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Merge branch 'ciro'

/main
Ciro Continisio 3 年前
当前提交
832dd088
共有 38 个文件被更改,包括 1818 次插入753 次删除
  1. 448
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  2. 890
      UOP1_Project/Assets/Scenes/WIP/TestingGround_Small.unity
  3. 19
      UOP1_Project/Assets/Scenes/WIP/TestingGround_Small/LightingData.asset
  4. 1001
      UOP1_Project/Assets/Scenes/WIP/TestingGround_Small/Lightmap-0_comp_light.exr
  5. 1
      UOP1_Project/Assets/ScriptableObjects/SceneData/Locations/Mountain_Path.asset
  6. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/GravityGround.asset
  7. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ShakeCam.asset
  8. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayLiftoffJumpParticles.asset
  9. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/GetHitFlashingEffect.asset
  10. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/AnimatorMoveSpeed.asset
  11. 42
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
  12. 4
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Idle.asset
  13. 6
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpAscending.asset
  14. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpAscendingAttacking.asset
  15. 4
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpDescending.asset
  16. 4
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpDescendingAttacking.asset
  17. 5
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Sliding.asset
  18. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Walking.asset
  19. 8
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs
  20. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/AerialMovementActionSO.cs
  21. 4
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/AscendActionSO.cs
  22. 1
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DescendActionSO.cs
  23. 1
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/HorizontalMoveActionSO.cs
  24. 30
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/SlideActionSO.cs
  25. 6
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasHitHeadConditionSO.cs
  26. 17
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsSlidingConditionSO.cs
  27. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsAirborne_False_OnEnter.asset
  28. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsAirborne_False_OnEnter.asset.meta
  29. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/Timer_SlidingCheck.asset
  30. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/Timer_SlidingCheck.asset.meta
  31. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ShakeCam.asset.meta
  32. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ShakeCam.asset
  33. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayLiftoffJumpParticles.asset.meta
  34. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayLiftoffJumpParticles.asset
  35. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/GetHitFlashingEffect.asset.meta
  36. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/GetHitFlashingEffect.asset
  37. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/AnimatorMoveSpeed.asset.meta
  38. 0
      /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/AnimatorMoveSpeed.asset

448
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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/JumpDescending.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Sliding.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Walking.asset


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UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


private void Update()
{
GroundCheck();
private void GroundCheck()
{
}
float targetSpeed = 0f;
float targetSpeed;
Vector3 adjustedMovement;
if (gameplayCameraTransform.isSet)

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/AerialMovementActionSO.cs


if (signVel != signInput || absVel < targetSpeed)
{
currentAxisSpeed += axisInput * acceleration * Time.deltaTime;
currentAxisSpeed += axisInput * acceleration;
currentAxisSpeed = Mathf.Clamp(currentAxisSpeed, -targetSpeed, targetSpeed);
}
else

4
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/AscendActionSO.cs


{
_gravityContributionMultiplier += Protagonist.GRAVITY_COMEBACK_MULTIPLIER;
_gravityContributionMultiplier *= Protagonist.GRAVITY_DIVIDER; //Reduce the gravity effect
_verticalMovement += Physics.gravity.y * Protagonist.GRAVITY_MULTIPLIER * Time.deltaTime * _gravityContributionMultiplier;
//Note that deltaTime is used even though it's going to be used in ApplyMovementVectorAction, this is because it represents an acceleration, not a speed
_verticalMovement += Physics.gravity.y * Protagonist.GRAVITY_MULTIPLIER * _gravityContributionMultiplier * Time.deltaTime;
//Note that even if it's added, the above value is negative due to Physics.gravity.y
_protagonistScript.movementVector.y = _verticalMovement;

1
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DescendActionSO.cs


public override void OnUpdate()
{
//Note that deltaTime is used even though it's going to be used in ApplyMovementVectorAction, this is because it represents an acceleration, not a speed
_verticalMovement += Physics.gravity.y * Protagonist.GRAVITY_MULTIPLIER * Time.deltaTime;
//Note that even if it's added, the above value is negative due to Physics.gravity.y

1
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/HorizontalMoveActionSO.cs


public override void OnUpdate()
{
//delta.Time is used when the movement is applied (ApplyMovementVectorAction)
_protagonistScript.movementVector.x = _protagonistScript.movementInput.x * _originSO.speed;
_protagonistScript.movementVector.z = _protagonistScript.movementInput.z * _originSO.speed;
}

30
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/SlideActionSO.cs


public class SlideAction : StateAction
{
private Protagonist _protagonistScript;
private Protagonist _protagonist;
_protagonistScript = stateMachine.GetComponent<Protagonist>();
_protagonist = stateMachine.GetComponent<Protagonist>();
Vector3 velocity = _protagonistScript.movementVector;
float speed = -Physics.gravity.y * Protagonist.GRAVITY_MULTIPLIER * Time.deltaTime;
float speed = -Physics.gravity.y * Protagonist.GRAVITY_MULTIPLIER * .4f;
Vector3 hitNormal = _protagonist.lastHit.normal;
Vector3 slideDirection = new Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
Vector3.OrthoNormalize(ref hitNormal, ref slideDirection);
Vector3 hitNormal = _protagonistScript.lastHit.normal;
var vector = new Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
Vector3.OrthoNormalize(ref hitNormal, ref vector);
//Trick below has been commented because it was pushing the character "into" the ground much too often,
//producing a collision, which would result in the character being stuck while in the Sliding state
// Cheap way to avoid overshooting the character, which causes it to move away from the slope
if (Mathf.Sign(vector.x) == Mathf.Sign(velocity.x))
vector.x *= 0.5f;
if (Mathf.Sign(vector.z) == Mathf.Sign(velocity.z))
vector.z *= 0.5f;
//Vector3 slidingMovement = _protagonist.movementVector;
//// Cheap way to avoid overshooting the character, which causes it to move away from the slope
//if (Mathf.Sign(slideDirection.x) == Mathf.Sign(slidingMovement.x))
// slideDirection.x *= 0.5f;
//if (Mathf.Sign(slideDirection.z) == Mathf.Sign(slidingMovement.z))
// slideDirection.z *= 0.5f;
velocity += vector * speed;
//slidingMovement += slideDirection * speed;
_protagonistScript.movementVector = velocity;
_protagonist.movementVector = slideDirection * speed;
}
}

6
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/HasHitHeadConditionSO.cs


bool isMovingUpwards = _protagonistScript.movementVector.y > 0f;
if (isMovingUpwards)
{
// Making sure the collision is near the top of the head
float permittedDistance = _characterController.radius / 2f;
float topPositionY = _transform.position.y + _characterController.height;
float distance = Mathf.Abs(_protagonistScript.lastHit.point.y - topPositionY);
if (distance <= permittedDistance)
if(_characterController.collisionFlags == CollisionFlags.Above)
{
_protagonistScript.jumpInput = false;
_protagonistScript.movementVector.y = 0f;

17
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsSlidingConditionSO.cs


protected override bool Statement()
{
if (_protagonistScript.lastHit == null)
return false;
float stepHeight = _protagonistScript.lastHit.point.y - _protagonistScript.transform.position.y;
bool isWalkableStep = stepHeight <= _characterController.stepOffset;
return (currentSlope >= _characterController.slopeLimit);
bool isSlopeTooSteep = currentSlope >= _characterController.slopeLimit;
if (!isSlopeTooSteep)
{
//Pendence is within slope limits
return false;
}
else
{
//If the slope is too steep, we prevent sliding if it's within the step limit
return !isWalkableStep;
}
}
}

20
UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/IsAirborne_False_OnEnter.asset


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16
UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/Timer_SlidingCheck.asset


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/UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ShakeCamAction.asset.meta → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ShakeCam.asset.meta

/UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ShakeCamAction.asset → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ShakeCam.asset

/UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayLiftoffJumpParticlesAction.asset.meta → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayLiftoffJumpParticles.asset.meta

/UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayLiftoffJumpParticlesAction.asset → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/PlayLiftoffJumpParticles.asset

/UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/GetHitFlashingEffectAction.asset.meta → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/GetHitFlashingEffect.asset.meta

/UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/GetHitFlashingEffectAction.asset → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/GetHitFlashingEffect.asset

/UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/AnimatorMoveSpeedAction.asset.meta → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/AnimatorMoveSpeed.asset.meta

/UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/AnimatorMoveSpeedAction.asset → /UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/AnimatorMoveSpeed.asset

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