Removed crouching completely and added the main mechanic
This commit is contained in:
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@ -417,7 +386,7 @@ CircleCollider2D:
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m_JumpForce: 500
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m_JumpForce: 500
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m_CrouchSpeed: 1
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m_MovementSmoothing: 0.05
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m_MovementSmoothing: 0.05
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m_AirControl: 1
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m_AirControl: 1
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m_WhatIsGround:
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m_WhatIsGround:
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OnLandEvent:
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OnLandEvent:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls: []
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m_Calls: []
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OnCrouchEvent:
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@ -4,13 +4,10 @@ using UnityEngine.Events;
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public class CharacterController2D : MonoBehaviour
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public class CharacterController2D : MonoBehaviour
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{
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{
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[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
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[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
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[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
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[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
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[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
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[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
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[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
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[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
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[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
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||||||
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
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[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
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||||||
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
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||||||
[SerializeField] private CapsuleCollider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
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||||||
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const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
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const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
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||||||
private bool m_Grounded; // Whether or not the player is grounded.
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private bool m_Grounded; // Whether or not the player is grounded.
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||||||
@ -27,18 +24,12 @@ public class CharacterController2D : MonoBehaviour
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|||||||
[System.Serializable]
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[System.Serializable]
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public class BoolEvent : UnityEvent<bool> { }
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public class BoolEvent : UnityEvent<bool> { }
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public BoolEvent OnCrouchEvent;
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private bool m_wasCrouching = false;
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||||||
private void Awake()
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private void Awake()
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||||||
{
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{
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||||||
m_Rigidbody2D = GetComponent<Rigidbody2D>();
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m_Rigidbody2D = GetComponent<Rigidbody2D>();
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||||||
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||||||
if (OnLandEvent == null)
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if (OnLandEvent == null)
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||||||
OnLandEvent = new UnityEvent();
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OnLandEvent = new UnityEvent();
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||||||
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||||||
if (OnCrouchEvent == null)
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||||||
OnCrouchEvent = new BoolEvent();
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||||||
}
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}
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||||||
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||||||
private void FixedUpdate()
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private void FixedUpdate()
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||||||
@ -61,50 +52,13 @@ public class CharacterController2D : MonoBehaviour
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|||||||
}
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}
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||||||
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||||||
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||||||
public void Move(float move, bool crouch, bool jump)
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public void Move(float move, bool jump)
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||||||
{
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{
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// If crouching, check to see if the character can stand up
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if (!crouch)
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{
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// If the character has a ceiling preventing them from standing up, keep them crouching
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if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
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{
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crouch = true;
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}
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}
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//only control the player if grounded or airControl is turned on
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//only control the player if grounded or airControl is turned on
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if (m_Grounded || m_AirControl)
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if (m_Grounded || m_AirControl)
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{
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{
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// If crouching
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if (crouch)
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{
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if (!m_wasCrouching)
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{
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m_wasCrouching = true;
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OnCrouchEvent.Invoke(true);
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}
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// Reduce the speed by the crouchSpeed multiplier
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move *= m_CrouchSpeed;
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// Disable one of the colliders when crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = false;
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} else
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{
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// Enable the collider when not crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = true;
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if (m_wasCrouching)
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{
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m_wasCrouching = false;
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OnCrouchEvent.Invoke(false);
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}
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||||||
}
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||||||
// Move the character by finding the target velocity
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// Move the character by finding the target velocity
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Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
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Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
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||||||
// And then smoothing it out and applying it to the character
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// And then smoothing it out and applying it to the character
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||||||
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@ -7,12 +7,12 @@ public class PlayerControls : MonoBehaviour
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|||||||
public Animator animator;
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public Animator animator;
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||||||
public PhysicsMaterial2D top;
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public PhysicsMaterial2D top;
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||||||
public Rigidbody2D rigidbody;
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public Rigidbody2D rigidbody;
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public SpriteRenderer sprite;
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||||||
public PhysicsMaterial2D bottom;
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public PhysicsMaterial2D bottom;
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||||||
public CharacterController2D controller;
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public CharacterController2D controller;
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||||||
public float runspeed = 40f;
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public float runspeed = 40f;
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float horizonatalaxis = 0f;
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float horizonatalaxis = 0f;
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bool jumping = false;
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bool jumping = false;
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bool crouching = false;
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bool switchy = false;
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bool switchy = false;
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void Start()
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void Start()
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@ -26,7 +26,6 @@ public class PlayerControls : MonoBehaviour
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horizonatalaxis = Input.GetAxisRaw("Horizontal");
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horizonatalaxis = Input.GetAxisRaw("Horizontal");
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jumping = Input.GetButton("Jump") || Input.GetAxisRaw("Vertical") > 0;
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jumping = Input.GetButton("Jump") || Input.GetAxisRaw("Vertical") > 0;
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crouching = Input.GetButton("Crouch") || Input.GetAxisRaw("Vertical") < 0;
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animator.SetFloat("Horizontal_speed", horizonatalaxis);
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animator.SetFloat("Horizontal_speed", horizonatalaxis);
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||||||
|
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||||||
if(Input.GetButtonDown("Switch")) {
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if(Input.GetButtonDown("Switch")) {
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||||||
@ -34,21 +33,17 @@ public class PlayerControls : MonoBehaviour
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|||||||
}
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}
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if (switchy){
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if (switchy){
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||||||
transform.rotation = new Quaternion(0f, 0f, 180f, 0f);
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sprite.flipY = true;
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rigidbody.sharedMaterial = top;
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rigidbody.sharedMaterial = top;
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||||||
}
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}
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else {
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else {
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||||||
transform.rotation = new Quaternion(0f, 0f, 0f, 0f);
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sprite.flipY = false;
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||||||
rigidbody.sharedMaterial = bottom;
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rigidbody.sharedMaterial = bottom;
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}
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}
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}
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}
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public void crouchingx(bool stat){
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//animator.SetBool("Crouching", stat);
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}
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void FixedUpdate(){
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void FixedUpdate(){
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controller.Move(horizonatalaxis * runspeed * Time.fixedDeltaTime, false, jumping);
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controller.Move(horizonatalaxis * runspeed * Time.fixedDeltaTime, jumping);
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}
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}
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||||||
}
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}
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||||||
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@ -8,9 +8,6 @@ AnimatorStateTransition:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Name:
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m_Conditions:
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m_Conditions:
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- m_ConditionMode: 2
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m_ConditionEvent: Crouching
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m_EventTreshold: 0
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- m_ConditionMode: 3
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- m_ConditionMode: 3
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m_ConditionEvent: Horizontal_speed
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m_ConditionEvent: Horizontal_speed
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m_EventTreshold: -0.001
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m_EventTreshold: -0.001
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||||||
@ -25,9 +22,9 @@ AnimatorStateTransition:
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serializedVersion: 3
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serializedVersion: 3
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m_TransitionDuration: 0
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m_TransitionDuration: 0
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m_TransitionOffset: 0
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m_TransitionOffset: 0
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m_ExitTime: 0.75
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m_ExitTime: 0
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m_HasExitTime: 0
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m_HasExitTime: 0
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m_HasFixedDuration: 1
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m_HasFixedDuration: 0
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m_InterruptionSource: 0
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 0
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m_CanTransitionToSelf: 0
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||||||
@ -83,6 +80,50 @@ AnimatorState:
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|||||||
m_MirrorParameter:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_CycleOffsetParameter:
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||||||
m_TimeParameter:
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m_TimeParameter:
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||||||
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--- !u!1101 &-5827314135365998719
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AnimatorStateTransition:
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Conditions: []
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: -6489411661176773216}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0.5833334
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--- !u!1101 &-2193749962831590606
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AnimatorStateTransition:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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--- !u!1102 &-2144080820653229483
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--- !u!1102 &-2144080820653229483
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AnimatorState:
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AnimatorState:
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serializedVersion: 6
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@ -109,6 +150,28 @@ AnimatorState:
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m_MirrorParameter:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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m_TimeParameter:
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--- !u!1101 &-2062251678693637183
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AnimatorStateTransition:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_TransitionDuration: 0.25
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m_InterruptionSource: 0
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m_CanTransitionToSelf: 1
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--- !u!91 &9100000
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--- !u!91 &9100000
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AnimatorController:
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AnimatorController:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -118,12 +181,6 @@ AnimatorController:
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m_Name: Player
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m_Name: Player
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serializedVersion: 5
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m_DefaultFloat: 0
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@ -152,36 +209,24 @@ AnimatorStateMachine:
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m_PrefabAsset: {fileID: 0}
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m_Name: Base Layer
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m_EntryPosition: {x: 50, y: 120, z: 0}
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m_ExitPosition: {x: 800, y: 120, z: 0}
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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@ -194,9 +239,6 @@ AnimatorStateTransition:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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@ -208,40 +250,9 @@ AnimatorStateTransition:
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--- !u!1101 &1827805121931895871
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AnimatorStateTransition:
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m_CorrespondingSourceObject: {fileID: 0}
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m_ConditionEvent: Horizontal_speed
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@ -253,9 +264,6 @@ AnimatorStateTransition:
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@ -267,143 +275,75 @@ AnimatorStateTransition:
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--- !u!1101 &4003472752885146975
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--- !u!1101 &2380580334698979130
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||||||
spritePivot: {x: 0.5, y: 0.5}
|
|
||||||
spritePixelsToUnits: 100
|
|
||||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
|
||||||
spriteGenerateFallbackPhysicsShape: 1
|
|
||||||
alphaUsage: 1
|
|
||||||
alphaIsTransparency: 1
|
|
||||||
spriteTessellationDetail: -1
|
|
||||||
textureType: 8
|
|
||||||
textureShape: 1
|
|
||||||
singleChannelComponent: 0
|
|
||||||
flipbookRows: 1
|
|
||||||
flipbookColumns: 1
|
|
||||||
maxTextureSizeSet: 0
|
|
||||||
compressionQualitySet: 0
|
|
||||||
textureFormatSet: 0
|
|
||||||
ignorePngGamma: 0
|
|
||||||
applyGammaDecoding: 0
|
|
||||||
platformSettings:
|
|
||||||
- serializedVersion: 3
|
|
||||||
buildTarget: DefaultTexturePlatform
|
|
||||||
maxTextureSize: 2048
|
|
||||||
resizeAlgorithm: 0
|
|
||||||
textureFormat: -1
|
|
||||||
textureCompression: 1
|
|
||||||
compressionQuality: 50
|
|
||||||
crunchedCompression: 0
|
|
||||||
allowsAlphaSplitting: 0
|
|
||||||
overridden: 0
|
|
||||||
androidETC2FallbackOverride: 0
|
|
||||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
|
||||||
spriteSheet:
|
|
||||||
serializedVersion: 2
|
|
||||||
sprites: []
|
|
||||||
outline: []
|
|
||||||
physicsShape: []
|
|
||||||
bones: []
|
|
||||||
spriteID: 5e97eb03825dee720800000000000000
|
|
||||||
internalID: 0
|
|
||||||
vertices: []
|
|
||||||
indices:
|
|
||||||
edges: []
|
|
||||||
weights: []
|
|
||||||
secondaryTextures: []
|
|
||||||
spritePackingTag:
|
|
||||||
pSDRemoveMatte: 0
|
|
||||||
pSDShowRemoveMatteOption: 0
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
Reference in New Issue
Block a user