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Acceleration/Deceleration for character

/devlogs-4-addressable-assets
Ciro Continisio 3 年前
当前提交
8e91ed4b
共有 4 个文件被更改,包括 370 次插入86 次删除
  1. 20
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller
  2. 260
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/StaffVariations/Run_withStaff.anim
  3. 146
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/StaffVariations/Walk_withStaff.anim
  4. 30
      UOP1_Project/Assets/Scripts/Characters/Protagonist.cs

20
UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller


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260
UOP1_Project/Assets/Art/Characters/PigChef/Animation/StaffVariations/Run_withStaff.anim


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146
UOP1_Project/Assets/Art/Characters/PigChef/Animation/StaffVariations/Walk_withStaff.anim


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30
UOP1_Project/Assets/Scripts/Characters/Protagonist.cs


[SerializeField] private VoidEventChannelSO _openInventoryChannel = default;
private Vector2 _previousMovementInput;
private Vector2 _inputVector;
private float _previousSpeed;
//These fields are read and manipulated by the StateMachine actions
[NonSerialized] public bool jumpInput;

private void RecalculateMovement()
{
float targetSpeed = 0f;
Vector3 adjustedMovement;
if (gameplayCameraTransform.isSet)
{
//Get the two axes from the camera and flatten them on the XZ plane

cameraRight.y = 0f;
//Use the two axes, modulated by the corresponding inputs, and construct the final vector
Vector3 adjustedMovement = cameraRight.normalized * _previousMovementInput.x +
cameraForward.normalized * _previousMovementInput.y;
movementInput = Vector3.ClampMagnitude(adjustedMovement, 1f);
adjustedMovement = cameraRight.normalized * _inputVector.x +
cameraForward.normalized * _inputVector.y;
movementInput = new Vector3(_previousMovementInput.x, 0f, _previousMovementInput.y);
adjustedMovement = new Vector3(_inputVector.x, 0f, _inputVector.y);
//Fix to avoid getting a Vector3.zero vector, which would result in the player turning to x:0, z:0
if(_inputVector.sqrMagnitude == 0f)
adjustedMovement = transform.forward * (adjustedMovement.magnitude + .01f);
//Accelerate/decelerate
targetSpeed = Mathf.Clamp01(_inputVector.magnitude);
if (isRunning)
movementInput.Normalize();
if(targetSpeed > 0f && isRunning) targetSpeed = 1f;
targetSpeed = Mathf.Lerp(_previousSpeed, targetSpeed, Time.deltaTime * 4f);
movementInput = adjustedMovement.normalized * targetSpeed;
_previousSpeed = targetSpeed;
}
//---- EVENT LISTENERS ----

_previousMovementInput = movement;
_inputVector = movement;
}
private void OnJumpInitiated()

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