working on animations
This commit is contained in:
@@ -1,8 +1,11 @@
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using System;
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using System.ComponentModel.DataAnnotations.Schema;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using RebootKit.Engine.Animations;
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using RebootReality.jelycho.Items;
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using Unity.Mathematics;
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using UnityEditor.Search;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Events;
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@@ -16,13 +19,126 @@ namespace RebootReality.jelycho.Player {
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public bool IsGrounded;
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}
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[Serializable]
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public class BasicCharacterLocomotionReAnimatorNode : IReAnimatorNode {
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[field: SerializeField] public string Name { get; private set; }
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[SerializeField] AnimationClip m_IdleClip;
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[SerializeField] AnimationClip m_RunForwardClip;
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[SerializeField] AnimationClip m_RunBackwardsClip;
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[SerializeField] AnimationClip m_StrafeRightClip;
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[SerializeField] AnimationClip m_StrafeLeftClip;
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[SerializeField] AnimationClip m_TurnRightClip;
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[SerializeField] AnimationClip m_TurnLeftClip;
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[SerializeField] float m_TransitionSpeed = 5.0f;
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[SerializeField, Range(0.0f, 1.0f)] float m_ForceIdleMagnitudeThreshold = 0.2f;
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AnimationMixerPlayable m_Mixer;
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float2 m_TargetInput;
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float2 m_CurrentInput;
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float m_Turning;
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public void Tick(float deltaTime) {
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if (m_TransitionSpeed > 0.0f) {
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m_CurrentInput = Vector2.MoveTowards(m_CurrentInput,
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m_TargetInput,
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m_TransitionSpeed * deltaTime);
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} else {
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m_CurrentInput = m_TargetInput;
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}
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if (math.length(m_CurrentInput) <= m_ForceIdleMagnitudeThreshold) {
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for (int i = 0; i < 7; ++i) {
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m_Mixer.SetInputWeight(i, 0.0f);
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}
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if (m_Turning > 0.1f) {
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m_Mixer.SetInputWeight(5, 1.0f);
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} else if (m_Turning < -0.1f) {
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m_Mixer.SetInputWeight(6, 1.0f);
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} else {
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m_Mixer.SetInputWeight(0, 1.0f);
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}
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return;
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}
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float inputMagnitude = math.length(m_CurrentInput);
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float2 inputNormalized = math.normalizesafe(m_CurrentInput);
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inputMagnitude = math.min(1.0f, inputMagnitude);
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float forwardWeight = math.max(0.0f, math.dot(inputNormalized, new float2(0, 1)) * inputMagnitude);
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float backwardsWeight = math.max(0.0f, math.dot(inputNormalized, new float2(0, -1)) * inputMagnitude);
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float rightWeight = math.max(0.0f, math.dot(inputNormalized, new float2(1, 0)) * inputMagnitude);
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float leftWeight = math.max(0.0f, math.dot(inputNormalized, new float2(-1, 0)) * inputMagnitude);
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float totalWeight = forwardWeight + backwardsWeight + rightWeight + leftWeight;
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if (totalWeight > 1.0f) {
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forwardWeight /= totalWeight;
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backwardsWeight /= totalWeight;
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rightWeight /= totalWeight;
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leftWeight /= totalWeight;
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totalWeight = 1.0f;
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}
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float idleWeight = math.max(0.0f, 1.0f - totalWeight);
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m_Mixer.SetInputWeight(0, idleWeight);
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m_Mixer.SetInputWeight(1, forwardWeight);
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m_Mixer.SetInputWeight(2, backwardsWeight);
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m_Mixer.SetInputWeight(3, rightWeight);
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m_Mixer.SetInputWeight(4, leftWeight);
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m_Mixer.SetInputWeight(5, 0.0f);
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m_Mixer.SetInputWeight(6, 0.0f);
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}
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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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m_Mixer.ConnectInput(0, idlePlayable, 0, 1.0f);
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m_Mixer.ConnectInput(1, runForwardPlayable, 0, 0.0f);
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m_Mixer.ConnectInput(2, runBackwardsPlayable, 0, 0.0f);
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m_Mixer.ConnectInput(3, strafeRightPlayable, 0, 0.0f);
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m_Mixer.ConnectInput(4, strafeLeftPlayable, 0, 0.0f);
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m_Mixer.ConnectInput(5, turnRightPlayable, 0, 0.0f);
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m_Mixer.ConnectInput(6, turnLeftPlayable, 0, 0.0f);
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return m_Mixer;
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}
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public bool TryFindChild(string name, out IReAnimatorNode node) {
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node = null;
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return false;
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}
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public void SetInput(float2 input, float turning) {
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m_TargetInput = input;
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m_Turning = turning;
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}
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}
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public class CharacterHandsReAnimatorNode : IReAnimatorNode {
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enum State {
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None,
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Idle,
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QuickAttack
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QuickAttack,
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Charging,
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ChargedIdle,
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Charged,
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ChargedUse
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}
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[field: SerializeField] public string Name { get; private set; }
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PlayableGraph m_Graph;
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@@ -34,19 +150,33 @@ namespace RebootReality.jelycho.Player {
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State m_State;
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public event Action OnQuickAttackAnimationFinished = delegate { };
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public event Action OnCharged = delegate { };
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public void Tick(float deltaTime) {
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switch (m_State) {
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case State.QuickAttack: {
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if (m_CurrentPlayable.GetTime() >= m_CurrentPlayable.GetAnimationClip().length &&
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m_CurrentPlayable.GetPlayState() == PlayState.Playing) {
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if (IsCurrentClipFinished() && m_CurrentPlayable.GetPlayState() == PlayState.Playing) {
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m_CurrentPlayable.Pause();
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OnQuickAttackAnimationFinished?.Invoke();
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}
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break;
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}
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case State.Charging: {
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if (IsCurrentClipFinished()) {
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SetChargedIdle();
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OnCharged?.Invoke();
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}
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break;
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}
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case State.ChargedUse: {
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if (IsCurrentClipFinished()) {
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SetIdle();
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}
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break;
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}
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}
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}
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@@ -63,12 +193,12 @@ namespace RebootReality.jelycho.Player {
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public void UpdateClips(ItemHandsAnimationClipsSet clipsSet) {
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m_ClipsSet = clipsSet;
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if (clipsSet == null) {
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m_State = State.None;
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return;
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}
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SetIdle();
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}
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@@ -80,7 +210,7 @@ namespace RebootReality.jelycho.Player {
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AnimationClip clip = m_ClipsSet.quickAttacks[combo % m_ClipsSet.quickAttacks.Length];
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m_CurrentPlayable = AnimationClipPlayable.Create(m_Graph, clip);
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m_Mixer.DisconnectInput(0);
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m_Mixer.ConnectInput(0, m_CurrentPlayable, 0, 1.0f);
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@@ -92,46 +222,90 @@ namespace RebootReality.jelycho.Player {
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if (m_ClipsSet == null) {
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return;
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}
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m_CurrentPlayable = AnimationClipPlayable.Create(m_Graph, m_ClipsSet.idle);
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m_Mixer.DisconnectInput(0);
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m_Mixer.ConnectInput(0, m_CurrentPlayable, 0, 1.0f);
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m_CurrentPlayable.Play();
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m_State = State.Idle;
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}
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public void SetCharging() {
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if (m_ClipsSet == null) {
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return;
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}
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m_CurrentPlayable = AnimationClipPlayable.Create(m_Graph, m_ClipsSet.charging);
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m_Mixer.DisconnectInput(0);
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m_Mixer.ConnectInput(0, m_CurrentPlayable, 0, 1.0f);
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m_CurrentPlayable.Play();
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m_State = State.Charging;
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}
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public void SetChargedIdle() {
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if (m_ClipsSet == null) {
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return;
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}
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m_CurrentPlayable = AnimationClipPlayable.Create(m_Graph, m_ClipsSet.chargedIdle);
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m_Mixer.DisconnectInput(0);
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m_Mixer.ConnectInput(0, m_CurrentPlayable, 0, 1.0f);
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m_CurrentPlayable.Play();
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m_State = State.ChargedIdle;
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}
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public void PlayChargedUse() {
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if (m_ClipsSet == null) {
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return;
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}
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m_CurrentPlayable = AnimationClipPlayable.Create(m_Graph, m_ClipsSet.chargedUse);
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m_Mixer.DisconnectInput(0);
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m_Mixer.ConnectInput(0, m_CurrentPlayable, 0, 1.0f);
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m_CurrentPlayable.Play();
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m_State = State.ChargedUse;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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bool IsCurrentClipFinished() {
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return m_CurrentPlayable.GetTime() >= m_CurrentPlayable.GetAnimationClip().length;
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}
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}
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public class PlayerAnimator : MonoBehaviour {
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[SerializeField] ReAnimator m_ReAnimator;
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MixerNode m_LocomotionRootMixer;
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BlendTree2DNode m_GroundBlendTree;
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BasicCharacterLocomotionReAnimatorNode m_GroundBlendTree;
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CharacterHandsReAnimatorNode m_Hands;
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// @TODO: for some reason `SetLocomotionParams` is called before awake
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bool m_IsReady = false;
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public UnityEvent onQuickAttackFinished = new UnityEvent();
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public UnityEvent onChargeReady = new UnityEvent();
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void Awake() {
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m_LocomotionRootMixer = m_ReAnimator.FindNode<MixerNode>("locomotion_root");
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m_LocomotionRootMixer.SetInputWeight(0, 1.0f);
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m_LocomotionRootMixer.SetInputWeight(1, 0.0f);
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m_GroundBlendTree = m_ReAnimator.FindNode<BlendTree2DNode>("locomotion_ground");
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m_GroundBlendTree.SetDirection(new float2(0, 1));
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m_GroundBlendTree = m_ReAnimator.FindNode<BasicCharacterLocomotionReAnimatorNode>("locomotion_ground");
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m_GroundBlendTree.SetInput(new float2(0, 0), 0.0f);
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m_Hands = m_ReAnimator.FindNode<CharacterHandsReAnimatorNode>("hands");
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m_Hands.OnQuickAttackAnimationFinished += () => { onQuickAttackFinished?.Invoke(); };
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m_Hands.OnCharged += () => { onChargeReady?.Invoke(); };
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m_IsReady = true;
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}
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void Update() {
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void Update() { }
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}
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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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@@ -142,7 +316,7 @@ namespace RebootReality.jelycho.Player {
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float2 groundBlendDirection = new float2(locomotionParams.VelocityRightNormalized,
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locomotionParams.VelocityForwardNormalized);
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m_GroundBlendTree.SetDirection(groundBlendDirection);
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m_GroundBlendTree.SetInput(groundBlendDirection, locomotionParams.TurnVelocity);
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}
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public void SetHandsAnimationSet(ItemHandsAnimationClipsSet clipsSet) {
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@@ -150,7 +324,7 @@ namespace RebootReality.jelycho.Player {
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m_ReAnimator.SetLayerWeight(1, 0.0f);
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return;
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}
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m_ReAnimator.SetLayerWeight(1, 1.0f);
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m_Hands.UpdateClips(clipsSet);
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}
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@@ -162,5 +336,13 @@ namespace RebootReality.jelycho.Player {
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public void PlayHandsIdle() {
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m_Hands.SetIdle();
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}
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public void PlayCharging() {
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m_Hands.SetCharging();
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}
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public void PlayChargedUse() {
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m_Hands.PlayChargedUse();
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}
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}
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}
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