* Update PigChef_TransitionTable.asset
Changes:
- From Idle
- To Sliding
- ~~IsActuallyMoving~~
- To JumpAscending
- ~~IsSliding~~
- From Walking
- **To Sliding (moved above To JumpAscending)**
- To JumpAscending
- ~~IsSliding~~
* Reordered Walking and Idle states transitions.
- To Sliding
- To JumpAscending
- To JumpDescending
- To Attack
- To PickUp
- To Talk
- To Walking/Idle
* Update PigChef.controller
Updated PigChef Animator controller to reflect the changes to the TransitionTable:
- Added transition from Walking to Collect on PickUp trigger.
- Added transition from Walking to Talking when IsTalking is True.
* Added MidSliding State
The MidSliding State is added to prevent the state machine from going back and forth between Sliding and JumpDescending when not needed.
* Major changes to player sliding and aerial movement, bug fixes, and adjustments...
Includes ground shader prototype with vertex color debug. Moves outline subgraph out of the main ToonShading subgraph. I have not included Noise Textures as I need to verify that the noise textures I used for testing are under an open-source license.
This implements the UI fader to black card using events and scriptable objects. To use, add a FadeChannelSO to the relevant script, assign the scriptable object, the call either Fade, FadeIn, or FadeOut. Has parameters for duration and target color. This is usable anywhere and at any time, but contains no safeguards besides preventing multiple fades from happening at the same time.
Note: This modifies the PersistentManagers scene and adds an Image UI element that it depends on.
* changed input phase check to match best practices
* menu input
- handles keyboard + gamepad inputs
- handles mouse inputs
- created component to place on selectable UI elements to register them
as a pointer enter/exit receiver
- updated inputreader to contain menu inputs as well
- updated input actions to contain new menu inputs
* updates
* debug
* docs
* removed ununsed var
* doc
* found fix for todo #2
* added to component menu
* was able to fix edge case #1
* doc
* updates
* undid prefab change
* merged in main, added menu prefab to asset database
* removed action asset reference in event system on prefab
* readme
* menu prefab into scene
* updated readme
* removed call to base.onenter in CC button to simplify selection logic
* Use more reliable SceneAsset instead of error-prone scene name
This also makes a custom editor unnecessary
* Set proper SceneAssets and serialize
* ...
Sometimes when giving the last hit to the plant critter, it happens that the plant is killed without playing the expected animations.
I have just figured out what is going wrong, the attack state in plant critter state machine has transition to dying state, so it happens that the state machine is ahead compare to the animator so some animations are missed. I am removing these transitions (Attack to Dying and Fighting to Dying, and adding BeenHit to Dying)
* added support for multiple entry/exit points using PathSO
* + added entrance & exit in TestingGround scene going to the Beach scene
* + LocationExit: renamed a private method
* Added spawn location tag
* Added tag to entrances in different locations
* Find entrances with tag before spawning
* Added array initialization
* Made entrance a prefab
Co-authored-by: Amel Negra <amel.negra@unity3d.com>