trying to figure out a camera stutter bug
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@@ -54,8 +54,7 @@ namespace RebootReality.jelycho.Player {
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}
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void Awake() {
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m_NoiseComponent =
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Camera.GetCinemachineComponent(CinemachineCore.Stage.Noise) as CinemachineBasicMultiChannelPerlin;
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m_NoiseComponent = Camera.GetCinemachineComponent(CinemachineCore.Stage.Noise) as CinemachineBasicMultiChannelPerlin;
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Assert.IsNotNull(m_NoiseComponent);
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SetBobbing(0.0f);
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@@ -433,7 +433,7 @@ namespace RebootReality.jelycho.Player {
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InterpolateActorState(deltaTime);
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}
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TickCharacterRotation();
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TickCharacterRotation(deltaTime);
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}
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protected override void OnActorCommandServer(ulong senderID, ActorCommand actorCommand) {
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@@ -638,12 +638,13 @@ namespace RebootReality.jelycho.Player {
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m_CurrentCameraBobbing = Mathf.MoveTowards(m_CurrentCameraBobbing,
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m_TargetCameraBobbing,
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m_CameraBobbingTransitionSpeed * deltaTime);
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m_Camera.SetBobbing(m_CurrentCameraBobbing);
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// m_Camera.SetBobbing(m_CurrentCameraBobbing);
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m_Camera.SetBobbing(0.0f);
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m_CameraSpring.UpdateSpring(deltaTime,
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m_CharacterForwardTransform.up,
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m_CharacterForwardTransform.right,
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m_CharacterForwardTransform.forward);
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// m_CameraSpring.UpdateSpring(deltaTime,
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// m_CharacterForwardTransform.up,
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// m_CharacterForwardTransform.right,
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// m_CharacterForwardTransform.forward);
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}
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void SenseInteractable() {
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@@ -823,7 +824,7 @@ namespace RebootReality.jelycho.Player {
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//
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// @MARK: Common
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//
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void TickCharacterRotation() {
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void TickCharacterRotation(float dt) {
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float angleDeg = Mathf.DeltaAngle(m_Camera.Yaw, m_Locomotion.YawRotation);
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bool rotateCharacter = false;
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@@ -846,12 +847,13 @@ namespace RebootReality.jelycho.Player {
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}
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if (rotateCharacter) {
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m_CharacterTurnVelocity = rotateCharacterSpeed * Time.deltaTime;
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m_CharacterTurnVelocity = rotateCharacterSpeed * dt;
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m_CharacterTurnVelocitySmooth = m_CharacterTurnVelocity;
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m_Locomotion.YawRotation = Mathf.MoveTowardsAngle(m_Locomotion.YawRotation,
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m_Camera.Yaw,
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m_CharacterTurnVelocity);
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float newYaw = Mathf.MoveTowardsAngle(m_Locomotion.YawRotation,
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m_Camera.Yaw,
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m_CharacterTurnVelocity);
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m_Locomotion.YawRotation = newYaw;
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}
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// Aim Target adjustment
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@@ -97,13 +97,13 @@ namespace RebootReality.jelycho.Player {
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public IPlayable Build(PlayableGraph graph) {
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m_Mixer = AnimationMixerPlayable.Create(graph, 7);
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AnimationClipPlayable idlePlayable = AnimationClipPlayable.Create(graph, m_IdleClip);
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AnimationClipPlayable runForwardPlayable = AnimationClipPlayable.Create(graph, m_RunForwardClip);
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AnimationClipPlayable runBackwardsPlayable = AnimationClipPlayable.Create(graph, m_RunBackwardsClip);
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AnimationClipPlayable strafeRightPlayable = AnimationClipPlayable.Create(graph, m_StrafeRightClip);
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AnimationClipPlayable strafeLeftPlayable = AnimationClipPlayable.Create(graph, m_StrafeLeftClip);
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AnimationClipPlayable turnRightPlayable = AnimationClipPlayable.Create(graph, m_TurnRightClip);
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AnimationClipPlayable turnLeftPlayable = AnimationClipPlayable.Create(graph, m_TurnLeftClip);
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var idlePlayable = AnimationClipPlayable.Create(graph, m_IdleClip);
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var runForwardPlayable = AnimationClipPlayable.Create(graph, m_RunForwardClip);
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var runBackwardsPlayable = AnimationClipPlayable.Create(graph, m_RunBackwardsClip);
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var strafeRightPlayable = AnimationClipPlayable.Create(graph, m_StrafeRightClip);
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var strafeLeftPlayable = AnimationClipPlayable.Create(graph, m_StrafeLeftClip);
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var turnRightPlayable = AnimationClipPlayable.Create(graph, m_TurnRightClip);
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var turnLeftPlayable = AnimationClipPlayable.Create(graph, m_TurnLeftClip);
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m_Mixer.ConnectInput(0, idlePlayable, 0, 1.0f);
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m_Mixer.ConnectInput(1, runForwardPlayable, 0, 0.0f);
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@@ -309,8 +309,6 @@ namespace RebootReality.jelycho.Player {
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m_IsReady = true;
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}
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void Update() { }
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public void SetLocomotionParams(PlayerLocomotionAnimatorParams locomotionParams) {
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if (!m_IsReady) {
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return;
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@@ -318,8 +316,8 @@ namespace RebootReality.jelycho.Player {
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m_LegsLayerMixer.SetLayerWeight(1, locomotionParams.IsGrounded ? 0.0f : 1.0f);
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float2 groundBlendDirection = new float2(locomotionParams.VelocityRightNormalized,
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locomotionParams.VelocityForwardNormalized);
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var groundBlendDirection = new float2(locomotionParams.VelocityRightNormalized,
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locomotionParams.VelocityForwardNormalized);
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m_GroundBlendTree.SetInput(groundBlendDirection, locomotionParams.TurnVelocity);
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}
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@@ -19,7 +19,8 @@
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"GUID:15fc0a57446b3144c949da3e2b9737a9",
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"GUID:6fa512e17c315dd428ad692183dd0e8c",
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"GUID:f2be1b7392ef6cc4eafd0ee8ac7a090a",
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"GUID:f0ca7da2c713f5849a8e3326866a5e49"
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"GUID:f0ca7da2c713f5849a8e3326866a5e49",
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"GUID:7f7d1af65c2641843945d409d28f2e20"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -772,6 +772,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 00a9f9c2ce4a41fdaadcfb24c4233127, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_RigBuilder: {fileID: 5341614616933970905}
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m_ReAnimator: {fileID: 3871962590503854066}
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m_HandsLayerIndex: 2
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onQuickAttackFinished:
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@@ -817,6 +818,7 @@ MonoBehaviour:
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mask: {fileID: 0}
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isAdditive: 0
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targetWeight: 0
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tickMode: 0
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references:
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version: 2
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RefIds:
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