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boneName: Shoulder_R + humanName: RightUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Elbow_L + humanName: LeftLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Elbow_R + humanName: RightLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Hand_L + humanName: LeftHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Hand_R + humanName: RightHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Ball_L + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Ball_R + humanName: RightToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_01 + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_02 + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_03 + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_01 + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_02 + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_03 + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_01_1 + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_02_1 + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_03_1 + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_01_1 + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_02_1 + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_03_1 + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Spine_03 + humanName: UpperChest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_01 + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_02 + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_03 + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_01_1 + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_02_1 + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - 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boneName: Shoulder_R + humanName: RightUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Elbow_L + humanName: LeftLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Elbow_R + humanName: RightLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Hand_L + humanName: LeftHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Hand_R + humanName: RightHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Ball_L + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Ball_R + humanName: RightToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_01 + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_02 + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_03 + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_01 + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_02 + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_03 + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_01_1 + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_02_1 + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_03_1 + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_01_1 + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_02_1 + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_03_1 + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Spine_03 + humanName: UpperChest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_01 + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_02 + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_03 + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_01_1 + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_02_1 + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - 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boneName: Shoulder_R + humanName: RightUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Elbow_L + humanName: LeftLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Elbow_R + humanName: RightLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Hand_L + humanName: LeftHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Hand_R + humanName: RightHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Ball_L + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Ball_R + humanName: RightToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_01 + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_02 + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_03 + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_01 + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_02 + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_03 + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_01_1 + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_02_1 + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_03_1 + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_01_1 + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_02_1 + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_03_1 + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Spine_03 + humanName: UpperChest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_01 + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_02 + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_03 + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_01_1 + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_02_1 + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - 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boneName: Shoulder_R + humanName: RightUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Elbow_L + humanName: LeftLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Elbow_R + humanName: RightLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Hand_L + humanName: LeftHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Hand_R + humanName: RightHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Ball_L + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Ball_R + humanName: RightToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_01 + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_02 + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_03 + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_01 + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_02 + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_03 + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_01_1 + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_02_1 + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Thumb_03_1 + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_01_1 + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_02_1 + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: IndexFinger_03_1 + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Spine_03 + humanName: UpperChest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_01 + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_02 + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_03 + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_01_1 + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Finger_02_1 + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - 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name: ik_hand_root + parentName: root + position: {x: -0, y: 0, z: 0} + rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: ik_hand_gun + parentName: ik_hand_root + position: {x: 0.71960056, y: 0.050023556, z: 1.3547275} + rotation: {x: 0.9997403, y: -0.014404948, z: -0.017639551, w: 0.00089385436} + scale: {x: 1, y: 1, z: 1} + - name: ik_shoulder_l + parentName: ik_hand_root + position: {x: -0.19433995, y: 0.045976024, z: 1.3732836} + rotation: {x: -0.00029574113, y: -0.017659763, z: -0.019472878, w: 0.9996544} + scale: {x: 1, y: 1, z: 1} + - name: ik_elbow_l + parentName: ik_hand_root + position: {x: -0.47444484, y: 0.54031706, z: 1.3621318} + rotation: {x: -0.7075555, y: -0.000000019191658, z: -0.000000019216037, w: 0.7066578} + scale: {x: 1, y: 1, z: 1} + - name: ik_shoulder_r + parentName: ik_hand_root + position: {x: 0.19433989, y: 0.045976024, z: 1.3732836} + rotation: {x: -0.000295744, y: 0.017659709, z: 0.019472878, w: 0.9996544} + scale: {x: 1, y: 1, z: 1} + - name: ik_elbow_r + parentName: ik_hand_root + position: {x: 0.47444475, y: 0.54031706, z: 1.362132} + rotation: {x: -0.7075555, y: -0.000000019191658, z: -0.000000019216037, w: 0.7066578} + scale: {x: 1, y: 1, z: 1} + - name: ik_hand_l + parentName: ik_hand_root + position: {x: -0.7196007, y: 0.050023556, z: 1.3547275} + rotation: {x: -0.7075555, y: -0.000000019191656, z: -0.000000019216035, w: 0.7066578} + scale: {x: 1, y: 1, z: 1} + - name: ik_hand_r + parentName: ik_hand_root + position: {x: 0.71960056, y: 0.050023556, z: 1.3547275} + rotation: {x: -0.7075555, y: -0.000000019191656, z: -0.000000019216035, w: 0.7066578} + scale: {x: 1, y: 1, z: 1} + - name: ik_foot_root + parentName: root + position: {x: -0, y: 0, z: 0} + rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: ik_thigh_l + parentName: ik_foot_root + position: {x: -0.09613283, y: 0.031114928, z: 0.88299865} + rotation: {x: -0.006632646, y: 0.7139089, z: -0.0065721944, w: 0.7001763} + scale: {x: 1, y: 1, z: 1} + - name: ik_knee_l + parentName: ik_foot_root + position: {x: -0.105479695, y: -0.38589245, z: 0.40378192} + rotation: {x: 0.7071068, y: -0.0000000025383675, z: -4.5561075e-18, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: ik_foot_l + parentName: ik_foot_root + position: {x: -0.11175866, y: 0.052343525, z: 0.078439645} + rotation: {x: 0.00003155761, y: 0.7071067, z: -0.000031557604, w: 0.7071069} + scale: {x: 1, y: 1, z: 1} + - name: ik_thigh_r + parentName: ik_foot_root + position: {x: 0.09613283, y: 0.031114928, z: 0.88299865} + rotation: {x: 0.70017636, y: 0.0065719523, z: 0.713909, w: 0.006632399} + scale: {x: 1, y: 1, z: 1} + - name: ik_knee_r + parentName: ik_foot_root + position: {x: 0.1054814, y: -0.3858974, z: 0.4037803} + rotation: {x: -0.7071068, y: -4.5561075e-18, z: 0.0000000025383673, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: ik_foot_r + parentName: ik_foot_root + position: {x: 0.11175866, y: 0.05234486, z: 0.07843973} + rotation: {x: 0.7071069, y: 0.000031558906, z: 0.7071067, w: -0.000031558913} + scale: {x: 1, y: 1, z: 1} + - 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2025-02-08 + +- Initial Release diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/CHANGELOG.md.meta b/Assets/External/Animations/AnimationGoblinLocomotion/CHANGELOG.md.meta new file mode 100644 index 00000000..66ee8f1f --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0939934cb3998b247990843115cfa1b8 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Documentation.meta b/Assets/External/Animations/AnimationGoblinLocomotion/Documentation.meta new file mode 100644 index 00000000..8ba51f39 --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 775b6798e1d06694a9a68e3d394a34ab +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Documentation/ANIMATION_GoblinLocomotion_UserGuide.pdf b/Assets/External/Animations/AnimationGoblinLocomotion/Documentation/ANIMATION_GoblinLocomotion_UserGuide.pdf new file mode 100644 index 00000000..cf83c096 Binary files /dev/null and b/Assets/External/Animations/AnimationGoblinLocomotion/Documentation/ANIMATION_GoblinLocomotion_UserGuide.pdf differ diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Documentation/ANIMATION_GoblinLocomotion_UserGuide.pdf.meta b/Assets/External/Animations/AnimationGoblinLocomotion/Documentation/ANIMATION_GoblinLocomotion_UserGuide.pdf.meta new file mode 100644 index 00000000..97adcd54 --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/Documentation/ANIMATION_GoblinLocomotion_UserGuide.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: cbeb350571db4404997649f29c86ca01 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/LICENSE.MD b/Assets/External/Animations/AnimationGoblinLocomotion/LICENSE.MD new file mode 100644 index 00000000..1387fc1e --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/LICENSE.MD @@ -0,0 +1,33 @@ +# License Summary + +This is a summary of the license for the Synty Animation Goblin Locomotion software provided by Synty Studios Limited. This summary is for convenience only and is not legally binding. The full terms of the End User License Agreement (EULA) apply and can be found at [https://syntystore.com/pages/end-user-licence-agreement](https://syntystore.com/pages/end-user-licence-agreement). + +## Key Points: + +1. **License Grant:** + When you purchase an Asset, you are granted a license to use the Asset subject to the terms of the EULA. All intellectual property rights in the Asset remain with Synty Studios Limited. + +2. **Use of Asset:** + You are entitled to incorporate the Asset into Products under your direct control, and into promotional materials for those Products. You can adapt the Asset for these purposes. + +3. **Restrictions:** + There are important restrictions on your use of the Asset. For example, you cannot use the Asset for Non-Fungible Tokens (NFTs), in Blockchain projects, Metaverse-related content, or with Generative AI Programs. You also cannot share or redistribute the Asset outside your team. + +4. **Team Size and Seats:** + Your license includes a limited number of seats for your team. If your team grows, you must purchase additional licenses. + +5. **Unity Asset Store Purchases:** + If you have purchased the Asset through the Unity Asset Store, the terms of the Unity Asset Store EULA also apply. You must consult the [Unity Asset Store EULA](https://unity3d.com/legal/as_terms) for the full terms applicable to your purchase from the Unity Asset Store. + +6. **Support and Source Files:** + Support is provided at our discretion. You must not share source files of any Assets outside your team. + +7. **Termination:** + Your license can be terminated if you breach the EULA and fail to remedy the breach after notice from us. + +8. **Warranties and Liability:** + The Assets are provided "as is" without warranties of any kind, and our liability is limited. + +For all the terms and conditions of the license, please read the full EULA available at [https://syntystore.com/pages/end-user-licence-agreement](https://syntystore.com/pages/end-user-licence-agreement). By using this Asset, you agree to be bound by the terms of the EULA. + +_Copyright © 2024 Synty Studios Limited. 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index 00000000..e4b8ed47 --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SampleCameraController.cs @@ -0,0 +1,214 @@ +// Copyright (c) 2024 Synty Studios Limited. All rights reserved. +// +// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA) +// available at: https://syntystore.com/pages/end-user-licence-agreement +// +// Sample scripts are included only as examples and are not intended as production-ready. + +using Synty.AnimationGoblinLocomotion.Samples.GBL_InputSystem; +using UnityEngine; + +namespace Synty.AnimationGoblinLocomotion.Samples +{ + public class SampleCameraController : MonoBehaviour + { + private const int _LAG_DELTA_TIME_ADJUSTMENT = 20; + + [Tooltip("The character game object")] + [SerializeField] + private GameObject _syntyCharacter; + [Tooltip("Main camera used for player perspective")] + [SerializeField] + private Camera _mainCamera; + + [SerializeField] + private Transform _playerTarget; + [SerializeField] + private Transform _lockOnTarget; + + [SerializeField] + private bool _invertCamera; + [SerializeField] + private bool _hideCursor; + [SerializeField] + private bool _isLockedOn; + [SerializeField] + private float _mouseSensitivity = 1f; + [SerializeField] + private float _cameraDistance = 2.5f; + [SerializeField] + private float _cameraHeightOffset; + [SerializeField] + private float _cameraHorizontalOffset; + [SerializeField] + private float _cameraTiltOffset = 15f; + [SerializeField] + private Vector2 _cameraTiltBounds = new Vector2(-70f, 70f); + [SerializeField] + private float _positionalCameraLag = 0.2f; + [SerializeField] + private float _rotationalCameraLag = 0.2f; + private float _cameraInversion; + + private InputReader _inputReader; + private float _lastAngleX; + private float _lastAngleY; + + private Vector3 _lastPosition; + + private float _newAngleX; + + private float _newAngleY; + private Vector3 _newPosition; + private float _rotationX; + private float _rotationY; + + private Transform _syntyCamera; + + /// + private void Start() + { + _syntyCamera = gameObject.transform.GetChild(0); + + _inputReader = _syntyCharacter.GetComponent(); + _playerTarget = _syntyCharacter.transform.Find("SyntyPlayer_LookAt"); + _lockOnTarget = _syntyCharacter.transform.Find("TargetLockOnPos"); + + if (_hideCursor) + { + Cursor.visible = false; + Cursor.lockState = CursorLockMode.Locked; + } + + _cameraInversion = _invertCamera ? 1 : -1; + + transform.position = _playerTarget.position; + transform.rotation = _playerTarget.rotation; + + _lastPosition = transform.position; + + _syntyCamera.localPosition = new Vector3(_cameraHorizontalOffset, _cameraHeightOffset, _cameraDistance * -1); + _syntyCamera.localEulerAngles = new Vector3(_cameraTiltOffset, 0f, 0f); + } + + /// + private void Update() + { + float positionalFollowSpeed = 1 / (_positionalCameraLag / _LAG_DELTA_TIME_ADJUSTMENT); + float rotationalFollowSpeed = 1 / (_rotationalCameraLag / _LAG_DELTA_TIME_ADJUSTMENT); + + _rotationX = _inputReader._mouseDelta.y * _cameraInversion * _mouseSensitivity; + + _rotationY = _inputReader._mouseDelta.x * _mouseSensitivity; + + _newAngleX += _rotationX; + _newAngleX = Mathf.Clamp(_newAngleX, _cameraTiltBounds.x, _cameraTiltBounds.y); + _newAngleX = Mathf.Lerp(_lastAngleX, _newAngleX, rotationalFollowSpeed * Time.deltaTime); + + if (_isLockedOn) + { + Vector3 aimVector = _lockOnTarget.position - _playerTarget.position; + Quaternion targetRotation = Quaternion.LookRotation(aimVector); + targetRotation = Quaternion.Lerp(transform.rotation, targetRotation, rotationalFollowSpeed * Time.deltaTime); + _newAngleY = targetRotation.eulerAngles.y; + } + else + { + _newAngleY += _rotationY; + _newAngleY = Mathf.Lerp(_lastAngleY, _newAngleY, rotationalFollowSpeed * Time.deltaTime); + } + + _newPosition = _playerTarget.position; + _newPosition = Vector3.Lerp(_lastPosition, _newPosition, positionalFollowSpeed * Time.deltaTime); + + transform.position = _newPosition; + transform.eulerAngles = new Vector3(_newAngleX, _newAngleY, 0); + + _syntyCamera.localPosition = new Vector3(_cameraHorizontalOffset, _cameraHeightOffset, _cameraDistance * -1); + _syntyCamera.localEulerAngles = new Vector3(_cameraTiltOffset, 0f, 0f); + + _lastPosition = _newPosition; + _lastAngleX = _newAngleX; + _lastAngleY = _newAngleY; + } + + /// + /// Locks the camera to aim at a specified target. + /// + /// Whether lock on is enabled or not. + /// The target to lock on to. + public void LockOn(bool enable, Transform newLockOnTarget) + { + _isLockedOn = enable; + + if (newLockOnTarget != null) + { + _lockOnTarget = newLockOnTarget; + } + } + + /// + /// Gets the position of the camera. + /// + /// The position of the camera. + public Vector3 GetCameraPosition() + { + return _mainCamera.transform.position; + } + + /// + /// Gets the forward vector of the camera. + /// + /// The forward vector of the camera. + public Vector3 GetCameraForward() + { + return _mainCamera.transform.forward; + } + + /// + /// Gets the forward vector of the camera with the Y value zeroed. + /// + /// The forward vector of the camera with the Y value zeroed. + public Vector3 GetCameraForwardZeroedY() + { + return new Vector3(_mainCamera.transform.forward.x, 0, _mainCamera.transform.forward.z); + } + + /// + /// Gets the normalised forward vector of the camera with the Y value zeroed. + /// + /// The normalised forward vector of the camera with the Y value zeroed. + public Vector3 GetCameraForwardZeroedYNormalised() + { + return GetCameraForwardZeroedY().normalized; + } + + + /// + /// Gets the right vector of the camera with the Y value zeroed. + /// + /// The right vector of the camera with the Y value zeroed. + public Vector3 GetCameraRightZeroedY() + { + return new Vector3(_mainCamera.transform.right.x, 0, _mainCamera.transform.right.z); + } + + /// + /// Gets the normalised right vector of the camera with the Y value zeroed. + /// + /// The normalised right vector of the camera with the Y value zeroed. + public Vector3 GetCameraRightZeroedYNormalised() + { + return GetCameraRightZeroedY().normalized; + } + + /// + /// Gets the X value of the camera tilt. + /// + /// The X value of the camera tilt. + public float GetCameraTiltX() + { + return _mainCamera.transform.eulerAngles.x; + } + } +} diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SampleCameraController.cs.meta b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SampleCameraController.cs.meta new file mode 100644 index 00000000..783181cc --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SampleCameraController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b956fba8029c554f9ab19e918bc5c78 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SampleObjectLockOn.cs b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SampleObjectLockOn.cs new file mode 100644 index 00000000..28b44161 --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SampleObjectLockOn.cs @@ -0,0 +1,82 @@ +// Copyright (c) 2024 Synty Studios Limited. All rights reserved. +// +// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA) +// available at: https://syntystore.com/pages/end-user-licence-agreement +// +// Sample scripts are included only as examples and are not intended as production-ready. + +using UnityEngine; + +namespace Synty.AnimationGoblinLocomotion.Samples +{ + public class SampleObjectLockOn : MonoBehaviour + { + public Material _highlightMat; + public Material _targetMat; + private Transform _highlightOrb; + + private MeshRenderer _meshRenderer; + + /// + private void Start() + { + _highlightOrb = transform.Find("TargetHighlight"); + _meshRenderer = _highlightOrb.GetComponent(); + + if (_meshRenderer == null) + { + Debug.LogError("This script requires a MeshRenderer component on the GameObject."); + } + } + + /// + /// Adds this object as a potential lock on target if the player is within range of the target. + /// + /// The collider to check. + private void OnTriggerEnter(Collider otherCollider) + { + SamplePlayerAnimationController playerAnimationController = otherCollider.GetComponent(); + + // Only interested in player collisions if they have the controller script. + if (playerAnimationController != null) + { + playerAnimationController.AddTargetCandidate(gameObject); + } + } + + /// + /// Removes this object as a potential lock on target if the player is within range of the target. + /// + /// The collider to check. + private void OnTriggerExit(Collider otherCollider) + { + SamplePlayerAnimationController playerAnimationController = otherCollider.GetComponent(); + + // Only interested in player collisions if they have the controller script. + if (playerAnimationController != null) + { + playerAnimationController.RemoveTarget(gameObject); + Highlight(false, false); + } + } + + /// + /// Sets the highlight status of this object, and which highlight to use. + /// + /// Whether the highlight is enabled on this object; or not. + /// Whether this object is locked on to; or not. + public void Highlight(bool enable, bool targetLock) + { + Material currentMaterial = targetLock ? _targetMat : _highlightMat; + + if (_highlightOrb != null) + { + _highlightOrb.gameObject.SetActive(enable); + if (enable) + { + _meshRenderer.material = currentMaterial; + } + } + } + } +} diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SampleObjectLockOn.cs.meta b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SampleObjectLockOn.cs.meta new file mode 100644 index 00000000..067ae4cd --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SampleObjectLockOn.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6815acafca472df47989605da1f54e4e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SamplePlayerAnimationController.cs b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SamplePlayerAnimationController.cs new file mode 100644 index 00000000..70824854 --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SamplePlayerAnimationController.cs @@ -0,0 +1,1552 @@ +// Copyright (c) 2024 Synty Studios Limited. All rights reserved. +// +// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA) +// available at: https://syntystore.com/pages/end-user-licence-agreement +// +// Sample scripts are included only as examples and are not intended as production-ready. + +using Synty.AnimationGoblinLocomotion.Samples.GBL_InputSystem; +using System.Collections.Generic; +using UnityEngine; + +namespace Synty.AnimationGoblinLocomotion.Samples +{ + public class SamplePlayerAnimationController : MonoBehaviour + { + #region Enum + + private enum AnimationState + { + Base, + Locomotion, + Jump, + Fall, + Crouch + } + + private enum GaitState + { + Idle, + Walk, + Run, + Sprint + } + + #endregion + + #region Animation Variable Hashes + + private readonly int _movementInputTappedHash = Animator.StringToHash("MovementInputTapped"); + private readonly int _movementInputPressedHash = Animator.StringToHash("MovementInputPressed"); + private readonly int _movementInputHeldHash = Animator.StringToHash("MovementInputHeld"); + private readonly int _shuffleDirectionXHash = Animator.StringToHash("ShuffleDirectionX"); + private readonly int _shuffleDirectionZHash = Animator.StringToHash("ShuffleDirectionZ"); + + private readonly int _moveSpeedHash = Animator.StringToHash("MoveSpeed"); + private readonly int _currentGaitHash = Animator.StringToHash("CurrentGait"); + + private readonly int _isJumpingAnimHash = Animator.StringToHash("IsJumping"); + private readonly int _fallingDurationHash = Animator.StringToHash("FallingDuration"); + + private readonly int _inclineAngleHash = Animator.StringToHash("InclineAngle"); + + private readonly int _strafeDirectionXHash = Animator.StringToHash("StrafeDirectionX"); + private readonly int _strafeDirectionZHash = Animator.StringToHash("StrafeDirectionZ"); + + private readonly int _forwardStrafeHash = Animator.StringToHash("ForwardStrafe"); + private readonly int _cameraRotationOffsetHash = Animator.StringToHash("CameraRotationOffset"); + private readonly int _isStrafingHash = Animator.StringToHash("IsStrafing"); + private readonly int _isTurningInPlaceHash = Animator.StringToHash("IsTurningInPlace"); + + private readonly int _isCrouchingHash = Animator.StringToHash("IsCrouching"); + + private readonly int _isWalkingHash = Animator.StringToHash("IsWalking"); + private readonly int _isStoppedHash = Animator.StringToHash("IsStopped"); + private readonly int _isStartingHash = Animator.StringToHash("IsStarting"); + + private readonly int _isGroundedHash = Animator.StringToHash("IsGrounded"); + + private readonly int _leanValueHash = Animator.StringToHash("LeanValue"); + private readonly int _headLookXHash = Animator.StringToHash("HeadLookX"); + private readonly int _headLookYHash = Animator.StringToHash("HeadLookY"); + + private readonly int _bodyLookXHash = Animator.StringToHash("BodyLookX"); + private readonly int _bodyLookYHash = Animator.StringToHash("BodyLookY"); + + private readonly int _locomotionStartDirectionHash = Animator.StringToHash("LocomotionStartDirection"); + + #endregion + + #region Player Settings Variables + + #region Scripts/Objects + + [Header("External Components")] + [Tooltip("Script controlling camera behavior")] + [SerializeField] + private SampleCameraController _cameraController; + [Tooltip("InputReader handles player input")] + [SerializeField] + private InputReader _inputReader; + [Tooltip("Animator component for controlling player animations")] + [SerializeField] + private Animator _animator; + [Tooltip("Character Controller component for controlling player movement")] + [SerializeField] + private CharacterController _controller; + + #endregion + + #region Locomotion Settings + + [Header("Player Locomotion")] + [Header("Main Settings")] + [Tooltip("Whether the character always faces the camera facing direction")] + [SerializeField] + private bool _alwaysStrafe = true; + [Tooltip("Slowest movement speed of the player when set to a walk state or half press tick")] + [SerializeField] + private float _walkSpeed = 1.6f; + [Tooltip("Default movement speed of the player")] + [SerializeField] + private float _runSpeed = 3.5f; + [Tooltip("Top movement speed of the player")] + [SerializeField] + private float _sprintSpeed = 7f; + [Tooltip("Damping factor for changing speed")] + [SerializeField] + private float _speedChangeDamping = 10f; + [Tooltip("Rotation smoothing factor.")] + [SerializeField] + private float _rotationSmoothing = 10f; + [Tooltip("Offset for camera rotation.")] + [SerializeField] + private float _cameraRotationOffset; + + #endregion + + #region Shuffle Settings + + [Header("Shuffles")] + [Tooltip("Threshold for button hold duration.")] + [SerializeField] + private float _buttonHoldThreshold = 0.15f; + [Tooltip("Direction of shuffling on the X-axis.")] + [SerializeField] + private float _shuffleDirectionX; + [Tooltip("Direction of shuffling on the Z-axis.")] + [SerializeField] + private float _shuffleDirectionZ; + + #endregion + + #region Capsule Settings + + [Header("Capsule Values")] + [Tooltip("Standing height of the player capsule.")] + [SerializeField] + private float _capsuleStandingHeight = 1.8f; + [Tooltip("Standing center of the player capsule.")] + [SerializeField] + private float _capsuleStandingCentre = 0.93f; + [Tooltip("Crouching height of the player capsule.")] + [SerializeField] + private float _capsuleCrouchingHeight = 1.2f; + [Tooltip("Crouching center of the player capsule.")] + [SerializeField] + private float _capsuleCrouchingCentre = 0.6f; + + #endregion + + #region Strafing + + [Header("Player Strafing")] + [Tooltip("Minimum threshold for forward strafing angle.")] + [SerializeField] + private float _forwardStrafeMinThreshold = -55.0f; + [Tooltip("Maximum threshold for forward strafing angle.")] + [SerializeField] + private float _forwardStrafeMaxThreshold = 125.0f; + [Tooltip("Current forward strafing value.")] + [SerializeField] + private float _forwardStrafe = 1f; + + #endregion + + #region Grounded Settings + + [Header("Grounded Angle")] + [Tooltip("Position of the rear ray for grounded angle check.")] + [SerializeField] + private Transform _rearRayPos; + [Tooltip("Position of the front ray for grounded angle check.")] + [SerializeField] + private Transform _frontRayPos; + [Tooltip("Layer mask for checking ground.")] + [SerializeField] + private LayerMask _groundLayerMask; + [Tooltip("Current incline angle.")] + [SerializeField] + private float _inclineAngle; + [Tooltip("Useful for rough ground")] + [SerializeField] + private float _groundedOffset = -0.14f; + + #endregion + + #region In-Air Settings + + [Header("Player In-Air")] + [Tooltip("Force applied when the player jumps.")] + [SerializeField] + private float _jumpForce = 10f; + [Tooltip("Multiplier for gravity when in the air.")] + [SerializeField] + private float _gravityMultiplier = 2f; + [Tooltip("Duration of falling.")] + [SerializeField] + private float _fallingDuration; + + #endregion + + #region Head Look Settings + + [Header("Player Head Look")] + [Tooltip("Flag indicating if head turning is enabled.")] + [SerializeField] + private bool _enableHeadTurn = true; + [Tooltip("Delay for head turning.")] + [SerializeField] + private float _headLookDelay; + [Tooltip("X-axis value for head turning.")] + [SerializeField] + private float _headLookX; + [Tooltip("Y-axis value for head turning.")] + [SerializeField] + private float _headLookY; + [Tooltip("Curve for X-axis head turning.")] + [SerializeField] + private AnimationCurve _headLookXCurve; + + #endregion + + #region Body Look Settings + + [Header("Player Body Look")] + [Tooltip("Flag indicating if body turning is enabled.")] + [SerializeField] + private bool _enableBodyTurn = true; + [Tooltip("Delay for body turning.")] + [SerializeField] + private float _bodyLookDelay; + [Tooltip("X-axis value for body turning.")] + [SerializeField] + private float _bodyLookX; + [Tooltip("Y-axis value for body turning.")] + [SerializeField] + private float _bodyLookY; + [Tooltip("Curve for X-axis body turning.")] + [SerializeField] + private AnimationCurve _bodyLookXCurve; + + #endregion + + #region Lean Settings + + [Header("Player Lean")] + [Tooltip("Flag indicating if leaning is enabled.")] + [SerializeField] + private bool _enableLean = true; + [Tooltip("Delay for leaning.")] + [SerializeField] + private float _leanDelay; + [Tooltip("Current value for leaning.")] + [SerializeField] + private float _leanValue; + [Tooltip("Curve for leaning.")] + [SerializeField] + private AnimationCurve _leanCurve; + [Tooltip("Delay for head leaning looks.")] + [SerializeField] + private float _leansHeadLooksDelay; + [Tooltip("Flag indicating if an animation clip has ended.")] + [SerializeField] + private bool _animationClipEnd; + + #endregion + + #endregion + + #region Runtime Properties + + private readonly List _currentTargetCandidates = new List(); + private AnimationState _currentState = AnimationState.Base; + private bool _cannotStandUp; + private bool _crouchKeyPressed; + private bool _isAiming; + private bool _isCrouching; + private bool _isGrounded = true; + private bool _isLockedOn; + private bool _isSliding; + private bool _isSprinting; + private bool _isStarting; + private bool _isStopped = true; + private bool _isStrafing; + private bool _isTurningInPlace; + private bool _isWalking; + private bool _movementInputHeld; + private bool _movementInputPressed; + private bool _movementInputTapped; + private float _currentMaxSpeed; + private float _locomotionStartDirection; + private float _locomotionStartTimer; + private float _lookingAngle; + private float _newDirectionDifferenceAngle; + private float _speed2D; + private float _strafeAngle; + private float _strafeDirectionX; + private float _strafeDirectionZ; + private GameObject _currentLockOnTarget; + private GaitState _currentGait; + private Transform _targetLockOnPos; + private Vector3 _currentRotation = new Vector3(0f, 0f, 0f); + private Vector3 _moveDirection; + private Vector3 _previousRotation; + private Vector3 _velocity; + + #endregion + + #region Base State Variables + + private const float _ANIMATION_DAMP_TIME = 5f; + private const float _STRAFE_DIRECTION_DAMP_TIME = 20f; + private float _targetMaxSpeed; + private float _fallStartTime; + private float _rotationRate; + private float _initialLeanValue; + private float _initialTurnValue; + private Vector3 _cameraForward; + private Vector3 _targetVelocity; + + #endregion + + #region Animation Controller + + #region Start + + /// + private void Start() + { + _targetLockOnPos = transform.Find("TargetLockOnPos"); + + _inputReader.onLockOnToggled += ToggleLockOn; + _inputReader.onWalkToggled += ToggleWalk; + _inputReader.onSprintActivated += ActivateSprint; + _inputReader.onSprintDeactivated += DeactivateSprint; + _inputReader.onCrouchActivated += ActivateCrouch; + _inputReader.onCrouchDeactivated += DeactivateCrouch; + _inputReader.onAimActivated += ActivateAim; + _inputReader.onAimDeactivated += DeactivateAim; + + _isStrafing = _alwaysStrafe; + + SwitchState(AnimationState.Locomotion); + } + + #endregion + + #region Aim and Lock-on + + /// + /// Activates the aim action of the player. + /// + private void ActivateAim() + { + _isAiming = true; + + _isStrafing = !_isSprinting; + } + + /// + /// Deactivates the aim action of the player. + /// + private void DeactivateAim() + { + _isAiming = false; + _isStrafing = !_isSprinting && (_alwaysStrafe || _isLockedOn); + } + + /// + /// Adds an object to the list of target candidates. + /// + /// The object to add. + public void AddTargetCandidate(GameObject newTarget) + { + if (newTarget != null) + { + _currentTargetCandidates.Add(newTarget); + } + } + + /// + /// Removes an object to the list of target candidates if present. + /// + /// The object to remove if present. + public void RemoveTarget(GameObject targetToRemove) + { + if (_currentTargetCandidates.Contains(targetToRemove)) + { + _currentTargetCandidates.Remove(targetToRemove); + } + } + + /// + /// Toggle the lock-on state. + /// + private void ToggleLockOn() + { + EnableLockOn(!_isLockedOn); + } + + /// + /// Sets the lock-on state to the given state. + /// + /// The state to set lock-on to. + private void EnableLockOn(bool enable) + { + _isLockedOn = enable; + _isStrafing = false; + + _isStrafing = enable ? !_isSprinting : _alwaysStrafe || _isAiming; + + _cameraController.LockOn(enable, _targetLockOnPos); + + if (enable && _currentLockOnTarget != null) + { + _currentLockOnTarget.GetComponent().Highlight(true, true); + } + } + + #endregion + + #region Walking State + + /// + /// Toggle the walking state. + /// + private void ToggleWalk() + { + EnableWalk(!_isWalking); + } + + /// + /// Sets the walking state to that of the passed in state. + /// + /// The state to set. + private void EnableWalk(bool enable) + { + _isWalking = enable && _isGrounded && !_isSprinting; + } + + #endregion + + #region Sprinting State + + /// + /// Activates sprinting behaviour. + /// + private void ActivateSprint() + { + if (!_isCrouching) + { + EnableWalk(false); + _isSprinting = true; + _isStrafing = false; + } + } + + /// + /// Deactivates sprinting behaviour. + /// + private void DeactivateSprint() + { + _isSprinting = false; + + if (_alwaysStrafe || _isAiming || _isLockedOn) + { + _isStrafing = true; + } + } + + #endregion + + #region Crouching State + + /// + /// Activates crouching behaviour + /// + private void ActivateCrouch() + { + _crouchKeyPressed = true; + + if (_isGrounded) + { + CapsuleCrouchingSize(true); + DeactivateSprint(); + _isCrouching = true; + } + } + + /// + /// Deactivates crouching behaviour. + /// + private void DeactivateCrouch() + { + _crouchKeyPressed = false; + + if (!_cannotStandUp && !_isSliding) + { + CapsuleCrouchingSize(false); + _isCrouching = false; + } + } + + /// + /// Activates sliding behaviour. + /// + public void ActivateSliding() + { + _isSliding = true; + } + + /// + /// Deactivates sliding behaviour + /// + public void DeactivateSliding() + { + _isSliding = false; + } + + /// + /// Adjusts the capsule size for the player, depending on the passed in boolean value. + /// + /// Whether the player is crouching or not. + private void CapsuleCrouchingSize(bool crouching) + { + if (crouching) + { + _controller.center = new Vector3(0f, _capsuleCrouchingCentre, 0f); + _controller.height = _capsuleCrouchingHeight; + } + else + { + _controller.center = new Vector3(0f, _capsuleStandingCentre, 0f); + _controller.height = _capsuleStandingHeight; + } + } + + #endregion + + #endregion + + #region Shared State + + #region State Change + + /// + /// Switch the current state to the passed in state. + /// + /// The state to switch to. + private void SwitchState(AnimationState newState) + { + ExitCurrentState(); + EnterState(newState); + } + + /// + /// Enter the given state. + /// + /// The state to enter. + private void EnterState(AnimationState stateToEnter) + { + _currentState = stateToEnter; + switch (_currentState) + { + case AnimationState.Base: + EnterBaseState(); + break; + case AnimationState.Locomotion: + EnterLocomotionState(); + break; + case AnimationState.Jump: + EnterJumpState(); + break; + case AnimationState.Fall: + EnterFallState(); + break; + case AnimationState.Crouch: + EnterCrouchState(); + break; + } + } + + /// + /// Exit the current state. + /// + private void ExitCurrentState() + { + switch (_currentState) + { + case AnimationState.Locomotion: + ExitLocomotionState(); + break; + case AnimationState.Jump: + ExitJumpState(); + break; + case AnimationState.Crouch: + ExitCrouchState(); + break; + } + } + + #endregion + + #region Updates + + /// + private void Update() + { + switch (_currentState) + { + case AnimationState.Locomotion: + UpdateLocomotionState(); + break; + case AnimationState.Jump: + UpdateJumpState(); + break; + case AnimationState.Fall: + UpdateFallState(); + break; + case AnimationState.Crouch: + UpdateCrouchState(); + break; + } + } + + /// + /// Updates the animator to have the latest values. + /// + private void UpdateAnimatorController() + { + _animator.SetFloat(_leanValueHash, _leanValue); + _animator.SetFloat(_headLookXHash, _headLookX); + _animator.SetFloat(_headLookYHash, _headLookY); + _animator.SetFloat(_bodyLookXHash, _bodyLookX); + _animator.SetFloat(_bodyLookYHash, _bodyLookY); + + _animator.SetFloat(_isStrafingHash, _isStrafing ? 1.0f : 0.0f); + + _animator.SetFloat(_inclineAngleHash, _inclineAngle); + + _animator.SetFloat(_moveSpeedHash, _speed2D); + _animator.SetInteger(_currentGaitHash, (int) _currentGait); + + _animator.SetFloat(_strafeDirectionXHash, _strafeDirectionX); + _animator.SetFloat(_strafeDirectionZHash, _strafeDirectionZ); + _animator.SetFloat(_forwardStrafeHash, _forwardStrafe); + _animator.SetFloat(_cameraRotationOffsetHash, _cameraRotationOffset); + + _animator.SetBool(_movementInputHeldHash, _movementInputHeld); + _animator.SetBool(_movementInputPressedHash, _movementInputPressed); + _animator.SetBool(_movementInputTappedHash, _movementInputTapped); + _animator.SetFloat(_shuffleDirectionXHash, _shuffleDirectionX); + _animator.SetFloat(_shuffleDirectionZHash, _shuffleDirectionZ); + + _animator.SetBool(_isTurningInPlaceHash, _isTurningInPlace); + _animator.SetBool(_isCrouchingHash, _isCrouching); + + _animator.SetFloat(_fallingDurationHash, _fallingDuration); + _animator.SetBool(_isGroundedHash, _isGrounded); + + _animator.SetBool(_isWalkingHash, _isWalking); + _animator.SetBool(_isStoppedHash, _isStopped); + + _animator.SetFloat(_locomotionStartDirectionHash, _locomotionStartDirection); + } + + #endregion + + #endregion + + #region Base State + + #region Setup + + /// + /// Performs the actions required when entering the base state. + /// + private void EnterBaseState() + { + _previousRotation = transform.forward; + } + + /// + /// Calculates the input type and sets the required internal states. + /// + private void CalculateInput() + { + if (_inputReader._movementInputDetected) + { + if (_inputReader._movementInputDuration == 0) + { + _movementInputTapped = true; + } + else if (_inputReader._movementInputDuration > 0 && _inputReader._movementInputDuration < _buttonHoldThreshold) + { + _movementInputTapped = false; + _movementInputPressed = true; + _movementInputHeld = false; + } + else + { + _movementInputTapped = false; + _movementInputPressed = false; + _movementInputHeld = true; + } + + _inputReader._movementInputDuration += Time.deltaTime; + } + else + { + _inputReader._movementInputDuration = 0; + _movementInputTapped = false; + _movementInputPressed = false; + _movementInputHeld = false; + } + + _moveDirection = (_cameraController.GetCameraForwardZeroedYNormalised() * _inputReader._moveComposite.y) + + (_cameraController.GetCameraRightZeroedYNormalised() * _inputReader._moveComposite.x); + } + + #endregion + + #region Movement + + /// + /// Performs the movement of the player + /// + private void Move() + { + _controller.Move(_velocity * Time.deltaTime); + + if (_isLockedOn) + { + if (_currentLockOnTarget != null) + { + _targetLockOnPos.position = _currentLockOnTarget.transform.position; + } + } + } + + /// + /// Applies gravity to the player. + /// + private void ApplyGravity() + { + if (_velocity.y > Physics.gravity.y) + { + _velocity.y += Physics.gravity.y * _gravityMultiplier * Time.deltaTime; + } + } + + /// + /// Calculates the movement direction of the player, and sets the relevant flags. + /// + private void CalculateMoveDirection() + { + CalculateInput(); + + if (!_isGrounded) + { + _targetMaxSpeed = _currentMaxSpeed; + } + else if (_isCrouching) + { + _targetMaxSpeed = _walkSpeed; + } + else if (_isSprinting) + { + _targetMaxSpeed = _sprintSpeed; + } + else if (_isWalking) + { + _targetMaxSpeed = _walkSpeed; + } + else + { + _targetMaxSpeed = _runSpeed; + } + + _currentMaxSpeed = Mathf.Lerp(_currentMaxSpeed, _targetMaxSpeed, _ANIMATION_DAMP_TIME * Time.deltaTime); + + _targetVelocity.x = _moveDirection.x * _currentMaxSpeed; + _targetVelocity.z = _moveDirection.z * _currentMaxSpeed; + + _velocity.z = Mathf.Lerp(_velocity.z, _targetVelocity.z, _speedChangeDamping * Time.deltaTime); + _velocity.x = Mathf.Lerp(_velocity.x, _targetVelocity.x, _speedChangeDamping * Time.deltaTime); + + _speed2D = new Vector3(_velocity.x, 0f, _velocity.z).magnitude; + _speed2D = Mathf.Round(_speed2D * 1000f) / 1000f; + + Vector3 playerForwardVector = transform.forward; + + _newDirectionDifferenceAngle = playerForwardVector != _moveDirection + ? Vector3.SignedAngle(playerForwardVector, _moveDirection, Vector3.up) + : 0f; + + CalculateGait(); + } + + /// + ///
+        ///         Calculates the character gait.
+        ///         Calculate what the current locomotion gait is (Walk, Run, Sprint)
+        ///         (for use in jumps, landings etc when deciding which animation to use)
+        ///         Gait values will be:
+        ///         Idle = 0, Walk = 1, Run = 2, Sprint = 3
+        ///     
+ ///
+ private void CalculateGait() + { + float runThreshold = (_walkSpeed + _runSpeed) / 2; + float sprintThreshold = (_runSpeed + _sprintSpeed) / 2; + + if (_speed2D < 0.01) + { + _currentGait = GaitState.Idle; + } + else if (_speed2D < runThreshold) + { + _currentGait = GaitState.Walk; + } + else if (_speed2D < sprintThreshold) + { + _currentGait = GaitState.Run; + } + else + { + _currentGait = GaitState.Sprint; + } + } + + /// + /// Calculates the face move direction based on the locomotion of the character. + /// + private void FaceMoveDirection() + { + Vector3 characterForward = new Vector3(transform.forward.x, 0f, transform.forward.z).normalized; + Vector3 characterRight = new Vector3(transform.right.x, 0f, transform.right.z).normalized; + Vector3 directionForward = new Vector3(_moveDirection.x, 0f, _moveDirection.z).normalized; + + _cameraForward = _cameraController.GetCameraForwardZeroedYNormalised(); + Quaternion strafingTargetRotation = Quaternion.LookRotation(_cameraForward); + + _strafeAngle = characterForward != directionForward ? Vector3.SignedAngle(characterForward, directionForward, Vector3.up) : 0f; + + _isTurningInPlace = false; + + if (_isStrafing) + { + if (_moveDirection.magnitude > 0.01) + { + if (_cameraForward != Vector3.zero) + { + // Shuffle direction values - these are separate from the strafe values as we don't want to lerp, we need to know immediately + // what direction to shuffle, and then lock the value so it doesn't return to zero once we lose input (so the blend tree works + // to the end of the anim clip) + _shuffleDirectionZ = Vector3.Dot(characterForward, directionForward); + _shuffleDirectionX = Vector3.Dot(characterRight, directionForward); + + UpdateStrafeDirection( + Vector3.Dot(characterForward, directionForward), + Vector3.Dot(characterRight, directionForward) + ); + _cameraRotationOffset = Mathf.Lerp(_cameraRotationOffset, 0f, _rotationSmoothing * Time.deltaTime); + + float targetValue = _strafeAngle > _forwardStrafeMinThreshold && _strafeAngle < _forwardStrafeMaxThreshold ? 1f : 0f; + + if (Mathf.Abs(_forwardStrafe - targetValue) <= 0.001f) + { + _forwardStrafe = targetValue; + } + else + { + float t = Mathf.Clamp01(_STRAFE_DIRECTION_DAMP_TIME * Time.deltaTime); + _forwardStrafe = Mathf.SmoothStep(_forwardStrafe, targetValue, t); + } + } + + transform.rotation = Quaternion.Slerp(transform.rotation, strafingTargetRotation, _rotationSmoothing * Time.deltaTime); + } + else + { + UpdateStrafeDirection(1f, 0f); + + float t = 20 * Time.deltaTime; + float newOffset = 0f; + + if (characterForward != _cameraForward) + { + newOffset = Vector3.SignedAngle(characterForward, _cameraForward, Vector3.up); + } + + _cameraRotationOffset = Mathf.Lerp(_cameraRotationOffset, newOffset, t); + + if (Mathf.Abs(_cameraRotationOffset) > 10) + { + _isTurningInPlace = true; + } + } + } + else + { + UpdateStrafeDirection(1f, 0f); + _cameraRotationOffset = Mathf.Lerp(_cameraRotationOffset, 0f, _rotationSmoothing * Time.deltaTime); + + _shuffleDirectionZ = 1; + _shuffleDirectionX = 0; + + Vector3 faceDirection = new Vector3(_velocity.x, 0f, _velocity.z); + + if (faceDirection == Vector3.zero) + { + return; + } + + transform.rotation = Quaternion.Slerp( + transform.rotation, + Quaternion.LookRotation(faceDirection), + _rotationSmoothing * Time.deltaTime + ); + } + } + + /// + /// Checks if the player has stopped moving. + /// + private void CheckIfStopped() + { + _isStopped = _moveDirection.magnitude == 0 && _speed2D < .5; + } + + /// + /// Checks if the player has started moving. + /// + private void CheckIfStarting() + { + _locomotionStartTimer = VariableOverrideDelayTimer(_locomotionStartTimer); + + bool isStartingCheck = false; + + if (_locomotionStartTimer <= 0.0f) + { + if (_moveDirection.magnitude > 0.01 && _speed2D < 1 && !_isStrafing) + { + isStartingCheck = true; + } + + if (isStartingCheck) + { + if (!_isStarting) + { + _locomotionStartDirection = _newDirectionDifferenceAngle; + _animator.SetFloat(_locomotionStartDirectionHash, _locomotionStartDirection); + } + + float delayTime = 0.2f; + _leanDelay = delayTime; + _headLookDelay = delayTime; + _bodyLookDelay = delayTime; + + _locomotionStartTimer = delayTime; + } + } + else + { + isStartingCheck = true; + } + + _isStarting = isStartingCheck; + _animator.SetBool(_isStartingHash, _isStarting); + } + + /// + /// Updates the strafe direction variables to those provided. + /// + /// The value to set for Z axis. + /// The value to set for X axis. + private void UpdateStrafeDirection(float TargetZ, float TargetX) + { + _strafeDirectionZ = Mathf.Lerp(_strafeDirectionZ, TargetZ, _ANIMATION_DAMP_TIME * Time.deltaTime); + _strafeDirectionX = Mathf.Lerp(_strafeDirectionX, TargetX, _ANIMATION_DAMP_TIME * Time.deltaTime); + _strafeDirectionZ = Mathf.Round(_strafeDirectionZ * 1000f) / 1000f; + _strafeDirectionX = Mathf.Round(_strafeDirectionX * 1000f) / 1000f; + } + + #endregion + + #region Ground Checks + + /// + /// Checks if the character is grounded. + /// + private void GroundedCheck() + { + Vector3 spherePosition = new Vector3( + _controller.transform.position.x, + _controller.transform.position.y - _groundedOffset, + _controller.transform.position.z + ); + _isGrounded = Physics.CheckSphere(spherePosition, _controller.radius, _groundLayerMask, QueryTriggerInteraction.Ignore); + + if (_isGrounded) + { + GroundInclineCheck(); + } + } + + /// + /// Checks for ground incline and sets the required variables. + /// + private void GroundInclineCheck() + { + float rayDistance = Mathf.Infinity; + _rearRayPos.rotation = Quaternion.Euler(transform.rotation.x, 0, 0); + _frontRayPos.rotation = Quaternion.Euler(transform.rotation.x, 0, 0); + + Physics.Raycast(_rearRayPos.position, _rearRayPos.TransformDirection(-Vector3.up), out RaycastHit rearHit, rayDistance, _groundLayerMask); + Physics.Raycast( + _frontRayPos.position, + _frontRayPos.TransformDirection(-Vector3.up), + out RaycastHit frontHit, + rayDistance, + _groundLayerMask + ); + + Vector3 hitDifference = frontHit.point - rearHit.point; + float xPlaneLength = new Vector2(hitDifference.x, hitDifference.z).magnitude; + + _inclineAngle = Mathf.Lerp(_inclineAngle, Mathf.Atan2(hitDifference.y, xPlaneLength) * Mathf.Rad2Deg, 20f * Time.deltaTime); + } + + /// + /// Checks the height of the ceiling above the player to make sure there is room to stand up if crouching. + /// + private void CeilingHeightCheck() + { + float rayDistance = Mathf.Infinity; + float minimumStandingHeight = _capsuleStandingHeight - _frontRayPos.localPosition.y; + + Vector3 midpoint = new Vector3(transform.position.x, transform.position.y + _frontRayPos.localPosition.y, transform.position.z); + if (Physics.Raycast(midpoint, transform.TransformDirection(Vector3.up), out RaycastHit ceilingHit, rayDistance, _groundLayerMask)) + { + _cannotStandUp = ceilingHit.distance < minimumStandingHeight; + } + else + { + _cannotStandUp = false; + } + } + + #endregion + + #region Falling + + /// + /// Resets the falling duration variables. + /// + private void ResetFallingDuration() + { + _fallStartTime = Time.time; + _fallingDuration = 0f; + } + + /// + /// Updates the falling duration variables. + /// + private void UpdateFallingDuration() + { + _fallingDuration = Time.time - _fallStartTime; + } + + #endregion + + #region Checks + + /// + /// Checks if body turns can be enabled, and enabled or disables as required. + /// + private void CheckEnableTurns() + { + _headLookDelay = VariableOverrideDelayTimer(_headLookDelay); + _enableHeadTurn = _headLookDelay == 0.0f && !_isStarting; + _bodyLookDelay = VariableOverrideDelayTimer(_bodyLookDelay); + _enableBodyTurn = _bodyLookDelay == 0.0f && !(_isStarting || _isTurningInPlace); + } + + /// + /// Checks if lean can be enabled, then enabled or disables as required. + /// + private void CheckEnableLean() + { + _leanDelay = VariableOverrideDelayTimer(_leanDelay); + _enableLean = _leanDelay == 0.0f && !(_isStarting || _isTurningInPlace); + } + + #endregion + + #region Lean and Offsets + + /// + /// Calculates the required rotational additives based on the passed in parameters. + /// + /// If leans are activated or not. + /// If head look is activated or not. + /// If body look is activated or not. + private void CalculateRotationalAdditives(bool leansActivated, bool headLookActivated, bool bodyLookActivated) + { + if (headLookActivated || leansActivated || bodyLookActivated) + { + _currentRotation = transform.forward; + + _rotationRate = _currentRotation != _previousRotation + ? Vector3.SignedAngle(_currentRotation, _previousRotation, Vector3.up) / Time.deltaTime * -1f + : 0f; + } + + _initialLeanValue = leansActivated ? _rotationRate : 0f; + + float leanSmoothness = 5; + float maxLeanRotationRate = 275.0f; + + float referenceValue = _speed2D / _sprintSpeed; + _leanValue = CalculateSmoothedValue( + _leanValue, + _initialLeanValue, + maxLeanRotationRate, + leanSmoothness, + _leanCurve, + referenceValue, + true + ); + + float headTurnSmoothness = 5f; + + if (headLookActivated && _isTurningInPlace) + { + _initialTurnValue = _cameraRotationOffset; + _headLookX = Mathf.Lerp(_headLookX, _initialTurnValue / 200, 5f * Time.deltaTime); + } + else + { + _initialTurnValue = headLookActivated ? _rotationRate : 0f; + _headLookX = CalculateSmoothedValue( + _headLookX, + _initialTurnValue, + maxLeanRotationRate, + headTurnSmoothness, + _headLookXCurve, + _headLookX, + false + ); + } + + float bodyTurnSmoothness = 5f; + + _initialTurnValue = bodyLookActivated ? _rotationRate : 0f; + + _bodyLookX = CalculateSmoothedValue( + _bodyLookX, + _initialTurnValue, + maxLeanRotationRate, + bodyTurnSmoothness, + _bodyLookXCurve, + _bodyLookX, + false + ); + + float cameraTilt = _cameraController.GetCameraTiltX(); + cameraTilt = (cameraTilt > 180f ? cameraTilt - 360f : cameraTilt) / -180; + cameraTilt = Mathf.Clamp(cameraTilt, -0.1f, 1.0f); + _headLookY = cameraTilt; + _bodyLookY = cameraTilt; + + _previousRotation = _currentRotation; + } + + /// + /// Calculates a smoothed value between the given variable and target variable, from the given parameters. + /// + /// The variable to smooth. + /// The target new value. + /// The max rate of change. + /// The smoothness amount. + /// The reference curve. + /// The reference value. + /// If the value is a multiplier or not. + /// The smoothed value. + private float CalculateSmoothedValue( + float mainVariable, + float newValue, + float maxRateChange, + float smoothness, + AnimationCurve referenceCurve, + float referenceValue, + bool isMultiplier + ) + { + float changeVariable = newValue / maxRateChange; + + changeVariable = Mathf.Clamp(changeVariable, -1.0f, 1.0f); + + if (isMultiplier) + { + float multiplier = referenceCurve.Evaluate(referenceValue); + changeVariable *= multiplier; + } + else + { + changeVariable = referenceCurve.Evaluate(changeVariable); + } + + if (!changeVariable.Equals(mainVariable)) + { + changeVariable = Mathf.Lerp(mainVariable, changeVariable, smoothness * Time.deltaTime); + } + + return changeVariable; + } + + /// + /// Provides a clamped override delay to avoid animation transition issues. + /// + /// The time variable to use. + /// A clamped override delay. + private float VariableOverrideDelayTimer(float timeVariable) + { + if (timeVariable > 0.0f) + { + timeVariable -= Time.deltaTime; + timeVariable = Mathf.Clamp(timeVariable, 0.0f, 1.0f); + } + else + { + timeVariable = 0.0f; + } + + return timeVariable; + } + + #endregion + + #region Lock-on System + + /// + /// Updates and sets the best target for lock on from the list of available targets. + /// + private void UpdateBestTarget() + { + GameObject newBestTarget; + + if (_currentTargetCandidates.Count == 0) + { + newBestTarget = null; + } + else if (_currentTargetCandidates.Count == 1) + { + newBestTarget = _currentTargetCandidates[0]; + } + else + { + newBestTarget = null; + float bestTargetScore = 0f; + + foreach (GameObject target in _currentTargetCandidates) + { + target.GetComponent().Highlight(false, false); + + float distance = Vector3.Distance(transform.position, target.transform.position); + float distanceScore = 1 / distance * 100; + + Vector3 targetDirection = target.transform.position - _cameraController.GetCameraPosition(); + float angleInView = Vector3.Dot(targetDirection.normalized, _cameraController.GetCameraForward()); + float angleScore = angleInView * 40; + + float totalScore = distanceScore + angleScore; + + if (totalScore > bestTargetScore) + { + bestTargetScore = totalScore; + newBestTarget = target; + } + } + } + + if (!_isLockedOn) + { + _currentLockOnTarget = newBestTarget; + + if (_currentLockOnTarget != null) + { + _currentLockOnTarget.GetComponent().Highlight(true, false); + } + } + else + { + if (_currentTargetCandidates.Contains(_currentLockOnTarget)) + { + _currentLockOnTarget.GetComponent().Highlight(true, true); + } + else + { + _currentLockOnTarget = newBestTarget; + EnableLockOn(false); + } + } + } + + #endregion + + #endregion + + #region Locomotion State + + /// + /// Sets up the locomotion state upon entry. + /// + private void EnterLocomotionState() + { + _inputReader.onJumpPerformed += LocomotionToJumpState; + } + + /// + /// Updates the locomotion state. + /// + private void UpdateLocomotionState() + { + UpdateBestTarget(); + GroundedCheck(); + + if (!_isGrounded) + { + SwitchState(AnimationState.Fall); + } + + if (_isCrouching) + { + SwitchState(AnimationState.Crouch); + } + + CheckEnableTurns(); + CheckEnableLean(); + CalculateRotationalAdditives(_enableLean, _enableHeadTurn, _enableBodyTurn); + + CalculateMoveDirection(); + CheckIfStarting(); + CheckIfStopped(); + FaceMoveDirection(); + Move(); + UpdateAnimatorController(); + } + + /// + /// Performs the required actions when exiting the locomotion state. + /// + private void ExitLocomotionState() + { + _inputReader.onJumpPerformed -= LocomotionToJumpState; + } + + /// + /// Moves from the locomotion to the jump state. + /// + private void LocomotionToJumpState() + { + SwitchState(AnimationState.Jump); + } + + #endregion + + #region Jump State + + /// + /// Sets up the Jump state upon entry. + /// + private void EnterJumpState() + { + _animator.SetBool(_isJumpingAnimHash, true); + + _isSliding = false; + + _velocity = new Vector3(_velocity.x, _jumpForce, _velocity.z); + } + + /// + /// updates the jump state. + /// + private void UpdateJumpState() + { + UpdateBestTarget(); + ApplyGravity(); + + if (_velocity.y <= 0f) + { + _animator.SetBool(_isJumpingAnimHash, false); + SwitchState(AnimationState.Fall); + } + + GroundedCheck(); + + CalculateRotationalAdditives(false, _enableHeadTurn, _enableBodyTurn); + CalculateMoveDirection(); + FaceMoveDirection(); + Move(); + UpdateAnimatorController(); + } + + /// + /// Performs the required actions upon exiting the jump state. + /// + private void ExitJumpState() + { + _animator.SetBool(_isJumpingAnimHash, false); + } + + #endregion + + #region Fall State + + /// + /// Sets up the fall state upon entry. + /// + private void EnterFallState() + { + ResetFallingDuration(); + _velocity.y = 0f; + + DeactivateCrouch(); + _isSliding = false; + } + + /// + /// Updates the fall state. + /// + private void UpdateFallState() + { + UpdateBestTarget(); + GroundedCheck(); + + CalculateRotationalAdditives(false, _enableHeadTurn, _enableBodyTurn); + + CalculateMoveDirection(); + FaceMoveDirection(); + + ApplyGravity(); + Move(); + UpdateAnimatorController(); + + if (_controller.isGrounded) + { + SwitchState(AnimationState.Locomotion); + } + + UpdateFallingDuration(); + } + + #endregion + + #region Crouch State + + /// + /// Sets up the crouch state upon entry. + /// + private void EnterCrouchState() + { + _inputReader.onJumpPerformed += CrouchToJumpState; + } + + /// + /// Updates the crouch state. + /// + private void UpdateCrouchState() + { + UpdateBestTarget(); + + GroundedCheck(); + if (!_isGrounded) + { + DeactivateCrouch(); + CapsuleCrouchingSize(false); + SwitchState(AnimationState.Fall); + } + + CeilingHeightCheck(); + + if (!_crouchKeyPressed && !_cannotStandUp) + { + DeactivateCrouch(); + SwitchToLocomotionState(); + } + + if (!_isCrouching) + { + CapsuleCrouchingSize(false); + SwitchToLocomotionState(); + } + + CheckEnableTurns(); + CheckEnableLean(); + + CalculateRotationalAdditives(false, _enableHeadTurn, false); + + CalculateMoveDirection(); + CheckIfStarting(); + CheckIfStopped(); + + FaceMoveDirection(); + Move(); + UpdateAnimatorController(); + } + + /// + /// Performs the required actions upon exiting the crouch state. + /// + private void ExitCrouchState() + { + _inputReader.onJumpPerformed -= CrouchToJumpState; + } + + /// + /// Moves from the crouch state to the jump state. + /// + private void CrouchToJumpState() + { + if (!_cannotStandUp) + { + DeactivateCrouch(); + SwitchState(AnimationState.Jump); + } + } + + /// + /// Moves from the crouch state to the locomotion state. + /// + private void SwitchToLocomotionState() + { + DeactivateCrouch(); + SwitchState(AnimationState.Locomotion); + } + + #endregion + } +} diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SamplePlayerAnimationController.cs.meta b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/GBL_SamplePlayerAnimationController.cs.meta new file mode 100644 index 00000000..7f4d7975 --- /dev/null +++ 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a/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.cs b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.cs new file mode 100644 index 00000000..0083a386 --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.cs @@ -0,0 +1,826 @@ +//------------------------------------------------------------------------------ +// +// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator +// version 1.18.0 +// from Assets/Synty/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions +// +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine.InputSystem; +using UnityEngine.InputSystem.Utilities; + +/// +/// Provides programmatic access to , , and instances defined in asset "Assets/Synty/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions". +/// +/// +/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified. +/// +/// +/// +/// using namespace UnityEngine; +/// using UnityEngine.InputSystem; +/// +/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface. +/// public class Example : MonoBehaviour, MyActions.IPlayerActions +/// { +/// private MyActions_Actions m_Actions; // Source code representation of asset. +/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map. +/// +/// void Awake() +/// { +/// m_Actions = new MyActions_Actions(); // Create asset object. +/// m_Player = m_Actions.Player; // Extract action map object. +/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions. +/// } +/// +/// void OnDestroy() +/// { +/// m_Actions.Dispose(); // Destroy asset object. +/// } +/// +/// void OnEnable() +/// { +/// m_Player.Enable(); // Enable all actions within map. +/// } +/// +/// void OnDisable() +/// { +/// m_Player.Disable(); // Disable all actions within map. +/// } +/// +/// #region Interface implementation of MyActions.IPlayerActions +/// +/// // Invoked when "Move" action is either started, performed or canceled. +/// public void OnMove(InputAction.CallbackContext context) +/// { +/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}"); +/// } +/// +/// // Invoked when "Attack" action is either started, performed or canceled. +/// public void OnAttack(InputAction.CallbackContext context) +/// { +/// Debug.Log($"OnAttack: {context.ReadValue<float>()}"); +/// } +/// +/// #endregion +/// } +/// +/// +public partial class @GBL_Controls: IInputActionCollection2, IDisposable +{ + /// + /// Provides access to the underlying asset instance. + /// + public InputActionAsset asset { get; } + + /// + /// Constructs a new instance. + /// + public @GBL_Controls() + { + asset = InputActionAsset.FromJson(@"{ + ""version"": 1, + ""name"": ""GBL_Controls"", + ""maps"": [ + { + ""name"": ""Player"", + ""id"": ""2c49ff3e-ee54-41db-a904-9d6a34278604"", + ""actions"": [ + { + ""name"": ""Jump"", + ""type"": ""Button"", + ""id"": ""9c4baf7e-dd4a-45cb-b8b5-518f23ef2f3f"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false + }, + { + ""name"": ""Move"", + ""type"": ""Value"", + ""id"": ""105f8ab6-711b-48c9-afe5-81516e9a23b4"", + ""expectedControlType"": ""Vector2"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": true + }, + { + ""name"": ""Look"", + ""type"": ""Value"", + ""id"": ""c7314668-554f-4d3e-9860-066f89d79485"", + ""expectedControlType"": ""Vector2"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": true + }, + { + ""name"": ""Sprint"", + ""type"": ""Button"", + ""id"": ""8a1c0259-4ff4-47ce-8b18-87fa6457e43a"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false + }, + { + ""name"": ""ToggleWalk"", + ""type"": ""Button"", + ""id"": ""81a5840a-1451-4af7-b390-f2f1e3099eb9"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false + }, + { + ""name"": ""Aim"", + ""type"": ""Button"", + ""id"": ""e440026d-b50a-4df1-ba03-48302673e522"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false + }, + { + ""name"": ""Crouch"", + ""type"": ""Button"", + ""id"": ""0a2dd0bc-e6ed-4515-b034-169169050ceb"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false + }, + { + ""name"": ""LockOn"", + ""type"": ""Button"", + ""id"": ""a87fb759-f0bc-4a42-9e92-7f6bdec29e48"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false + } + ], + ""bindings"": [ + { + ""name"": """", + ""id"": ""4973493d-c628-41b1-8283-30a38a35726a"", + ""path"": ""/space"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""Jump"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""42025cc3-3d37-4b12-a885-8eca8f556f97"", + ""path"": ""/buttonSouth"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Gamepad"", + ""action"": ""Jump"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""1ab14112-e754-49ce-9d7a-515a9ab24396"", + ""path"": ""/leftStick"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Gamepad"", + ""action"": ""Move"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": ""2D Vector WASD"", + ""id"": ""d68d1f5f-0e48-4c97-943a-5200d814ba4c"", + ""path"": ""2DVector"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""Move"", + ""isComposite"": true, + ""isPartOfComposite"": false + }, + { + ""name"": ""up"", + ""id"": ""4601556f-fe76-459e-833c-8424f28ccfaf"", + ""path"": ""/w"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""Move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""down"", + ""id"": ""0758e0d3-c53f-4406-b0c5-6b65928f6495"", + ""path"": ""/s"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""Move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""left"", + ""id"": ""34ab6656-510b-4543-a02c-457d9d87d373"", + ""path"": ""/a"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""Move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""right"", + ""id"": ""861a3c64-a95a-4fb2-90f1-2f7fc3994ebd"", + ""path"": ""/d"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""Move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""2D Vector Arrowkeys"", + ""id"": ""cd992d5a-4846-4403-aad0-3c9049a191e5"", + ""path"": ""2DVector"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""Move"", + ""isComposite"": true, + ""isPartOfComposite"": false + }, + { + ""name"": ""up"", + ""id"": ""35439dc7-4c62-4730-a600-57bd079992aa"", + ""path"": ""/upArrow"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""Move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""down"", + ""id"": ""8a40e7f9-06f6-4fea-82c8-a9bbfa9f3a45"", + ""path"": ""/downArrow"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""Move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""left"", + ""id"": ""a529365f-0079-4cdd-ad19-c2176ebc12a7"", + ""path"": ""/leftArrow"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""Move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""right"", + ""id"": ""032d5647-9197-4ab1-b0ed-73f9c573abaa"", + ""path"": ""/rightArrow"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""Move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": """", + ""id"": ""fd44343a-ca07-4f0a-95d7-29164ac381f0"", + ""path"": ""/delta"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""Look"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""8a2bfa46-4ead-4a8f-aac0-c0bc4f585928"", + ""path"": ""/rightStick"", + ""interactions"": """", + ""processors"": ""ScaleVector2(x=4,y=4)"", + ""groups"": ""Gamepad"", + ""action"": ""Look"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""354b4cd8-944c-4d23-87b4-d26e6403b2a7"", + ""path"": ""/shift"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""Sprint"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""13547036-1d58-45f2-a2d8-c9f0706a8fb9"", + ""path"": ""/rightShoulder"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Gamepad"", + ""action"": ""Sprint"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""ab91ddfe-c482-4b55-aa59-bf1974a526b3"", + ""path"": ""/capsLock"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""ToggleWalk"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""b5d9ab6f-92ae-4d6a-85ce-20210c1efe16"", + ""path"": ""/leftStickPress"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Gamepad"", + ""action"": ""ToggleWalk"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""2d594f48-6585-4401-95f6-10f27afb0d84"", + ""path"": ""/rightButton"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""Aim"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""9f00b84c-77a0-4264-88a7-aa6ace188e6e"", + ""path"": ""/leftTrigger"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Gamepad"", + ""action"": ""Aim"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""73eda66d-2118-4a22-9d70-18cc9ea08e74"", + ""path"": ""/ctrl"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""Crouch"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""78facee1-242d-43a5-b71f-75bfdb0ed6e1"", + ""path"": ""/buttonEast"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Gamepad"", + ""action"": ""Crouch"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""9f68216e-e598-4037-a000-2ca8be91e0ba"", + ""path"": ""/middleButton"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard and Mouse"", + ""action"": ""LockOn"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""bab278b9-2663-41cb-9167-ffb39759d9a9"", + ""path"": ""/rightStickPress"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Gamepad"", + ""action"": ""LockOn"", + ""isComposite"": false, + ""isPartOfComposite"": false + } + ] + } + ], + ""controlSchemes"": [ + { + ""name"": ""Keyboard and Mouse"", + ""bindingGroup"": ""Keyboard and Mouse"", + ""devices"": [ + { + ""devicePath"": """", + ""isOptional"": false, + ""isOR"": false + }, + { + ""devicePath"": """", + ""isOptional"": false, + ""isOR"": false + } + ] + }, + { + ""name"": ""Gamepad"", + ""bindingGroup"": ""Gamepad"", + ""devices"": [ + { + ""devicePath"": """", + ""isOptional"": true, + ""isOR"": false + } + ] + } + ] +}"); + // Player + m_Player = asset.FindActionMap("Player", throwIfNotFound: true); + m_Player_Jump = m_Player.FindAction("Jump", throwIfNotFound: true); + m_Player_Move = m_Player.FindAction("Move", throwIfNotFound: true); + m_Player_Look = m_Player.FindAction("Look", throwIfNotFound: true); + m_Player_Sprint = m_Player.FindAction("Sprint", throwIfNotFound: true); + m_Player_ToggleWalk = m_Player.FindAction("ToggleWalk", throwIfNotFound: true); + m_Player_Aim = m_Player.FindAction("Aim", throwIfNotFound: true); + m_Player_Crouch = m_Player.FindAction("Crouch", throwIfNotFound: true); + m_Player_LockOn = m_Player.FindAction("LockOn", throwIfNotFound: true); + } + + ~@GBL_Controls() + { + UnityEngine.Debug.Assert(!m_Player.enabled, "This will cause a leak and performance issues, GBL_Controls.Player.Disable() has not been called."); + } + + /// + /// Destroys this asset and all associated instances. + /// + public void Dispose() + { + UnityEngine.Object.Destroy(asset); + } + + /// + public InputBinding? bindingMask + { + get => asset.bindingMask; + set => asset.bindingMask = value; + } + + /// + public ReadOnlyArray? devices + { + get => asset.devices; + set => asset.devices = value; + } + + /// + public ReadOnlyArray controlSchemes => asset.controlSchemes; + + /// + public bool Contains(InputAction action) + { + return asset.Contains(action); + } + + /// + public IEnumerator GetEnumerator() + { + return asset.GetEnumerator(); + } + + /// + IEnumerator IEnumerable.GetEnumerator() + { + return GetEnumerator(); + } + + /// + public void Enable() + { + asset.Enable(); + } + + /// + public void Disable() + { + asset.Disable(); + } + + /// + public IEnumerable bindings => asset.bindings; + + /// + public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false) + { + return asset.FindAction(actionNameOrId, throwIfNotFound); + } + + /// + public int FindBinding(InputBinding bindingMask, out InputAction action) + { + return asset.FindBinding(bindingMask, out action); + } + + // Player + private readonly InputActionMap m_Player; + private List m_PlayerActionsCallbackInterfaces = new List(); + private readonly InputAction m_Player_Jump; + private readonly InputAction m_Player_Move; + private readonly InputAction m_Player_Look; + private readonly InputAction m_Player_Sprint; + private readonly InputAction m_Player_ToggleWalk; + private readonly InputAction m_Player_Aim; + private readonly InputAction m_Player_Crouch; + private readonly InputAction m_Player_LockOn; + /// + /// Provides access to input actions defined in input action map "Player". + /// + public struct PlayerActions + { + private @GBL_Controls m_Wrapper; + + /// + /// Construct a new instance of the input action map wrapper class. + /// + public PlayerActions(@GBL_Controls wrapper) { m_Wrapper = wrapper; } + /// + /// Provides access to the underlying input action "Player/Jump". + /// + public InputAction @Jump => m_Wrapper.m_Player_Jump; + /// + /// Provides access to the underlying input action "Player/Move". + /// + public InputAction @Move => m_Wrapper.m_Player_Move; + /// + /// Provides access to the underlying input action "Player/Look". + /// + public InputAction @Look => m_Wrapper.m_Player_Look; + /// + /// Provides access to the underlying input action "Player/Sprint". + /// + public InputAction @Sprint => m_Wrapper.m_Player_Sprint; + /// + /// Provides access to the underlying input action "Player/ToggleWalk". + /// + public InputAction @ToggleWalk => m_Wrapper.m_Player_ToggleWalk; + /// + /// Provides access to the underlying input action "Player/Aim". + /// + public InputAction @Aim => m_Wrapper.m_Player_Aim; + /// + /// Provides access to the underlying input action "Player/Crouch". + /// + public InputAction @Crouch => m_Wrapper.m_Player_Crouch; + /// + /// Provides access to the underlying input action "Player/LockOn". + /// + public InputAction @LockOn => m_Wrapper.m_Player_LockOn; + /// + /// Provides access to the underlying input action map instance. + /// + public InputActionMap Get() { return m_Wrapper.m_Player; } + /// + public void Enable() { Get().Enable(); } + /// + public void Disable() { Get().Disable(); } + /// + public bool enabled => Get().enabled; + /// + /// Implicitly converts an to an instance. + /// + public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); } + /// + /// Adds , and callbacks provided via on all input actions contained in this map. + /// + /// Callback instance. + /// + /// If is null or have already been added this method does nothing. + /// + /// + public void AddCallbacks(IPlayerActions instance) + { + if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return; + m_Wrapper.m_PlayerActionsCallbackInterfaces.Add(instance); + @Jump.started += instance.OnJump; + @Jump.performed += instance.OnJump; + @Jump.canceled += instance.OnJump; + @Move.started += instance.OnMove; + @Move.performed += instance.OnMove; + @Move.canceled += instance.OnMove; + @Look.started += instance.OnLook; + @Look.performed += instance.OnLook; + @Look.canceled += instance.OnLook; + @Sprint.started += instance.OnSprint; + @Sprint.performed += instance.OnSprint; + @Sprint.canceled += instance.OnSprint; + @ToggleWalk.started += instance.OnToggleWalk; + @ToggleWalk.performed += instance.OnToggleWalk; + @ToggleWalk.canceled += instance.OnToggleWalk; + @Aim.started += instance.OnAim; + @Aim.performed += instance.OnAim; + @Aim.canceled += instance.OnAim; + @Crouch.started += instance.OnCrouch; + @Crouch.performed += instance.OnCrouch; + @Crouch.canceled += instance.OnCrouch; + @LockOn.started += instance.OnLockOn; + @LockOn.performed += instance.OnLockOn; + @LockOn.canceled += instance.OnLockOn; + } + + /// + /// Removes , and callbacks provided via on all input actions contained in this map. + /// + /// + /// Calling this method when have not previously been registered has no side-effects. + /// + /// + private void UnregisterCallbacks(IPlayerActions instance) + { + @Jump.started -= instance.OnJump; + @Jump.performed -= instance.OnJump; + @Jump.canceled -= instance.OnJump; + @Move.started -= instance.OnMove; + @Move.performed -= instance.OnMove; + @Move.canceled -= instance.OnMove; + @Look.started -= instance.OnLook; + @Look.performed -= instance.OnLook; + @Look.canceled -= instance.OnLook; + @Sprint.started -= instance.OnSprint; + @Sprint.performed -= instance.OnSprint; + @Sprint.canceled -= instance.OnSprint; + @ToggleWalk.started -= instance.OnToggleWalk; + @ToggleWalk.performed -= instance.OnToggleWalk; + @ToggleWalk.canceled -= instance.OnToggleWalk; + @Aim.started -= instance.OnAim; + @Aim.performed -= instance.OnAim; + @Aim.canceled -= instance.OnAim; + @Crouch.started -= instance.OnCrouch; + @Crouch.performed -= instance.OnCrouch; + @Crouch.canceled -= instance.OnCrouch; + @LockOn.started -= instance.OnLockOn; + @LockOn.performed -= instance.OnLockOn; + @LockOn.canceled -= instance.OnLockOn; + } + + /// + /// Unregisters and unregisters all input action callbacks via . + /// + /// + public void RemoveCallbacks(IPlayerActions instance) + { + if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance)) + UnregisterCallbacks(instance); + } + + /// + /// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via . + /// + /// + /// If is null, calling this method will only unregister all existing callbacks but not register any new callbacks. + /// + /// + /// + /// + public void SetCallbacks(IPlayerActions instance) + { + foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces) + UnregisterCallbacks(item); + m_Wrapper.m_PlayerActionsCallbackInterfaces.Clear(); + AddCallbacks(instance); + } + } + /// + /// Provides a new instance referencing this action map. + /// + public PlayerActions @Player => new PlayerActions(this); + private int m_KeyboardandMouseSchemeIndex = -1; + /// + /// Provides access to the input control scheme. + /// + /// + public InputControlScheme KeyboardandMouseScheme + { + get + { + if (m_KeyboardandMouseSchemeIndex == -1) m_KeyboardandMouseSchemeIndex = asset.FindControlSchemeIndex("Keyboard and Mouse"); + return asset.controlSchemes[m_KeyboardandMouseSchemeIndex]; + } + } + private int m_GamepadSchemeIndex = -1; + /// + /// Provides access to the input control scheme. + /// + /// + public InputControlScheme GamepadScheme + { + get + { + if (m_GamepadSchemeIndex == -1) m_GamepadSchemeIndex = asset.FindControlSchemeIndex("Gamepad"); + return asset.controlSchemes[m_GamepadSchemeIndex]; + } + } + /// + /// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Player" which allows adding and removing callbacks. + /// + /// + /// + public interface IPlayerActions + { + /// + /// Method invoked when associated input action "Jump" is either , or . + /// + /// + /// + /// + void OnJump(InputAction.CallbackContext context); + /// + /// Method invoked when associated input action "Move" is either , or . + /// + /// + /// + /// + void OnMove(InputAction.CallbackContext context); + /// + /// Method invoked when associated input action "Look" is either , or . + /// + /// + /// + /// + void OnLook(InputAction.CallbackContext context); + /// + /// Method invoked when associated input action "Sprint" is either , or . + /// + /// + /// + /// + void OnSprint(InputAction.CallbackContext context); + /// + /// Method invoked when associated input action "ToggleWalk" is either , or . + /// + /// + /// + /// + void OnToggleWalk(InputAction.CallbackContext context); + /// + /// Method invoked when associated input action "Aim" is either , or . + /// + /// + /// + /// + void OnAim(InputAction.CallbackContext context); + /// + /// Method invoked when associated input action "Crouch" is either , or . + /// + /// + /// + /// + void OnCrouch(InputAction.CallbackContext context); + /// + /// Method invoked when associated input action "LockOn" is either , or . + /// + /// + /// + /// + void OnLockOn(InputAction.CallbackContext context); + } +} diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.cs.meta b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.cs.meta new file mode 100644 index 00000000..03de4188 --- /dev/null +++ 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+ } + ] +} \ No newline at end of file diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions.meta b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions.meta new file mode 100644 index 00000000..5837ceab --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 5cbcee1604cfb5848b4d3764dacd766b +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 8404be70184654265930450def6a9037, type: 3} + generateWrapperCode: 1 + wrapperCodePath: + wrapperClassName: + wrapperCodeNamespace: diff --git a/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_InputReader.cs b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_InputReader.cs new file mode 100644 index 00000000..052a17a7 --- /dev/null +++ b/Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_InputReader.cs @@ -0,0 +1,169 @@ +// Copyright (c) 2024 Synty Studios Limited. All rights reserved. +// +// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA) +// available at: https://syntystore.com/pages/end-user-licence-agreement +// +// Sample scripts are included only as examples and are not intended as production-ready. + +using System; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.Serialization; + +namespace Synty.AnimationGoblinLocomotion.Samples.GBL_InputSystem +{ + public class InputReader : MonoBehaviour, GBL_Controls.IPlayerActions + { + public Vector2 _mouseDelta; + public Vector2 _moveComposite; + + public float _movementInputDuration; + public bool _movementInputDetected; + + private GBL_Controls _controls; + + public Action onAimActivated; + public Action onAimDeactivated; + + public Action onCrouchActivated; + public Action onCrouchDeactivated; + + public Action onJumpPerformed; + + public Action onLockOnToggled; + + public Action onSprintActivated; + public Action onSprintDeactivated; + + public Action onWalkToggled; + + /// + private void OnEnable() + { + if (_controls == null) + { + _controls = new GBL_Controls(); + _controls.Player.SetCallbacks(this); + } + + _controls.Player.Enable(); + } + + /// + public void OnDisable() + { + _controls.Player.Disable(); + } + + /// + /// Defines the action to perform when the OnLook callback is called. + /// + /// The context of the callback. + public void OnLook(InputAction.CallbackContext context) + { + _mouseDelta = context.ReadValue(); + } + + /// + /// Defines the action to perform when the OnMove callback is called. + /// + /// The context of the callback. + public void OnMove(InputAction.CallbackContext context) + { + _moveComposite = context.ReadValue(); + _movementInputDetected = _moveComposite.magnitude > 0; + } + + /// + /// Defines the action to perform when the OnJump callback is called. + /// + /// The context of the callback. + public void OnJump(InputAction.CallbackContext context) + { + if (!context.performed) + { + return; + } + + onJumpPerformed?.Invoke(); + } + + /// + /// Defines the action to perform when the OnToggleWalk callback is called. + /// + /// The context of the callback. + public void OnToggleWalk(InputAction.CallbackContext context) + { + if (!context.performed) + { + return; + } + + onWalkToggled?.Invoke(); + } + + /// + /// Defines the action to perform when the OnSprint callback is called. + /// + /// The context of the callback. + public void OnSprint(InputAction.CallbackContext context) + { + if (context.started) + { + onSprintActivated?.Invoke(); + } + else if (context.canceled) + { + onSprintDeactivated?.Invoke(); + } + } + + /// + /// Defines the action to perform when the OnCrouch callback is called. + /// + /// The context of the callback. + public void OnCrouch(InputAction.CallbackContext context) + { + if (context.started) + { + onCrouchActivated?.Invoke(); + } + else if (context.canceled) + { + onCrouchDeactivated?.Invoke(); + } + } + 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