||
|
{
|
||||||
|
AR.SetActive(false);
|
||||||
|
Pistole.SetActive(true);
|
||||||
|
Verband.SetActive(false);
|
||||||
|
Knife.SetActive(false);
|
||||||
|
ARisOn = false;
|
||||||
|
PistoleIsOn = true;
|
||||||
|
VerbandIsOn = false;
|
||||||
|
KnifeIsOn = false;
|
||||||
|
}
|
||||||
|
if (Input.GetKeyDown(KeyCode.Alpha1) && ARisOn == false)
|
||||||
|
{
|
||||||
|
AR.SetActive(true);
|
||||||
|
Pistole.SetActive(false);
|
||||||
|
Verband.SetActive(false);
|
||||||
|
Knife.SetActive(false);
|
||||||
|
ARisOn = true;
|
||||||
|
PistoleIsOn = false;
|
||||||
|
VerbandIsOn = false;
|
||||||
|
KnifeIsOn = false;
|
||||||
|
|
||||||
|
}
|
||||||
|
if (Input.GetKeyDown(KeyCode.Alpha3) && VerbandIsOn == false)
|
||||||
|
{
|
||||||
|
AR.SetActive(false);
|
||||||
|
Pistole.SetActive(false);
|
||||||
|
Verband.SetActive(true);
|
||||||
|
Knife.SetActive(false);
|
||||||
|
ARisOn = false;
|
||||||
|
PistoleIsOn = false;
|
||||||
|
VerbandIsOn = true;
|
||||||
|
KnifeIsOn = false;
|
||||||
|
|
||||||
|
}
|
||||||
|
if (Input.GetKeyDown(KeyCode.Alpha4) && KnifeIsOn == false)
|
||||||
|
{
|
||||||
|
AR.SetActive(false);
|
||||||
|
Pistole.SetActive(false);
|
||||||
|
Verband.SetActive(false);
|
||||||
|
Knife.SetActive(true);
|
||||||
|
ARisOn = false;
|
||||||
|
PistoleIsOn = false;
|
||||||
|
VerbandIsOn = false;
|
||||||
|
KnifeIsOn = true;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 57a6119ff88b0eb45940808859180edd
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
//Oliver
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Health : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int maxHP = 100;
|
||||||
|
public int curHP;
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
curHP = maxHP;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if(curHP <= 0)
|
||||||
|
{
|
||||||
|
die();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void die()
|
||||||
|
{
|
||||||
|
Destroy(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a187176846a552d4e8321e8645b42c94
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using TMPro; // Erforderlich für TextMeshPro
|
||||||
|
|
||||||
|
public class HealthUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Referenzen")]
|
||||||
|
public TextMeshProUGUI healthText;
|
||||||
|
public PlayerHealth playerHealth;
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (healthText != null && playerHealth != null)
|
||||||
|
{
|
||||||
|
// Zeigt z. B. "HP: 100 / 100" an
|
||||||
|
healthText.text = "HP: " + playerHealth.currentHealth + " / " + playerHealth.maxHealth;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2820b4f73584b72408d4d3609f434403
|
||||||
@@ -0,0 +1,42 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PauseMenu : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("UI Elemente")]
|
||||||
|
public GameObject pauseMenuUI; // Das Pausenmenü-Panel
|
||||||
|
public GameObject hudUI; // Die Lebens- und Munitionsanzeige (HUD)
|
||||||
|
|
||||||
|
private bool isPaused = false;
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// Überprüft, ob die ESC-Taste gedrückt wurde
|
||||||
|
if (Input.GetKeyDown(KeyCode.Escape))
|
||||||
|
{
|
||||||
|
if (isPaused)
|
||||||
|
{
|
||||||
|
ResumeGame();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
PauseGame();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PauseGame()
|
||||||
|
{
|
||||||
|
pauseMenuUI.SetActive(true); // Pausenmenü anzeigen
|
||||||
|
hudUI.SetActive(false); // Lebens- & Munitionsanzeige ausblenden
|
||||||
|
Time.timeScale = 0f; // Spielzeit anhalten (optional, aber empfohlen)
|
||||||
|
isPaused = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ResumeGame()
|
||||||
|
{
|
||||||
|
pauseMenuUI.SetActive(false); // Pausenmenü ausblenden
|
||||||
|
hudUI.SetActive(true); // Lebens- & Munitionsanzeige wieder anzeigen
|
||||||
|
Time.timeScale = 1f; // Spielzeit weiterlaufen lassen
|
||||||
|
isPaused = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e4a749aaa304ec14b98518e63fda8cdb
|
||||||
@@ -0,0 +1,53 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PausenManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Damit andere Skripte (wie deine Waffe) wissen, ob pausiert ist
|
||||||
|
public static bool GameIsPaused = false;
|
||||||
|
|
||||||
|
// Ziehe dein Pause-Menü UI-Panel hier im Inspector rein
|
||||||
|
public GameObject pauseMenuUI;
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (Input.GetKeyDown(KeyCode.Escape))
|
||||||
|
{
|
||||||
|
if (GameIsPaused)
|
||||||
|
{
|
||||||
|
Resume();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Pause();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Resume()
|
||||||
|
{
|
||||||
|
pauseMenuUI.SetActive(false);
|
||||||
|
Time.timeScale = 1f; // Zeit läuft wieder normal
|
||||||
|
GameIsPaused = false;
|
||||||
|
|
||||||
|
// Maus wieder verstecken und im Spiel festhalten
|
||||||
|
Cursor.visible = false;
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Pause()
|
||||||
|
{
|
||||||
|
pauseMenuUI.SetActive(true);
|
||||||
|
Time.timeScale = 0f; // Spiel friert ein
|
||||||
|
GameIsPaused = true;
|
||||||
|
|
||||||
|
// Maus anzeigen und entsperren, damit du klicken kannst
|
||||||
|
Cursor.visible = true;
|
||||||
|
Cursor.lockState = CursorLockMode.None;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void QuitGame()
|
||||||
|
{
|
||||||
|
Debug.Log("Spiel wird verlassen...");
|
||||||
|
Application.Quit(); // Beendet das Spiel (funktioniert nur im fertigen Build, nicht im Editor)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 33345f0f372370e4d903e361cc6ec87c
|
||||||
@@ -4,24 +4,38 @@ using UnityEngine.UI;
|
|||||||
|
|
||||||
public class PlayerController : MonoBehaviour
|
public class PlayerController : MonoBehaviour
|
||||||
{
|
{
|
||||||
private int speed;
|
[SerializeField] int speed;
|
||||||
private Vector3 position = Vector3.zero;
|
private Vector3 position = Vector3.zero;
|
||||||
private Text score;
|
private Text score;
|
||||||
private int points;
|
private int points;
|
||||||
private Rigidbody rb;
|
private Rigidbody rb;
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
rb = GetComponent<Rigidbody>();
|
rb = GetComponent<Rigidbody>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
position = Vector3.zero;
|
position = Vector3.zero;
|
||||||
if (Input.GetKey(KeyCode.W))
|
if (Input.GetKey(KeyCode.W))
|
||||||
{
|
{
|
||||||
|
position += Vector3.forward * speed;
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.A))
|
||||||
|
{
|
||||||
|
position += Vector3.left * speed;
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.S))
|
||||||
|
{
|
||||||
|
position += Vector3.back * speed;
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.D))
|
||||||
|
{
|
||||||
|
position += Vector3.right * speed;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
rb.linearVelocity = position.normalized * speed;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,46 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerHealth : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Gesundheitseinstellungen")]
|
||||||
|
public int maxHealth = 100;
|
||||||
|
public int currentHealth;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
currentHealth = maxHealth; // Startet mit 100 Leben
|
||||||
|
}
|
||||||
|
|
||||||
|
// Funktion, um Schaden zu bekommen
|
||||||
|
public void TakeDamage(int damage)
|
||||||
|
{
|
||||||
|
currentHealth -= damage;
|
||||||
|
|
||||||
|
// Verhindert, dass das Leben unter 0 fällt
|
||||||
|
if (currentHealth < 0)
|
||||||
|
{
|
||||||
|
currentHealth = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (currentHealth == 0)
|
||||||
|
{
|
||||||
|
Die();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Optional: Funktion zum Heilen
|
||||||
|
public void Heal(int amount)
|
||||||
|
{
|
||||||
|
currentHealth += amount;
|
||||||
|
if (currentHealth > maxHealth)
|
||||||
|
{
|
||||||
|
currentHealth = maxHealth;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Die()
|
||||||
|
{
|
||||||
|
Debug.Log("Spieler ist gestorben!");
|
||||||
|
// Hier kannst du z.B. einen Game Over Screen anzeigen oder die Szene neu laden
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: db77dcbb78925b543b84b7789c1903b9
|
||||||
@@ -0,0 +1,34 @@
|
|||||||
|
//Oliver
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityEngine;
|
||||||
|
public class Shoot : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] GameObject bulletPrefab;
|
||||||
|
[SerializeField] Transform spawnPointAR;
|
||||||
|
[SerializeField] Transform spawnPointPistol;
|
||||||
|
[SerializeField] bool AR = true;
|
||||||
|
[SerializeField] bool Pistole = true;
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
if ( AR == true && Input.GetKey(KeyCode.Mouse0))
|
||||||
|
{
|
||||||
|
Shot(spawnPointAR);
|
||||||
|
}
|
||||||
|
else if (Pistole == true && Input.GetKeyDown(KeyCode.Mouse0))
|
||||||
|
{
|
||||||
|
Shot(spawnPointPistol);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void Shot(Transform spawnPoint)
|
||||||
|
{
|
||||||
|
GameObject bullet = Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
|
||||||
|
bullet.transform.Rotate(90,0,0);
|
||||||
|
Destroy(bullet, 2);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a10d4b5b33d924c428453e46c9513163
|
||||||
@@ -0,0 +1,76 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class WeaponReload : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Munitionseinstellungen")]
|
||||||
|
public int maxAmmo = 30; // Maximale Munition im Magazin
|
||||||
|
public int currentAmmo; // Aktuelle Munition
|
||||||
|
public float reloadTime = 1.5f; // Wie lange das Nachladen dauert (in Sekunden)
|
||||||
|
|
||||||
|
private bool isReloading = false; // Verhindert Doppelklicks / Aktionen während des Nachladens
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
currentAmmo = maxAmmo; // Beim Start ist das Magazin voll
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// Während nachgeladen wird, keine Aktionen zulassen
|
||||||
|
if (isReloading)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// --- PUNKT 1: Auslösen auf R ODER wenn Magazin leer ist ---
|
||||||
|
// 1. Manuelles Nachladen mit R (nur wenn Magazin nicht schon voll ist)
|
||||||
|
if (Input.GetKeyDown(KeyCode.R) && currentAmmo < maxAmmo)
|
||||||
|
{
|
||||||
|
StartCoroutine(Reload());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Automatisches Nachladen beim Schießen, wenn das Magazin leer (<= 0) ist
|
||||||
|
if (Input.GetButtonDown("Fire1"))
|
||||||
|
{
|
||||||
|
if (currentAmmo > 0)
|
||||||
|
{
|
||||||
|
Shoot();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Magazin ist leer -> automatisch nachladen!
|
||||||
|
StartCoroutine(Reload());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Shoot()
|
||||||
|
{
|
||||||
|
// Nur schießen, wenn das Pausemenü NICHT offen ist
|
||||||
|
if (PausenManager.GameIsPaused) return;
|
||||||
|
|
||||||
|
currentAmmo--;
|
||||||
|
Debug.Log("Schuss gefeuert! Verbleibende Munition: " + currentAmmo);
|
||||||
|
|
||||||
|
// Hier deinen normalen Schuss-Code einfügen (Raycast, Bullet-Prefab, Ton etc.)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Coroutine für die Nachlade-Verzögerung
|
||||||
|
IEnumerator Reload()
|
||||||
|
{
|
||||||
|
isReloading = true;
|
||||||
|
Debug.Log("Nachladen gestartet...");
|
||||||
|
|
||||||
|
// Hier könntest du z.B. eine Nachlade-Animation oder einen Sound abspielen:
|
||||||
|
// animator.SetTrigger("Reload");
|
||||||
|
|
||||||
|
// Warten, bis die Nachladezeit abgelaufen ist
|
||||||
|
yield return new WaitForSeconds(reloadTime);
|
||||||
|
|
||||||
|
// --- PUNKT 2: Munition wieder voll wenn fertig ---
|
||||||
|
currentAmmo = maxAmmo;
|
||||||
|
|
||||||
|
isReloading = false;
|
||||||
|
Debug.Log("Nachladen abgeschlossen! Munition wieder voll: " + currentAmmo);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0a3d6d3eb3a1b7845801a59185c759a3
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d0d6308c83277ed43a63b5c4062a482a
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a30ed77618e5c424983fca0b84bcba3d
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,112 @@
|
|||||||
|
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)
|
||||||
|
{
|
||||||
|
targetTransform = animator.transform;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("No Animator component found in parent or its children.");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Initialize last position
|
||||||
|
if (targetTransform != null)
|
||||||
|
{
|
||||||
|
lastPosition = targetTransform.position;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
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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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using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
using System; // Required for Type handling
|
||||||
|
|
||||||
|
public class UpdateCollectibleCount : MonoBehaviour
|
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|
{
|
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|
private TextMeshProUGUI collectibleText; // Reference to the TextMeshProUGUI component
|
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|
||||||
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void Start()
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{
|
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|
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|
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if (collectibleText == null)
|
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{
|
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|
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|
return;
|
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|
}
|
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|
UpdateCollectibleDisplay(); // Initial update on start
|
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|
}
|
||||||
|
|
||||||
|
void Update()
|
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|
{
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
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||||||
|
// Optionally, check and count objects of type Collectible2D as well if needed
|
||||||
|
Type collectible2DType = Type.GetType("Collectible2D");
|
||||||
|
if (collectible2DType != null)
|
||||||
|
{
|
||||||
|
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|
||||||
|
}
|
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|
|
||||||
|
// Update the collectible count display
|
||||||
|
collectibleText.text = $"Collectibles remaining: {totalCollectibles}";
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|
||||||
|
modified: 0
|
||||||
|
- boneName: Spine1
|
||||||
|
humanName: Spine
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: Spine2
|
||||||
|
humanName: Chest
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: Neck
|
||||||
|
humanName: Neck
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: Head
|
||||||
|
humanName: Head
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: Left_Shoulder
|
||||||
|
humanName: LeftShoulder
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: Right_Shoulder
|
||||||
|
humanName: RightShoulder
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftArm
|
||||||
|
humanName: LeftUpperArm
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightArm
|
||||||
|
humanName: RightUpperArm
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftForearm
|
||||||
|
humanName: LeftLowerArm
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightForearm
|
||||||
|
humanName: RightLowerArm
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftHand
|
||||||
|
humanName: LeftHand
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightHand
|
||||||
|
humanName: RightHand
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftToes
|
||||||
|
humanName: LeftToes
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightToes
|
||||||
|
humanName: RightToes
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftThumb1
|
||||||
|
humanName: Left Thumb Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftThumb2
|
||||||
|
humanName: Left Thumb Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftThumb3
|
||||||
|
humanName: Left Thumb Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftIndex1
|
||||||
|
humanName: Left Index Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftIndex2
|
||||||
|
humanName: Left Index Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftIndex3
|
||||||
|
humanName: Left Index Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftMiddle1
|
||||||
|
humanName: Left Middle Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftMiddle2
|
||||||
|
humanName: Left Middle Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftMiddle3
|
||||||
|
humanName: Left Middle Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftPinky1
|
||||||
|
humanName: Left Little Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftPinky2
|
||||||
|
humanName: Left Little Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: LeftPinky3
|
||||||
|
humanName: Left Little Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightThumb1
|
||||||
|
humanName: Right Thumb Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightThumb2
|
||||||
|
humanName: Right Thumb Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightThumb3
|
||||||
|
humanName: Right Thumb Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightIndex1
|
||||||
|
humanName: Right Index Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightIndex2
|
||||||
|
humanName: Right Index Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightIndex3
|
||||||
|
humanName: Right Index Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightMiddle1
|
||||||
|
humanName: Right Middle Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightMiddle2
|
||||||
|
humanName: Right Middle Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightMiddle3
|
||||||
|
humanName: Right Middle Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightPinky1
|
||||||
|
humanName: Right Little Proximal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightPinky2
|
||||||
|
humanName: Right Little Intermediate
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
- boneName: RightPinky3
|
||||||
|
humanName: Right Little Distal
|
||||||
|
limit:
|
||||||
|
min: {x: 0, y: 0, z: 0}
|
||||||
|
max: {x: 0, y: 0, z: 0}
|
||||||
|
value: {x: 0, y: 0, z: 0}
|
||||||
|
length: 0
|
||||||
|
modified: 0
|
||||||
|
skeleton:
|
||||||
|
- name: TimmyRobot(Clone)
|
||||||
|
parentName:
|
||||||
|
position: {x: 0, y: 0, z: 0}
|
||||||
|
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: TimmyRobot
|
||||||
|
parentName: TimmyRobot(Clone)
|
||||||
|
position: {x: -0, y: 0, z: 0}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: ROOT
|
||||||
|
parentName: TimmyRobot(Clone)
|
||||||
|
position: {x: -0, y: 0, z: 0}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 6.2123103, y: 6.2123103, z: 6.2123103}
|
||||||
|
- name: Hips
|
||||||
|
parentName: ROOT
|
||||||
|
position: {x: -0.0000034925629, y: 0.1659289, z: 0}
|
||||||
|
rotation: {x: 0, y: 0, z: -0.7071068, w: 0.7071068}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: Spine1
|
||||||
|
parentName: Hips
|
||||||
|
position: {x: -0.009939235, y: -2.3781974e-18, z: -2.9123672e-34}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: Spine2
|
||||||
|
parentName: Spine1
|
||||||
|
position: {x: -0.03433461, y: 5.5543868e-15, z: 2.0664392e-37}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: Neck
|
||||||
|
parentName: Spine2
|
||||||
|
position: {x: -0.032085333, y: -2.220446e-18, z: -2.7192621e-34}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: Head
|
||||||
|
parentName: Neck
|
||||||
|
position: {x: -0.009351053, y: 2.220446e-18, z: 2.7192621e-34}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: HeadEND
|
||||||
|
parentName: Head
|
||||||
|
position: {x: -0.05522531, y: 2.9103897e-37, z: 0}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: Left_Shoulder
|
||||||
|
parentName: Spine2
|
||||||
|
position: {x: -0.0194389, y: -0.011220334, z: 2.9103006e-34}
|
||||||
|
rotation: {x: 0, y: 0, z: 0.7071068, w: 0.7071068}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: LeftArm
|
||||||
|
parentName: Left_Shoulder
|
||||||
|
position: {x: -0.01819921, y: 0.00024804156, z: 0}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: LeftForearm
|
||||||
|
parentName: LeftArm
|
||||||
|
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Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user