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12 Commits
Author SHA1 Message Date
NBTEMP\bib 7cc9554e6a montzions ui pausenmenü ui lebns ui nachladen pausen menü neues digsein 2026-07-16 15:09:38 +02:00
PBA3H25ABU c320f54ec9 Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-07-16 11:07:39 +02:00
PBA3H25ABU 82c106d040 Waffen Prefab fix Game map spielbar mit Charakter waffe kann schießen pause maneger und Equiepment bearbeitet und health skript hinzugefügt 2026-07-16 11:07:21 +02:00
NBTEMP\bib 6db27d3c44 Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-07-16 11:03:09 +02:00
NBTEMP\bib 49d2852e14 weiß ich nicht mehr 2026-07-16 11:03:02 +02:00
GodGodGod20081 65e6ffed94 Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone
# Conflicts:
#	Assets/Prefabs/AR.prefab
#	Assets/Prefabs/Pistole.prefab
2026-06-26 13:42:03 +02:00
GodGodGod20081 e68e753523 movement und animation tweaks 2026-06-26 13:41:37 +02:00
PBA3H25ABU f9295a93aa Map 1 fertig equipmentManager kann die ausrüstung wechseln waffen preffebs bearbeitet 2026-06-26 13:41:28 +02:00
GodGodGod20081 83c852c1ab Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-06-25 12:44:09 +02:00
GodGodGod20081 cdcd374639 neuer character modifiziert und skeleton vom alten in den neuen 2026-06-25 12:43:48 +02:00
PBA3H25ABU 19df668261 Merge branch 'main' of https://git.bib.de/PBA3H25ABU/ClearTheZone 2026-06-25 12:42:18 +02:00
PBA3H25ABU d7d88fe70a Reload Animation von Ar und Pistole außerdem Shot script soweit fertig 2026-06-25 12:42:14 +02:00
400 changed files with 113165 additions and 10530 deletions
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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;
}
}
}
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fileFormatVersion: 2
guid: d012b46a6ebe1e34598d94f22195a13e
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//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);
}
}
}
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fileFormatVersion: 2
guid: 7ee40f80839af164b8507cf892937394
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isOpen = !isOpen;
targetRotation = isOpen ? currentRotation + openAngle : currentRotation - openAngle;
}
//Smoothe rotation der tür
//glatte bewegung der tür
private void SmoothRotateDoor()
{
currentRotation = Mathf.Lerp(currentRotation, targetRotation, Time.deltaTime * rotationSpeed);
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//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;
}
}
}
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//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);
}
}
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fileFormatVersion: 2
guid: a187176846a552d4e8321e8645b42c94
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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;
}
}
}
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fileFormatVersion: 2
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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;
}
}
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//Oliver
using UnityEngine;
public class PausenManager : MonoBehaviour
{
private bool isOn = false;
[SerializeField] GameObject Can;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
Can.SetActive(false);
}
// 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;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
isOn = true;
show();
}
}
public void show()
if (GameIsPaused)
{
if(isOn = true)
{
Can.SetActive(true);
Resume();
}
else
{
Can.SetActive(false);
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)
}
}
+46
View File
@@ -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
}
}
+2
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@@ -0,0 +1,2 @@
fileFormatVersion: 2
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+17 -7
View File
@@ -1,24 +1,34 @@
//Oliver
using Unity.VisualScripting;
using UnityEngine;
public class Shoot : MonoBehaviour
{
[SerializeField] GameObject bulletPrefab;
// Start is called once before the first execution of Update after the MonoBehaviour is created
[SerializeField] Transform spawnPointAR;
[SerializeField] Transform spawnPointPistol;
[SerializeField] bool AR = true;
[SerializeField] bool Pistole = true;
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
if ( AR == true && Input.GetKey(KeyCode.Mouse0))
{
Shot();
Shot(spawnPointAR);
}
else if (Pistole == true && Input.GetKeyDown(KeyCode.Mouse0))
{
Shot(spawnPointPistol);
}
}
public void Shot()
public void Shot(Transform spawnPoint)
{
Instantiate(bulletPrefab);
GameObject bullet = Instantiate(bulletPrefab, spawnPoint.position, spawnPoint.rotation);
bullet.transform.Rotate(90,0,0);
Destroy(bullet, 2);
}
}
-4
View File
@@ -14,10 +14,6 @@ public class UIHandler : MonoBehaviour
{
SceneManager.LoadScene(sceneName);
}
public void show()
{
gameObject.SetActive(false);
}
public void Quit()
{
+76
View File
@@ -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);
}
}
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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)
{
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;
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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fileFormatVersion: 2
guid: 8c2a1f8514c164c1b84d93b38976ba4d
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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()
{
collectibleText = GetComponent<TextMeshProUGUI>();
if (collectibleText == null)
{
Debug.LogError("UpdateCollectibleCount script requires a TextMeshProUGUI component on the same GameObject.");
return;
}
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)
{
totalCollectibles += UnityEngine.Object.FindObjectsByType(collectible2DType, FindObjectsSortMode.None).Length;
}
// Update the collectible count display
collectibleText.text = $"Collectibles remaining: {totalCollectibles}";
}
}
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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}
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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}
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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}
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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}
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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
position: {x: -0.0540561, y: -2.1316282e-16, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: LeftHand
parentName: LeftForearm
position: {x: -0.053216036, y: 1.7763567e-16, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: LeftThumb1
parentName: LeftHand
position: {x: -0.007575695, y: 0.0006031808, z: 0.0129252765}
rotation: {x: 0.17453445, y: 0.35619232, z: -0.034262262, w: 0.9173281}
scale: {x: 1, y: 1, z: 1}
- name: LeftThumb2
parentName: LeftThumb1
position: {x: -0.0072291046, y: -7.771561e-18, z: 0}
rotation: {x: -0.000000029802315, y: 0.00000071525557, z: 0.0382381, w: 0.99926865}
scale: {x: 1, y: 1, z: 1}
- name: LeftThumb3
parentName: LeftThumb2
position: {x: -0.007574104, y: -1.6653344e-17, z: 0}
rotation: {x: 0.00000003653294, y: 0.0000008628892, z: 0.03672986, w: 0.9993252}
scale: {x: 1, y: 1, z: 1}
- name: LeftThumbEND
parentName: LeftThumb3
position: {x: -0.006904999, y: -3.4833247e-17, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: LeftIndex1
parentName: LeftHand
position: {x: -0.018520163, y: 0.0013417214, z: 0.007918065}
rotation: {x: -0.0028224336, y: 0.016564995, z: 0.042617455, w: 0.9989501}
scale: {x: 1, y: 1, z: 1}
- name: LeftIndex2
parentName: LeftIndex1
position: {x: -0.0091769155, y: -1.110223e-18, z: 0}
rotation: {x: 0.000000002793967, y: 0.000000065192566, z: 0.037524126, w: 0.9992958}
scale: {x: 1, y: 1, z: 1}
- name: LeftIndex3
parentName: LeftIndex2
position: {x: -0.007816975, y: 7.216449e-18, z: 0}
rotation: {x: -3.8152068e-10, y: -0.00000017319712, z: 0.03475504, w: 0.9993959}
scale: {x: 1, y: 1, z: 1}
- name: LeftIndexEND
parentName: LeftIndex3
position: {x: -0.0070522567, y: -2.2204459e-17, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: LeftMiddle1
parentName: LeftHand
position: {x: -0.019794779, y: 0.0013417214, z: 0.0010449082}
rotation: {x: -0.004756325, y: 0.019546678, z: 0.03927352, w: 0.99902594}
scale: {x: 1, y: 1, z: 1}
- name: LeftMiddle2
parentName: LeftMiddle1
position: {x: -0.010139863, y: -3.330669e-18, z: 0}
rotation: {x: -9.3132246e-10, y: -0.00000001117587, z: 0.035589103, w: 0.9993666}
scale: {x: 1, y: 1, z: 1}
- name: LeftMiddle3
parentName: LeftMiddle2
position: {x: -0.006808633, y: 1.9984014e-17, z: 0}
rotation: {x: 0.0000000010871425, y: -0.000000007537428, z: 0.03794357, w: 0.9992799}
scale: {x: 1, y: 1, z: 1}
- name: LeftMiddleEND
parentName: LeftMiddle3
position: {x: -0.009254066, y: 6.1062266e-18, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: LeftPinky1
parentName: LeftHand
position: {x: -0.019849781, y: 0.0006031808, z: -0.0054646465}
rotation: {x: -0.006358275, y: 0.021006588, z: 0.036992364, w: 0.9990745}
scale: {x: 1, y: 1, z: 1}
- name: LeftPinky2
parentName: LeftPinky1
position: {x: -0.0072291046, y: -7.771561e-18, z: 0}
rotation: {x: 0.0000000027939664, y: 0.000000050291394, z: 0.03823615, w: 0.9992687}
scale: {x: 1, y: 1, z: 1}
- name: LeftPinky3
parentName: LeftPinky2
position: {x: -0.007574104, y: -1.6653344e-17, z: 0}
rotation: {x: 0.0000000042483888, y: -0.00000001120994, z: 0.036730662, w: 0.9993253}
scale: {x: 1, y: 1, z: 1}
- name: LeftPinkyEND
parentName: LeftPinky3
position: {x: -0.006904999, y: -3.4833247e-17, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Right_Shoulder
parentName: Spine2
position: {x: -0.019439258, y: 0.011220293, z: 2.9103006e-34}
rotation: {x: 0.7071068, y: 0.7071068, z: -4.3297806e-17, w: -4.3297806e-17}
scale: {x: 1, y: 1, z: 1}
- name: RightArm
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}
- name: RightForearm
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}
- name: RightHand
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}
- name: RightThumb2
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}
scale: {x: 1, y: 1, z: 1}
- name: RightThumb3
parentName: RightThumb2
position: {x: 0.0075740116, y: -0.00000060423326, z: 0.0000003970666}
rotation: {x: 0.00000011361209, y: -0.00003958066, z: 0.036661983, w: 0.9993278}
scale: {x: 1, y: 1, z: 1}
- name: RightThumbEND
parentName: RightThumb3
position: {x: 0.0069050053, y: 0.00000033137337, z: -0.000000358979}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: RightIndex1
parentName: RightHand
position: {x: 0.01852, y: -0.001341, z: -0.00791807}
rotation: {x: -0.0028223381, y: 0.016563896, z: 0.042634264, w: 0.9989494}
scale: {x: 1, y: 1, z: 1}
- name: RightIndex2
parentName: RightIndex1
position: {x: 0.0091768075, y: 0.000000022682093, z: 0}
rotation: {x: 0.0000000034924592, y: 0.000000048428767, z: 0.03752226, w: 0.9992959}
scale: {x: 1, y: 1, z: 1}
- name: RightIndex3
parentName: RightIndex2
position: {x: 0.007817048, y: 0.000000042605055, z: -1.110223e-18}
rotation: {x: 0.0000000020219975, y: -0.000000012972602, z: 0.03480849, w: 0.999394}
scale: {x: 1, y: 1, z: 1}
- name: RightIndexEND
parentName: RightIndex3
position: {x: 0.0070518753, y: -0.0000007024715, z: -2.220446e-18}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: RightMiddle1
parentName: RightHand
position: {x: 0.019795, y: -0.001341, z: -0.00104491}
rotation: {x: -0.0047545815, y: 0.01954495, z: 0.039326776, w: 0.9990239}
scale: {x: 1, y: 1, z: 1}
- name: RightMiddle2
parentName: RightMiddle1
position: {x: 0.01013928, y: -0.0000006555181, z: -5.551115e-19}
rotation: {x: -0.0000000018626447, y: 0.000000033527606, z: 0.035530798, w: 0.99936855}
scale: {x: 1, y: 1, z: 1}
- name: RightMiddle3
parentName: RightMiddle2
position: {x: 0.006809136, y: 0.00000029089708, z: -4.1633362e-19}
rotation: {x: -5.4100235e-10, y: -0.000000018665558, z: 0.03797166, w: 0.9992788}
scale: {x: 1, y: 1, z: 1}
- name: RightMiddleEND
parentName: RightMiddle3
position: {x: 0.009254506, y: -0.000000031770824, z: -1.110223e-18}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: RightPinky1
parentName: RightHand
position: {x: 0.019849999, y: -0.000603, z: 0.0054646498}
rotation: {x: -0.0063577616, y: 0.021005789, z: 0.037018176, w: 0.9990736}
scale: {x: 1, y: 1, z: 1}
- name: RightPinky2
parentName: RightPinky1
position: {x: 0.007229408, y: -0.00000007750967, z: -1.110223e-18}
rotation: {x: 0.0000000069849166, y: 0.000000024214378, z: 0.038191285, w: 0.9992705}
scale: {x: 1, y: 1, z: 1}
- name: RightPinky3
parentName: RightPinky2
position: {x: 0.007573561, y: 0.0000005921108, z: -1.110223e-18}
rotation: {x: -0.000000003678645, y: 0.000000048878253, z: 0.036788132, w: 0.9993231}
scale: {x: 1, y: 1, z: 1}
- name: RightPinkyEND
parentName: RightPinky3
position: {x: 0.0069049927, y: -0.00000021213754, z: 1.110223e-18}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: LeftLeg
parentName: Hips
position: {x: 0.0074769715, y: -0.015193004, z: 0}
rotation: {x: -0, y: 0, z: 1, w: -6.123234e-17}
scale: {x: 1, y: 1, z: 1}
- name: LeftCalf
parentName: LeftLeg
position: {x: -0.06521987, y: 2.220446e-18, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: LeftFoot
parentName: LeftCalf
position: {x: -0.085699975, y: -2.220446e-18, z: 0}
rotation: {x: 0, y: 0.64278764, z: -0, w: 0.76604444}
scale: {x: 1, y: 1, z: 1}
- name: LeftToes
parentName: LeftFoot
position: {x: -0.025804533, y: 1.21951056e-17, z: 6.016905e-18}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: LEftToesEND
parentName: LeftToes
position: {x: -0.013662686, y: 2.522125e-19, z: 2.810252e-18}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: RightLeg
parentName: Hips
position: {x: 0.0074768947, y: 0.015192992, z: 0}
rotation: {x: 1, y: -0, z: 0, w: -6.123234e-17}
scale: {x: 1, y: 1, z: 1}
- name: RightCalf
parentName: RightLeg
position: {x: 0.065219894, y: 0, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: RightFoot
parentName: RightCalf
position: {x: 0.08570001, y: 0, z: 0}
rotation: {x: 0, y: 0.64278764, z: -0, w: 0.76604444}
scale: {x: 1, y: 1, z: 1}
- name: RightToes
parentName: RightFoot
position: {x: 0.025804529, y: -4.440892e-18, z: 5.9358907e-10}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: LEftToesEND
parentName: RightToes
position: {x: 0.013662667, y: 0, z: 0.0000000047683106}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName:
hasTranslationDoF: 0
hasExtraRoot: 1
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
autoGenerateAvatarMappingIfUnspecified: 1
animationType: 3
humanoidOversampling: 1
avatarSetup: 1
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
importBlendShapeDeformPercent: 1
remapMaterialsIfMaterialImportModeIsNone: 0
additionalBone: 0
userData:
assetBundleName:
assetBundleVariant:
@@ -14,13 +14,25 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_SupportedDevices: []
m_UpdateMode: 1
m_ScrollDeltaBehavior: 0
m_MaxEventBytesPerUpdate: 5242880
m_MaxQueuedEventsPerUpdate: 1000
m_CompensateForScreenOrientation: 0
m_FilterNoiseOnCurrent: 0
m_BackgroundBehavior: 0
m_EditorInputBehaviorInPlayMode: 0
m_InputActionPropertyDrawerMode: 0
m_DefaultDeadzoneMin: 0.125
m_DefaultDeadzoneMax: 0.925
m_DefaultButtonPressPoint: 0.5
m_ButtonReleaseThreshold: 0.75
m_DefaultTapTime: 0.2
m_DefaultSlowTapTime: 0.5
m_DefaultHoldTime: 0.4
m_TapRadius: 5
m_MultiTapDelayTime: 0.75
m_DisableRedundantEventsMerging: 0
m_ShortcutKeysConsumeInputs: 0
m_iOSSettings:
m_MotionUsage:
m_Enabled: 0
m_Description:
@@ -20,7 +20,12 @@ namespace StarterAssets
public bool cursorLocked = true;
public bool cursorInputForLook = true;
#if ENABLE_INPUT_SYSTEM
public void OnMove(InputValue value)
{
MoveInput(value.Get<Vector2>());
@@ -45,6 +50,13 @@ namespace StarterAssets
}
#endif
private void Awake()
{
SetCursorState(cursorLocked);
Cursor.visible = false;
}
public void MoveInput(Vector2 newMoveDirection)
{
@@ -74,6 +86,9 @@ namespace StarterAssets
private void SetCursorState(bool newState)
{
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !newState;
}
}
@@ -1,164 +1,78 @@
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/* Note: animations are called via the controller for both the character and capsule using animator null checks
*/
namespace StarterAssets
namespace StarterAssets
{
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM
[RequireComponent(typeof(PlayerInput))]
#endif
public class ThirdPersonController : MonoBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 2.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 5.335f;
[Tooltip("How fast the character turns to face movement direction")]
[Range(0.0f, 0.3f)]
public float RotationSmoothTime = 0.12f;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
public AudioSource AudioFootsteps;
public AudioSource LandingAudio;
public AudioSource AudioFoley;
public AudioClip LandingAudioClip;
public AudioClip[] FootstepAudioClips;
[Range(0, 1)] public float FootstepAudioVolume = 0.5f;
[Space(10)]
[Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f;
[Space(10)]
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
public float JumpTimeout = 0.50f;
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
public float FallTimeout = 0.15f;
[Header("Player Grounded")]
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
public bool Grounded = true;
[Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f;
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
public float GroundedRadius = 0.28f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[Header("Cinemachine")]
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")]
public Camera PlayerCamera;
public float TopClamp = 70.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -30.0f;
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
public float CameraAngleOverride = 0.0f;
[Tooltip("For locking the camera position on all axis")]
public bool LockCameraPosition = false;
// cinemachine
private float _cinemachineTargetYaw;
private float _cinemachineTargetPitch;
// player
private float _speed;
private float _animationBlend;
private float _targetRotation = 0.0f;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
// animation IDs
private PlayerInput _playerInput;
private CharacterController _controller;
private StarterAssetsInputs _input;
private Animator _animator;
private int _animIDSpeed;
private int _animIDGrounded;
private int _animIDJump;
private int _animIDFreeFall;
private int _animIDMotionSpeed;
#if ENABLE_INPUT_SYSTEM
private PlayerInput _playerInput;
#endif
private Animator _animator;
private CharacterController _controller;
private StarterAssetsInputs _input;
private GameObject _mainCamera;
private const float _threshold = 0.01f;
private bool _hasAnimator;
private bool IsCurrentDeviceMouse
{
get
{
#if ENABLE_INPUT_SYSTEM
return _playerInput.currentControlScheme == "KeyboardMouse";
#else
return false;
#endif
return _playerInput != null && _playerInput.currentControlScheme == "KeyboardMouse";
}
}
private void Awake()
{
// get a reference to our main camera
if (_mainCamera == null)
if (PlayerCamera == null)
{
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
PlayerCamera = Camera.main;
}
}
private void Start()
{
_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
_hasAnimator = TryGetComponent(out _animator);
_cinemachineTargetYaw = PlayerCamera.transform.rotation.eulerAngles.y;
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM
_hasAnimator = TryGetComponent(out _animator);
_playerInput = GetComponent<PlayerInput>();
#else
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
#endif
AssignAnimationIDs();
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
}
private void Update()
{
_hasAnimator = TryGetComponent(out _animator);
JumpAndGravity();
GroundedCheck();
Move();
@@ -180,13 +94,9 @@ namespace StarterAssets
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
transform.position.z);
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
QueryTriggerInteraction.Ignore);
// update animator if using character
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Physics.CheckSphere.html
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
if (_hasAnimator)
{
_animator.SetBool(_animIDGrounded, Grounded);
@@ -195,127 +105,69 @@ namespace StarterAssets
private void CameraRotation()
{
// if there is an input and camera position is not fixed
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
{
//Don't multiply mouse input by Time.deltaTime;
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
_cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
_cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
}
// clamp our rotations so our values are limited 360 degrees
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
// Cinemachine will follow this target
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
_cinemachineTargetYaw, 0.0f);
PlayerCamera.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f);
transform.rotation = Quaternion.Euler(0.0f, _cinemachineTargetYaw, 0.0f);
}
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/CharacterController.Move.html
private void Move()
{
// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is no input, set the target speed to 0
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
// a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
// accelerate or decelerate to target speed
if (currentHorizontalSpeed < targetSpeed - speedOffset ||
currentHorizontalSpeed > targetSpeed + speedOffset)
if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
{
// creates curved result rather than a linear one giving a more organic speed change
// note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
Time.deltaTime * SpeedChangeRate);
// round speed to 3 decimal places
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
if (_animationBlend < 0.01f) _animationBlend = 0f;
// normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero)
{
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
_mainCamera.transform.eulerAngles.y;
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
RotationSmoothTime);
// rotate to face input direction relative to camera position
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
}
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
// move the player
_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
// update animator if using character
Vector3 moveDirection = PlayerCamera.transform.right * inputDirection.x + PlayerCamera.transform.forward * inputDirection.z;
moveDirection.y = 0f;
_controller.Move(moveDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
if (_hasAnimator)
{
_animator.SetFloat(_animIDSpeed, _animationBlend);
_animator.SetFloat(_animIDSpeed, _speed);
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
}
}
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Mathf.Sqrt.html
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, false);
_animator.SetBool(_animIDFreeFall, false);
}
// stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f)
{
_verticalVelocity = -2f;
}
// Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{
// the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, true);
}
}
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
@@ -323,28 +175,20 @@ namespace StarterAssets
}
else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
else
{
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDFreeFall, true);
}
}
// if we are not grounded, do not jump
_input.jump = false;
}
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity)
{
_verticalVelocity += Gravity * Time.deltaTime;
@@ -358,40 +202,22 @@ namespace StarterAssets
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private void OnFootstep(AnimationEvent animationEvent)
{
}
// Die beiden teile sind einfach da damit das spiel nicht einfriert, immernoch keinen plan warum, aber es ist so
private void OnLand(AnimationEvent animationEvent)
{
}
private void OnDrawGizmosSelected()
{
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
if (Grounded) Gizmos.color = transparentGreen;
else Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(
new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
GroundedRadius);
}
private void OnFootstep(AnimationEvent animationEvent)
{
if (animationEvent.animatorClipInfo.weight > 0.5f)
{
if (AudioFootsteps != null)
AudioFootsteps.Play();
if (AudioFoley != null)
AudioFoley.Play();
}
}
private void OnLand(AnimationEvent animationEvent)
{
if (animationEvent.animatorClipInfo.weight > 0.5f)
{
if (LandingAudio != null)
LandingAudio.Play();
}
Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
}
}
}
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
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This license is copied below, and is also available with a FAQ at:
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-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
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