diff --git a/Assets/jelycho/Code/Player/PlayerActor.cs b/Assets/jelycho/Code/Player/PlayerActor.cs index 6cf2831..27a5175 100755 --- a/Assets/jelycho/Code/Player/PlayerActor.cs +++ b/Assets/jelycho/Code/Player/PlayerActor.cs @@ -31,7 +31,6 @@ namespace RebootReality.jelycho.Player { [SerializeField] float m_RunCameraBobbing = 0.5f; [SerializeField] float m_IdleCameraBobbing = 0.0f; [SerializeField] float m_CameraBobbingTransitionSpeed = 5.0f; - [SerializeField] float m_TurnTransitionSpeed = 5.0f; float m_TargetCameraBobbing = 0.0f; float m_CurrentCameraBobbing = 0.0f; @@ -49,7 +48,6 @@ namespace RebootReality.jelycho.Player { [SerializeField] float m_CharacterRotateFastSpeed = 720.0f; float m_CharacterTurnVelocity = 0.0f; - float m_CharacterTurnVelocitySmooth = 0.0f; [Header("Animations")] [SerializeField] int m_HandsLayerIndex; @@ -847,7 +845,9 @@ namespace RebootReality.jelycho.Player { float3 targetCharacterForward = math.normalize(LookDirection.With(y: 0.0f)); float3 currentCharacterForward = math.normalize(m_CharacterForwardTransform.forward.With(y: 0.0f)); - float angleDeg = Mathf.DeltaAngle(m_Camera.Yaw, m_Locomotion.YawRotation); + // float angleDeg = Mathf.DeltaAngle(m_Camera.Yaw, m_Locomotion.YawRotation); + float angleRad = math.acos(math.clamp(math.dot(targetCharacterForward, currentCharacterForward) / (math.length(targetCharacterForward) * math.length(currentCharacterForward)), -1f, 1f)); + float angleDeg = math.degrees(angleRad); bool rotateCharacter = false; float rotateCharacterSpeed = m_CharacterRotateSpeed; @@ -870,13 +870,14 @@ namespace RebootReality.jelycho.Player { if (rotateCharacter) { m_CharacterTurnVelocity = rotateCharacterSpeed * dt; - m_CharacterTurnVelocitySmooth = m_CharacterTurnVelocity; - + var newForward = Vector3.RotateTowards(currentCharacterForward, targetCharacterForward, math.radians(m_CharacterTurnVelocity), 0.0f); m_CharacterForwardTransform.forward = newForward; + } else { + m_CharacterTurnVelocity = 0.0f; } // Aim Target adjustment @@ -991,20 +992,16 @@ namespace RebootReality.jelycho.Player { if (math.abs(forwardNormalized) > 0.01f || math.abs(rightNormalized) > 0.01f || !m_Locomotion.IsGrounded) { - m_CharacterTurnVelocitySmooth = 0.0f; + m_CharacterTurnVelocity = 0.0f; } var locomotionParams = new PlayerLocomotionAnimatorParams { IsGrounded = m_Locomotion.IsGrounded, VelocityForwardNormalized = forwardNormalized, VelocityRightNormalized = rightNormalized, - TurnVelocity = m_CharacterTurnVelocitySmooth + TurnVelocity = math.clamp(m_CharacterTurnVelocity, -1, 1) }; m_PlayerAnimator.SetLocomotionParams(locomotionParams); - - m_CharacterTurnVelocitySmooth = Mathf.MoveTowards(m_CharacterTurnVelocitySmooth, - 0.0f, - m_TurnTransitionSpeed * Time.deltaTime); } } diff --git a/Assets/jelycho/Code/Player/PlayerAnimator.cs b/Assets/jelycho/Code/Player/PlayerAnimator.cs index c3c8758..44af358 100644 --- a/Assets/jelycho/Code/Player/PlayerAnimator.cs +++ b/Assets/jelycho/Code/Player/PlayerAnimator.cs @@ -1,12 +1,9 @@ using System; using System.Runtime.CompilerServices; using Animancer; -using RebootKit.Engine.Animations; using RebootReality.jelycho.Items; using Unity.Mathematics; using UnityEngine; -using UnityEngine.Animations; -using UnityEngine.Playables; using UnityEvent = UnityEngine.Events.UnityEvent; namespace RebootReality.jelycho.Player { @@ -17,117 +14,6 @@ namespace RebootReality.jelycho.Player { public bool IsGrounded; } - [Serializable] - public class BasicCharacterLocomotionReAnimatorNode : IReAnimatorNode { - [field: SerializeField] public string Name { get; private set; } - - [SerializeField] AnimationClip m_IdleClip; - [SerializeField] AnimationClip m_RunForwardClip; - [SerializeField] AnimationClip m_RunBackwardsClip; - [SerializeField] AnimationClip m_StrafeRightClip; - [SerializeField] AnimationClip m_StrafeLeftClip; - [SerializeField] AnimationClip m_TurnRightClip; - [SerializeField] AnimationClip m_TurnLeftClip; - [SerializeField] float m_TransitionSpeed = 5.0f; - [SerializeField, Range(0.0f, 1.0f)] float m_ForceIdleMagnitudeThreshold = 0.2f; - - AnimationMixerPlayable m_Mixer; - float2 m_TargetInput; - float2 m_CurrentInput; - - float m_Turning; - - public void Tick(float deltaTime) { - if (m_TransitionSpeed > 0.0f) { - m_CurrentInput = Vector2.MoveTowards(m_CurrentInput, - m_TargetInput, - m_TransitionSpeed * deltaTime); - } else { - m_CurrentInput = m_TargetInput; - } - - if (math.length(m_CurrentInput) <= m_ForceIdleMagnitudeThreshold) { - for (int i = 0; i < 7; ++i) { - m_Mixer.SetInputWeight(i, 0.0f); - } - - float turnWeight = math.clamp(math.abs(m_Turning), 0.0f, 1.0f); - - if (m_Turning > 0.1f) { - m_Mixer.SetInputWeight(5, turnWeight); - } else if (m_Turning < -0.1f) { - m_Mixer.SetInputWeight(6, turnWeight); - } - - m_Mixer.SetInputWeight(0, 1.0f - turnWeight); - - return; - } - - float inputMagnitude = math.length(m_CurrentInput); - float2 inputNormalized = math.normalizesafe(m_CurrentInput); - - inputMagnitude = math.min(1.0f, inputMagnitude); - - float forwardWeight = math.max(0.0f, math.dot(inputNormalized, new float2(0, 1)) * inputMagnitude); - float backwardsWeight = math.max(0.0f, math.dot(inputNormalized, new float2(0, -1)) * inputMagnitude); - float rightWeight = math.max(0.0f, math.dot(inputNormalized, new float2(1, 0)) * inputMagnitude); - float leftWeight = math.max(0.0f, math.dot(inputNormalized, new float2(-1, 0)) * inputMagnitude); - - float totalWeight = forwardWeight + backwardsWeight + rightWeight + leftWeight; - - if (totalWeight > 1.0f) { - forwardWeight /= totalWeight; - backwardsWeight /= totalWeight; - rightWeight /= totalWeight; - leftWeight /= totalWeight; - totalWeight = 1.0f; - } - - float idleWeight = math.max(0.0f, 1.0f - totalWeight); - - m_Mixer.SetInputWeight(0, idleWeight); - m_Mixer.SetInputWeight(1, forwardWeight); - m_Mixer.SetInputWeight(2, backwardsWeight); - m_Mixer.SetInputWeight(3, rightWeight); - m_Mixer.SetInputWeight(4, leftWeight); - m_Mixer.SetInputWeight(5, 0.0f); - m_Mixer.SetInputWeight(6, 0.0f); - } - - public IPlayable Build(PlayableGraph graph) { - m_Mixer = AnimationMixerPlayable.Create(graph, 7); - - var idlePlayable = AnimationClipPlayable.Create(graph, m_IdleClip); - var runForwardPlayable = AnimationClipPlayable.Create(graph, m_RunForwardClip); - var runBackwardsPlayable = AnimationClipPlayable.Create(graph, m_RunBackwardsClip); - var strafeRightPlayable = AnimationClipPlayable.Create(graph, m_StrafeRightClip); - var strafeLeftPlayable = AnimationClipPlayable.Create(graph, m_StrafeLeftClip); - var turnRightPlayable = AnimationClipPlayable.Create(graph, m_TurnRightClip); - var turnLeftPlayable = AnimationClipPlayable.Create(graph, m_TurnLeftClip); - - m_Mixer.ConnectInput(0, idlePlayable, 0, 1.0f); - m_Mixer.ConnectInput(1, runForwardPlayable, 0, 0.0f); - m_Mixer.ConnectInput(2, runBackwardsPlayable, 0, 0.0f); - m_Mixer.ConnectInput(3, strafeRightPlayable, 0, 0.0f); - m_Mixer.ConnectInput(4, strafeLeftPlayable, 0, 0.0f); - m_Mixer.ConnectInput(5, turnRightPlayable, 0, 0.0f); - m_Mixer.ConnectInput(6, turnLeftPlayable, 0, 0.0f); - - return m_Mixer; - } - - public bool TryFindChild(string name, out IReAnimatorNode node) { - node = null; - return false; - } - - public void SetInput(float2 input, float turning) { - m_TargetInput = input; - m_Turning = turning; - } - } - public class PlayerHandsAnimator { enum State { None, @@ -159,11 +45,9 @@ namespace RebootReality.jelycho.Player { } switch (m_State) { - case State.QuickAttack: { if (IsCurrentClipFinished()) { - Debug.Log("QUICK ATTACK FINISHEDDD"); - m_AnimancerState.Stop(); + // m_AnimancerState.Stop(); m_AnimancerState = null; OnQuickAttackAnimationFinished?.Invoke(); } @@ -204,7 +88,7 @@ namespace RebootReality.jelycho.Player { } AnimationClip clip = m_ClipsSet.quickAttacks[combo % m_ClipsSet.quickAttacks.Length]; - m_AnimancerState = m_AnimancerLayer.Play(clip); + m_AnimancerState = m_AnimancerLayer.Play(clip, 0.1f); m_State = State.QuickAttack; } @@ -214,7 +98,7 @@ namespace RebootReality.jelycho.Player { return; } - m_AnimancerState = m_AnimancerLayer.Play(m_ClipsSet.idle); + m_AnimancerState = m_AnimancerLayer.Play(m_ClipsSet.idle, 0.1f); m_State = State.Idle; } @@ -223,7 +107,7 @@ namespace RebootReality.jelycho.Player { return; } - m_AnimancerState = m_AnimancerLayer.Play(m_ClipsSet.charging); + m_AnimancerState = m_AnimancerLayer.Play(m_ClipsSet.charging, 0.1f); m_State = State.Charging; } @@ -232,7 +116,7 @@ namespace RebootReality.jelycho.Player { return; } - m_AnimancerState = m_AnimancerLayer.Play(m_ClipsSet.chargedIdle); + m_AnimancerState = m_AnimancerLayer.Play(m_ClipsSet.chargedIdle, 0.1f); m_State = State.ChargedIdle; } @@ -241,7 +125,7 @@ namespace RebootReality.jelycho.Player { return; } - m_AnimancerState = m_AnimancerLayer.Play(m_ClipsSet.chargedUse); + m_AnimancerState = m_AnimancerLayer.Play(m_ClipsSet.chargedUse, 0.1f); m_State = State.ChargedUse; } @@ -260,36 +144,61 @@ namespace RebootReality.jelycho.Player { [SerializeField] StringAsset m_GroundLocomotionPropertyY; SmoothedVector2Parameter m_SmoothLocomotionDirection; - [SerializeField] AvatarMask m_HandsMask; + [SerializeField] TransitionAsset m_GroundTurn; + [SerializeField] StringAsset m_GroundTurnProperty; + SmoothedFloatParameter m_SmoothGroundTurn; - AnimancerLayer m_LocomotionLayer; + [SerializeField] AnimationClip m_InAirClip; + + [SerializeField] AnimationClip m_KickClip; + + [SerializeField] AvatarMask m_HandsMask; + [SerializeField] AvatarMask m_LegsMask; + + AnimancerLayer m_BaseLayer; + AnimancerLayer m_LocomotionLegsLayer; AnimancerLayer m_HandsLayer; + AnimancerLayer m_FullBodyLayer; PlayerHandsAnimator m_Hands; + + bool m_IsPlayingKickAnimation; // @TODO: for some reason `SetLocomotionParams` is called before awake bool m_IsReady = false; - + public UnityEvent onQuickAttackFinished = new UnityEvent(); public UnityEvent onChargeReady = new UnityEvent(); void Awake() { - m_LocomotionLayer = m_Animancer.Layers[0]; - m_HandsLayer = m_Animancer.Layers[1]; - - m_LocomotionLayer.SetDebugName("Locomotion"); - m_HandsLayer.SetDebugName("Hands"); - m_HandsLayer.Mask = m_HandsMask; - - m_Hands = new PlayerHandsAnimator(m_HandsLayer); - m_Hands.OnQuickAttackAnimationFinished += () => onQuickAttackFinished.Invoke(); - m_Hands.OnCharged += () => onChargeReady.Invoke(); + m_BaseLayer = m_Animancer.Layers[0]; + m_BaseLayer.SetDebugName("Base Layer"); + m_BaseLayer.Play(m_IdleClip); + m_LocomotionLegsLayer = m_Animancer.Layers[1]; + m_LocomotionLegsLayer.SetDebugName("Locomotion Legs"); + m_LocomotionLegsLayer.Mask = m_LegsMask; m_SmoothLocomotionDirection = new SmoothedVector2Parameter(m_Animancer, m_GroundLocomotionPropertyX, m_GroundLocomotionPropertyY, 0.1f); - m_LocomotionLayer.Play(m_GroundLocomotion); + m_LocomotionLegsLayer.Play(m_GroundLocomotion); + + m_SmoothGroundTurn = new SmoothedFloatParameter(m_Animancer, + m_GroundTurnProperty, + 0.1f); + + m_HandsLayer = m_Animancer.Layers[2]; + m_HandsLayer.SetDebugName("Hands"); + m_HandsLayer.Mask = m_HandsMask; m_HandsLayer.SetWeight(0.0f); + + m_Hands = new PlayerHandsAnimator(m_HandsLayer); + m_Hands.OnQuickAttackAnimationFinished += () => onQuickAttackFinished.Invoke(); + m_Hands.OnCharged += () => onChargeReady.Invoke(); + + m_FullBodyLayer = m_Animancer.Layers[3]; + m_FullBodyLayer.SetDebugName("Full body"); + m_FullBodyLayer.SetWeight(0.0f); m_IsReady = true; } @@ -301,20 +210,33 @@ namespace RebootReality.jelycho.Player { void Update() { float dt = Time.deltaTime; m_Hands.Tick(dt); + + if (m_IsPlayingKickAnimation && + m_FullBodyLayer.CurrentState.NormalizedTime >= 1.0f) { + m_FullBodyLayer.SetWeight(0.0f); + m_IsPlayingKickAnimation = false; + } } public void SetLocomotionParams(PlayerLocomotionAnimatorParams locomotionParams) { if (!m_IsReady) { return; } - - //m_LegsLayerMixer.SetLayerWeight(1, locomotionParams.IsGrounded ? 0.0f : 1.0f); - - var groundBlendDirection = new float2(locomotionParams.VelocityRightNormalized, - locomotionParams.VelocityForwardNormalized); - //m_GroundBlendTree.SetInput(groundBlendDirection, locomotionParams.TurnVelocity); - - m_SmoothLocomotionDirection.TargetValue = groundBlendDirection; + + if (!locomotionParams.IsGrounded) { + m_LocomotionLegsLayer.Play(m_InAirClip, 0.1f); + return; + } + + if (math.abs(locomotionParams.TurnVelocity) > 0.1f) { + m_SmoothGroundTurn.TargetValue = locomotionParams.TurnVelocity; + m_LocomotionLegsLayer.Play(m_GroundTurn, 0.1f); + } else { + var groundBlendDirection = new float2(locomotionParams.VelocityRightNormalized, + locomotionParams.VelocityForwardNormalized); + m_SmoothLocomotionDirection.TargetValue = groundBlendDirection; + m_LocomotionLegsLayer.Play(m_GroundLocomotion, 0.1f); + } } public void SetHandsAnimationSet(ItemHandsAnimationClipsSet clipsSet) { @@ -328,17 +250,9 @@ namespace RebootReality.jelycho.Player { } public void PlayQuickAttack(int combo) { - 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