animancer

This commit is contained in:
2025-10-08 21:07:47 +02:00
parent 35f1337446
commit 2fab3007ae
13 changed files with 159 additions and 171 deletions

View File

@@ -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);
}
}