add ckg
plantilla base para movimiento básico
This commit is contained in:
@@ -0,0 +1,964 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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public class actionSystem : MonoBehaviour
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{
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public bool useMinDistanceToActivateAction;
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public float minDistanceToActivateAction;
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public bool useMinAngleToActivateAction;
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public float minAngleToActivateAction;
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public bool checkOppositeAngle;
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public bool canStopPreviousAction;
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public bool canForceToPlayCustomAction;
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public int currentActionInfoIndex;
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public List<actionInfo> actionInfoList = new List<actionInfo> ();
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public List<GameObject> playerList = new List<GameObject> ();
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public bool useEventsOnPlayerInsideOutside;
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public UnityEvent eventOnPlayerInside;
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public UnityEvent eventOnPlayerOutside;
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public bool useEventsOnStartEndAction;
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public UnityEvent eventOnStartAction;
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public UnityEvent eventOnEndAction;
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public bool useEventAfterResumePlayer;
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public UnityEvent eventAfterResumePlayer;
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public Transform actionTransform;
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public bool sendCurrentPlayerOnEvent;
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public eventParameters.eventToCallWithGameObject eventToSendCurrentPlayer;
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public bool useEventBeforeStartAction;
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public UnityEvent eventBeforeStartAction;
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public Collider mainTrigger;
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public bool activateCustomActionAfterActionComplete;
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public string customActionToActiveAfterActionComplete;
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public bool addActionToListStoredToPlay;
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public bool playActionAutomaticallyIfStoredAtEnd;
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public bool clearAddActionToListStoredToPlay;
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public bool useEventsToEnableDisableActionObject;
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public UnityEvent eventToEnableActionObject;
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public UnityEvent eventToDisableActionObject;
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public string categoryName;
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public bool canInterruptOtherActionActive;
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public List<string> actionListToInterrupt = new List<string> ();
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public bool useCategoryToCheckInterrupt;
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public List<string> actionCategoryListToInterrupt;
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public UnityEvent eventOnInterrupOtherActionActive;
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public bool useEventOnInterruptedAction;
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public UnityEvent eventOnInterruptedAction;
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public bool useProbabilityToActivateAction;
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public float probablityToActivateAction;
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public bool animationUsedOnUpperBody;
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public bool disableRegularActionActiveState;
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public bool disableRegularActionActiveStateOnEnd;
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public bool changeCameraViewToThirdPersonOnAction;
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public bool changeCameraViewToThirdPersonOnActionOnFullBodyAwareness;
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public bool keepCameraRotationToHeadOnFullBodyAwareness;
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public bool actionsCanBeUsedOnFirstPerson;
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public bool ignoreChangeToThirdPerson;
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public bool disableIgnorePlayerListChange;
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public bool showDebugPrint;
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public bool showGizmo;
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public bool showAllGizmo;
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bool ignorePlayerList;
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public Animator mainAnimator;
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public AnimationClip newAnimationClip;
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public bool enableAnimatorLayerOnAction;
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public string animatorLayerToEnableName;
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public string actionNameToReplace;
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public string animationLayerName = "Base Layer";
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public float newAnimationSpeed = 1;
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public bool activateAnimationReplace;
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public bool newAnimationIsMirror;
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int numberOfLoops;
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public bool setPlayerParentDuringActionActive;
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public Transform playerParentDuringAction;
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public void setPlayerParentDuringActionActiveValues (bool state, Transform newParent)
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{
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setPlayerParentDuringActionActive = state;
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playerParentDuringAction = newParent;
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}
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public void setUseMovingPlayerToPositionTargetValues (bool state, float newSpeed, float newDelay)
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{
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if (actionInfoList.Count > 0) {
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actionInfo currentactionInfo = actionInfoList [0];
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currentactionInfo.useMovingPlayerToPositionTarget = state;
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if (state) {
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currentactionInfo.movingPlayerToPositionTargetSpeed = newSpeed;
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currentactionInfo.movingPlayerToPositionTargetDelay = newDelay;
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}
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}
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}
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public void activateCustomAction (GameObject playerDetected)
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{
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if (!disableIgnorePlayerListChange) {
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ignorePlayerList = true;
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}
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setPlayerActionActive (playerDetected);
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}
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public void setIgnorePlayerListValue (bool state)
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{
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ignorePlayerList = state;
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}
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public void setPlayerActionActive (GameObject playerDetected)
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{
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if (ignorePlayerList || !playerList.Contains (playerDetected)) {
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if (!ignorePlayerList) {
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if (useEventsOnPlayerInsideOutside) {
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if (playerList.Count == 0) {
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eventOnPlayerInside.Invoke ();
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}
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}
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playerList.Add (playerDetected);
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}
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playerComponentsManager currentPlayerComponentsManager = playerDetected.GetComponent<playerComponentsManager> ();
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if (currentPlayerComponentsManager != null) {
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playerActionSystem currentPlayerActionSystem = currentPlayerComponentsManager.getPlayerActionSystem ();
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if (actionTransform == null) {
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actionTransform = transform;
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}
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if (currentPlayerActionSystem != null) {
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if (showDebugPrint) {
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print ("Sending action to player action system " + actionInfoList [0].Name);
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}
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currentPlayerActionSystem.setPlayerActionActive (this);
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}
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}
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}
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}
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public void setPlayerActionDeactivate (GameObject playerDetected)
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{
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if (ignorePlayerList || playerList.Contains (playerDetected)) {
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if (!ignorePlayerList) {
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playerList.Remove (playerDetected);
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}
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playerComponentsManager currentPlayerComponentsManager = playerDetected.GetComponent<playerComponentsManager> ();
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if (currentPlayerComponentsManager != null) {
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playerActionSystem currentPlayerActionSystem = currentPlayerComponentsManager.getPlayerActionSystem ();
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if (currentPlayerActionSystem != null) {
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currentPlayerActionSystem.setPlayerActionDeactivate (this);
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}
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}
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if (!ignorePlayerList) {
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if (useEventsOnPlayerInsideOutside) {
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if (playerList.Count == 0) {
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eventOnPlayerOutside.Invoke ();
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}
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}
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}
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}
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}
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public void checkSendCurrentPlayerOnEvent (GameObject currentPlayer)
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{
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if (sendCurrentPlayerOnEvent) {
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eventToSendCurrentPlayer.Invoke (currentPlayer);
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}
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}
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public void checkEventBeforeStartAction ()
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{
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if (useEventBeforeStartAction) {
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eventBeforeStartAction.Invoke ();
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}
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}
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public void setCustomActionTransform (Transform newTransform)
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{
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actionTransform = newTransform;
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}
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public actionInfo getCurrentactionInfo ()
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{
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return actionInfoList [currentActionInfoIndex];
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}
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public void increaseCurrentActionInfoIndex ()
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{
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currentActionInfoIndex++;
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if (currentActionInfoIndex >= actionInfoList.Count - 1) {
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currentActionInfoIndex = actionInfoList.Count - 1;
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}
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}
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public void decreaseCurrentActionInfoIndex ()
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{
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currentActionInfoIndex--;
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if (currentActionInfoIndex < 0) {
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currentActionInfoIndex = 0;
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}
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}
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public void setCurrentActionInfoIndex (int newIndex)
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{
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currentActionInfoIndex = newIndex;
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if (currentActionInfoIndex >= actionInfoList.Count - 1) {
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currentActionInfoIndex = actionInfoList.Count - 1;
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}
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if (currentActionInfoIndex < 0) {
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currentActionInfoIndex = 0;
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}
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}
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public void resetCurrentActionInfoIndex ()
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{
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currentActionInfoIndex = 0;
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}
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public int getCurrentActionInfoIndex ()
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{
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return currentActionInfoIndex;
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}
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public void destroyAction ()
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{
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for (int i = 0; i < actionInfoList.Count; i++) {
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if (actionInfoList [i].setObjectParent) {
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Destroy (actionInfoList [i].objectToSetParent.gameObject);
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}
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}
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Destroy (gameObject);
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}
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public void checkEventOnStartAction ()
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{
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if (useEventsOnStartEndAction) {
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eventOnStartAction.Invoke ();
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}
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}
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public void checkEventOnEndAction ()
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{
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if (useEventsOnStartEndAction) {
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eventOnEndAction.Invoke ();
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}
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}
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public void checkEventAfterResumePlayer ()
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{
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if (useEventAfterResumePlayer) {
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eventAfterResumePlayer.Invoke ();
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}
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}
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public void checkEventOnEnableActionObject ()
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{
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if (useEventsToEnableDisableActionObject) {
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if (showDebugPrint) {
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print ("checkEventOnEnableActionObject " + gameObject.name);
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}
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eventToEnableActionObject.Invoke ();
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}
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}
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public void checkEventOnDisableActionObject ()
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{
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if (useEventsToEnableDisableActionObject) {
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eventToDisableActionObject.Invoke ();
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}
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}
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public void clearPlayerList ()
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{
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playerList.Clear ();
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}
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public void removePlayerFromList (GameObject playerToRemove)
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{
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if (playerList.Contains (playerToRemove)) {
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playerList.Remove (playerToRemove);
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}
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}
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public void disableAction ()
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{
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for (int i = 0; i < playerList.Count; i++) {
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usingDevicesSystem currentUsingDevicesSystem = playerList [i].GetComponent<usingDevicesSystem> ();
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if (currentUsingDevicesSystem != null) {
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currentUsingDevicesSystem.removeDeviceFromList (gameObject);
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}
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setPlayerActionDeactivate (playerList [i]);
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}
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if (mainTrigger == null) {
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mainTrigger = GetComponent<Collider> ();
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}
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if (mainTrigger != null) {
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mainTrigger.enabled = false;
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}
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}
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public void inputPlayCurrentAnimation ()
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{
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inputPlayCurrentAnimation (true);
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}
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public void inputPlayCurrentAnimationWithoutCheckingIfExistsOnaDeviceList ()
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{
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inputPlayCurrentAnimation (false);
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}
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void inputPlayCurrentAnimation (bool checkIfObjectOnDeviceList)
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{
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if (showDebugPrint) {
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print ("players detected " + playerList.Count);
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}
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for (int i = 0; i < playerList.Count; i++) {
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playerComponentsManager currentPlayerComponentsManager = playerList [i].GetComponent<playerComponentsManager> ();
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if (currentPlayerComponentsManager != null) {
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playerActionSystem currentPlayerActionSystem = currentPlayerComponentsManager.getPlayerActionSystem ();
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if (currentPlayerActionSystem != null) {
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usingDevicesSystem currentUsingDevicesSystem = currentPlayerComponentsManager.getUsingDevicesSystem ();
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currentUsingDevicesSystem.updateClosestDeviceList ();
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if (currentPlayerActionSystem.getCurrentActionSystem () == this) {
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if (showDebugPrint) {
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print ("player with this action as current");
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}
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if (checkIfObjectOnDeviceList) {
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currentPlayerActionSystem.inputPlayCurrentAnimation ();
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} else {
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currentPlayerActionSystem.inputPlayCurrentAnimationWithoutCheckingIfExistsOnaDeviceList ();
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}
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}
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}
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}
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}
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}
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public void addNewAction ()
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{
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actionInfo newActionInfo = new actionInfo ();
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newActionInfo.Name = "New Action";
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actionInfoList.Add (newActionInfo);
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updateComponent ();
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}
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public void addNewActionFromEditor (string actionSystemName, float actionSystemDuration, float actionSystemSpeed,
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bool useActionSystemID, int actionSystemID, string actionSystemAnimationName)
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{
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actionInfo currentactionInfo = actionInfoList [0];
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currentactionInfo.Name = actionSystemName;
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currentactionInfo.animationDuration = actionSystemDuration;
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currentactionInfo.animationSpeed = actionSystemSpeed;
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currentactionInfo.useActionID = useActionSystemID;
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currentactionInfo.actionID = actionSystemID;
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currentactionInfo.useActionName = !useActionSystemID;
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currentactionInfo.actionName = actionSystemAnimationName;
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updateComponent ();
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}
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public void addNewEvent (int actionInfoIndex)
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{
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actionInfo currentActionInfo = actionInfoList [actionInfoIndex];
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eventInfo newEventInfo = new eventInfo ();
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currentActionInfo.eventInfoList.Add (newEventInfo);
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updateComponent ();
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}
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public void addNewEventFirstPerson (int actionInfoIndex)
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{
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actionInfo currentActionInfo = actionInfoList [actionInfoIndex];
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eventInfo newEventInfo = new eventInfo ();
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currentActionInfo.firstPersonEventInfoList.Add (newEventInfo);
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updateComponent ();
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}
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public void duplicateThirdPersonEventsOnFirstPerson (int actionInfoIndex)
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{
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actionInfo currentActionInfo = actionInfoList [actionInfoIndex];
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currentActionInfo.firstPersonEventInfoList.Clear ();
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for (int i = 0; i < currentActionInfo.eventInfoList.Count; i++) {
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eventInfo newEventInfo = new eventInfo (currentActionInfo.eventInfoList [i]);
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currentActionInfo.firstPersonEventInfoList.Add (newEventInfo);
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}
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updateComponent ();
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}
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public void replaceAnimationAction ()
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{
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#if UNITY_EDITOR
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if (actionInfoList.Count > 0) {
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if (newAnimationClip == null) {
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print ("No new animation clip has been assigned to replace the previous animation, make sure to configure the settings properly");
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return;
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}
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if (mainAnimator == null) {
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GameObject mainPlayer = GameObject.FindGameObjectWithTag ("Player");
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if (mainPlayer == null) {
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print ("No animator or main player found in the scene, make sure to drop it on the hierarchy or assign an animator into " +
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" the proper field of the Action System Component");
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return;
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} else {
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mainAnimator = mainPlayer.GetComponent<Animator> ();
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if (mainAnimator == null) {
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print ("No animator found on scene");
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return;
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}
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}
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}
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actionInfo currentactionInfo = actionInfoList [0];
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if (actionNameToReplace != "") {
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bool actionFound = false;
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for (int i = 0; i < actionInfoList.Count; i++) {
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if (!actionFound && actionInfoList [i].actionName.Equals (actionNameToReplace)) {
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actionFound = true;
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currentactionInfo = actionInfoList [i];
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if (actionInfoList [i].useActionID) {
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actionNameToReplace = currentactionInfo.Name;
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} else {
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actionNameToReplace = currentactionInfo.actionName;
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}
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}
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}
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}
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bool animationStateFound = false;
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UnityEditor.Animations.AnimatorController ac = mainAnimator.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
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foreach (var layer in ac.layers) {
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if (layer.name == animationLayerName) {
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print ("Animator Layer to check: " + layer.name);
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print ("\n\n\n");
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getChildAnimatorState (actionNameToReplace, layer.stateMachine);
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print ("\n\n\n");
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if (animatorStateToReplace.state != null) {
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print ("\n\n\n");
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print ("STATE FOUND ############################################################################################");
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print ("Last animator state found " + animatorStateToReplace.state.name + " " + numberOfLoops);
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if (animatorStateToReplace.state.name == actionNameToReplace) {
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animationStateFound = true;
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animatorStateToReplace.state.speed = newAnimationSpeed;
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animatorStateToReplace.state.motion = newAnimationClip;
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animatorStateToReplace.state.mirror = newAnimationIsMirror;
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}
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}
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}
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}
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if (animationStateFound) {
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currentactionInfo.animationSpeed = newAnimationSpeed;
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currentactionInfo.animationDuration = newAnimationClip.length;
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updateComponent ();
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print ("Animation State found and replaced properly");
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} else {
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print ("Animation State not found");
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}
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newAnimationIsMirror = false;
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activateAnimationReplace = false;
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}
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#endif
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}
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#if UNITY_EDITOR
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||||
UnityEditor.Animations.ChildAnimatorState animatorStateToReplace;
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||||
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||||
public void getChildAnimatorState (string stateName, UnityEditor.Animations.AnimatorStateMachine stateMachine)
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{
|
||||
print ("State Machine to check: " + stateMachine.name + " " + stateMachine.stateMachines.Length);
|
||||
|
||||
if (stateMachine.stateMachines.Length > 0) {
|
||||
foreach (var currentStateMachine in stateMachine.stateMachines) {
|
||||
numberOfLoops++;
|
||||
|
||||
if (numberOfLoops > 3000) {
|
||||
print ("number of loops too big");
|
||||
return;
|
||||
}
|
||||
|
||||
getChildAnimatorState (stateName, currentStateMachine.stateMachine);
|
||||
}
|
||||
} else {
|
||||
foreach (var currentState in stateMachine.states) {
|
||||
if (currentState.state.name == stateName) {
|
||||
animatorStateToReplace = currentState;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
public void updateComponent ()
|
||||
{
|
||||
GKC_Utils.updateComponent (this);
|
||||
|
||||
GKC_Utils.updateDirtyScene ("Update Action System " + gameObject.name, gameObject);
|
||||
}
|
||||
|
||||
void OnDrawGizmos ()
|
||||
{
|
||||
if (!showGizmo) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
|
||||
DrawGizmos ();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected ()
|
||||
{
|
||||
DrawGizmos ();
|
||||
}
|
||||
|
||||
void DrawGizmos ()
|
||||
{
|
||||
if (showGizmo) {
|
||||
for (int i = 0; i < actionInfoList.Count; i++) {
|
||||
if (showAllGizmo || actionInfoList [i].showGizmo) {
|
||||
if (actionInfoList [i].usePlayerWalkTarget && actionInfoList [i].playerWalkTarget != null) {
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawSphere (actionInfoList [i].playerWalkTarget.position, 0.1f);
|
||||
}
|
||||
|
||||
if (actionInfoList [i].setPlayerFacingDirection && actionInfoList [i].facingDirectionPositionTransform != null) {
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawSphere (actionInfoList [i].facingDirectionPositionTransform.position, 0.1f);
|
||||
}
|
||||
|
||||
if (actionInfoList [i].usePositionToAdjustPlayer && actionInfoList [i].positionToAdjustPlayer != null) {
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawSphere (actionInfoList [i].positionToAdjustPlayer.position, 0.1f);
|
||||
|
||||
if (actionInfoList [i].matchTargetTransform) {
|
||||
Gizmos.color = Color.grey;
|
||||
Gizmos.DrawSphere (actionInfoList [i].matchTargetTransform.position, 0.1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class actionInfo
|
||||
{
|
||||
public string Name;
|
||||
|
||||
public bool useActionName;
|
||||
|
||||
public string actionName;
|
||||
|
||||
public bool useActionID;
|
||||
public int actionID;
|
||||
|
||||
public bool removeActionIDValueImmediately;
|
||||
|
||||
public bool useCrossFadeAnimation = true;
|
||||
|
||||
public bool pausePlayerActionsInput;
|
||||
public bool pausePlayerMovementInput = true;
|
||||
public bool resetPlayerMovementInput;
|
||||
public bool resetPlayerMovementInputSmoothly;
|
||||
public bool removePlayerMovementInputValues;
|
||||
|
||||
public bool enablePlayerCanMoveAfterAction;
|
||||
|
||||
public bool allowDownVelocityDuringAction;
|
||||
|
||||
public bool pauseInteractionButton;
|
||||
public bool pauseInputListDuringActionActive;
|
||||
public bool ignorePauseInputListDuringAction;
|
||||
|
||||
public bool pausePlayerCameraRotationInput;
|
||||
public bool pausePlayerCameraActionsInput;
|
||||
public bool pausePlayerCameraViewChange = true;
|
||||
public bool pausePlayerCameraMouseWheel = true;
|
||||
public bool disableHeadBob = true;
|
||||
public bool pauseHeadBob = true;
|
||||
public bool ignoreCameraDirectionOnMovement;
|
||||
public bool ignoreCameraDirectionOnStrafeMovement;
|
||||
|
||||
public bool pauseStrafeState;
|
||||
|
||||
public bool useNewCameraStateOnActionStart;
|
||||
public string newCameraStateNameOnActionStart;
|
||||
public bool setPreviousCameraStateOnActionEnd;
|
||||
public bool useNewCameraStateOnActionEnd;
|
||||
public string newCameraStateNameOnActionEnd;
|
||||
|
||||
public bool ignorePivotCameraCollision;
|
||||
|
||||
public bool useExtraFollowTransformPositionOffsetActiveFBA;
|
||||
|
||||
public Vector3 currentExtraFollowTransformPositionOffsetFBA;
|
||||
|
||||
public bool ignorePlayerRotationToCameraOnFBA;
|
||||
|
||||
public bool ignoreHorizontalCameraRotationOnFBA;
|
||||
public bool ignoreVerticalCameraRotationOnFBA;
|
||||
|
||||
public bool resetCameraRotationForwardOnFBA;
|
||||
|
||||
public bool disablePlayerGravity;
|
||||
public bool disablePlayerOnGroundState;
|
||||
public bool disablePlayerCollider;
|
||||
public bool disablePlayerColliderComponent;
|
||||
public bool enablePlayerColliderComponentOnActionEnd;
|
||||
public bool ignoreSetLastTimeFallingOnActionEnd;
|
||||
|
||||
public bool reloadMainColliderOnCharacterOnActionEnd;
|
||||
|
||||
public bool changePlayerColliderScale;
|
||||
public bool disableIKOnHands = true;
|
||||
public bool disableIKOnFeet = true;
|
||||
|
||||
public bool pauseHeadTrack = true;
|
||||
|
||||
public bool usCustomPauseHeadTrackOnFBA;
|
||||
public bool customPauseHeadTrackOnFBA;
|
||||
|
||||
public bool setNoFrictionOnCollider = true;
|
||||
public bool forceRootMotionDuringAction = true;
|
||||
public bool actionCanHappenOnAir;
|
||||
|
||||
public bool jumpCanResumePlayer;
|
||||
|
||||
public bool useMovementInput;
|
||||
|
||||
public bool useInteractionButtonToActivateAnimation = true;
|
||||
|
||||
public bool animationTriggeredByExternalEvent;
|
||||
|
||||
public bool resumePlayerAfterAction;
|
||||
|
||||
public bool increaseActionIndexAfterComplete;
|
||||
public bool waitForNextPlayerInteractionButtonPress;
|
||||
|
||||
public bool stayInState;
|
||||
|
||||
public bool resetActionIndexAfterComplete;
|
||||
|
||||
|
||||
public float animationDuration;
|
||||
|
||||
public float animationSpeed = 1;
|
||||
|
||||
public float actionDurationOnFirstPerson = 1;
|
||||
|
||||
|
||||
public bool actionUsesMovement;
|
||||
|
||||
public bool adjustRotationDuringMovement;
|
||||
|
||||
public float delayToPlayAnimation;
|
||||
|
||||
public bool usePositionToAdjustPlayer;
|
||||
public Transform positionToAdjustPlayer;
|
||||
public float adjustPlayerPositionSpeed;
|
||||
|
||||
|
||||
public bool movePlayerOnDirection;
|
||||
public float movePlayerOnDirectionRaycastDistance;
|
||||
public float movePlayerOnDirectionSpeed;
|
||||
public Vector3 movePlayerDirection;
|
||||
public LayerMask movePlayerOnDirectionLayermask;
|
||||
|
||||
public bool usePhysicsForceOnMovePlayer;
|
||||
public float physicsForceOnMovePlayer;
|
||||
public float physicsForceOnMovePlayerDuration;
|
||||
public bool checkIfPositionReachedOnPhysicsForceOnMovePlayer;
|
||||
|
||||
public AvatarTarget mainAvatarTarget;
|
||||
|
||||
public Transform matchTargetTransform;
|
||||
|
||||
public Vector3 matchTargetPositionWeightMask;
|
||||
public float matchTargetRotationWeightMask;
|
||||
|
||||
public bool matchPlayerRotation;
|
||||
public float matchPlayerRotationSpeed;
|
||||
|
||||
public Transform playerTargetTransform;
|
||||
|
||||
public bool adjustPlayerPositionRotationDuring;
|
||||
|
||||
public float matchStartValue;
|
||||
public float matchEndValue;
|
||||
|
||||
public bool usePlayerWalkTarget;
|
||||
public bool useWalkAtTheEndOfAction;
|
||||
public Transform playerWalkTarget;
|
||||
|
||||
public bool pausePlayerInputDuringWalk;
|
||||
|
||||
public float maxWalkSpeed = 1;
|
||||
|
||||
public bool activateDynamicObstacleDetection;
|
||||
|
||||
public bool setPlayerFacingDirection;
|
||||
public Transform playerFacingDirectionTransform;
|
||||
public float maxRotationAmount = 1;
|
||||
public float minRotationAmount = 0.3f;
|
||||
public float minRotationAngle = 5;
|
||||
public bool adjustFacingDirectionBasedOnPlayerPosition;
|
||||
public Transform facingDirectionPositionTransform;
|
||||
public bool adjustRotationAtOnce;
|
||||
|
||||
public bool useMovingPlayerToPositionTarget;
|
||||
public float movingPlayerToPositionTargetSpeed = 5;
|
||||
public float movingPlayerToPositionTargetDelay;
|
||||
|
||||
|
||||
public bool destroyActionOnEnd;
|
||||
public bool removeActionOnEnd;
|
||||
|
||||
public bool setActionState;
|
||||
public string actionStateName;
|
||||
public bool actionStateToConfigure;
|
||||
|
||||
public bool setObjectParent;
|
||||
public HumanBodyBones boneParent;
|
||||
public Transform objectToSetParent;
|
||||
public Transform bonePositionReference;
|
||||
public float waitTimeToParentObject;
|
||||
public float setObjectParentSpeed;
|
||||
|
||||
public bool useMountPoint;
|
||||
public string mountPointName;
|
||||
|
||||
public bool useEventInfoList;
|
||||
|
||||
public bool useAccumulativeDelay;
|
||||
public Coroutine eventInfoListCoroutine;
|
||||
public List<eventInfo> eventInfoList = new List<eventInfo> ();
|
||||
|
||||
public List<eventInfo> firstPersonEventInfoList = new List<eventInfo> ();
|
||||
|
||||
public bool disableHUDOnAction;
|
||||
|
||||
public bool showGizmo;
|
||||
|
||||
public bool keepWeaponsDuringAction;
|
||||
public bool drawWeaponsAfterAction;
|
||||
public bool disableIKWeaponsDuringAction;
|
||||
|
||||
public bool stopAimOnFireWeapons;
|
||||
public bool stopShootOnFireWeapons;
|
||||
|
||||
public bool hideMeleWeaponMeshOnAction;
|
||||
|
||||
public bool setInvincibilityStateActive;
|
||||
public float invincibilityStateDuration;
|
||||
public bool checkEventsOnTemporalInvincibilityActive;
|
||||
|
||||
public bool disableDamageReactionDuringAction;
|
||||
|
||||
public bool addHealthAmountOnAction;
|
||||
public float healthAmountToAdd;
|
||||
public bool removeHealthAmountOnAction;
|
||||
public float healthAmountToRemove;
|
||||
|
||||
public bool checkIfPlayerOnGround = true;
|
||||
public bool checkConditionsToStartActionOnUpdate;
|
||||
public bool playerMovingToStartAction;
|
||||
public bool checkPlayerToNotCrouch;
|
||||
|
||||
public bool stopActionIfPlayerIsOnAir;
|
||||
public float delayToStopActionIfPlayerIsOnAir;
|
||||
|
||||
public bool getUpIfPlayerCrouching = true;
|
||||
public bool crouchOnActionEnd;
|
||||
public bool setPreviousCrouchStateOnActionEnd;
|
||||
public bool checkIfPlayerCanGetUpFromCrouch;
|
||||
|
||||
public bool dropGrabbedObjectsOnAction = true;
|
||||
public bool dropOnlyIfNotGrabbedPhysically = true;
|
||||
public bool dropIfGrabbedPhysicallyWithIK = true;
|
||||
public bool keepGrabbedObjectOnActionIfNotDropped;
|
||||
|
||||
public bool keepMeleeWeaponGrabbed;
|
||||
public bool drawMeleeWeaponGrabbedOnActionEnd;
|
||||
|
||||
public bool stopCurrentMeleeAttackInProcess;
|
||||
|
||||
public bool useEventIfActionStopped;
|
||||
public UnityEvent eventIfActionStopped;
|
||||
|
||||
public bool pauseCustomInputListDuringActionActive;
|
||||
public List<playerActionSystem.inputToPauseOnActionIfo> customInputToPauseOnActionInfoList = new List<playerActionSystem.inputToPauseOnActionIfo> ();
|
||||
|
||||
public bool useRaycastToAdjustMatchTransform;
|
||||
public bool useRaycastToAdjustTargetTransform;
|
||||
public bool useRaycastToAdjustPositionToAdjustPlayer;
|
||||
public LayerMask layerForRaycast;
|
||||
|
||||
public bool pauseAIOnActionStart;
|
||||
public bool resumeAIOnActionEnd;
|
||||
public bool assignPartnerOnActionEnd;
|
||||
public bool checkUseMinAngleToActivateAction;
|
||||
|
||||
public bool ignoreAnimationTransitionCheck;
|
||||
|
||||
public bool pauseActivationOfOtherCustomActions;
|
||||
|
||||
public bool disableAnyStateConfiguredWithExitTime;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class eventInfo
|
||||
{
|
||||
public float delayToActivate;
|
||||
|
||||
public UnityEvent eventToUse;
|
||||
|
||||
public bool useRemoteEvent;
|
||||
|
||||
public string remoteEventName;
|
||||
|
||||
public bool eventTriggered;
|
||||
|
||||
public bool sendCurrentPlayerOnEvent;
|
||||
public eventParameters.eventToCallWithGameObject eventToSendCurrentPlayer;
|
||||
|
||||
public bool callThisEventIfActionStopped;
|
||||
|
||||
public eventInfo ()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public eventInfo (eventInfo newState)
|
||||
{
|
||||
delayToActivate = newState.delayToActivate;
|
||||
|
||||
eventToUse = newState.eventToUse;
|
||||
|
||||
useRemoteEvent = newState.useRemoteEvent;
|
||||
|
||||
remoteEventName = newState.remoteEventName;
|
||||
|
||||
eventTriggered = newState.eventTriggered;
|
||||
|
||||
sendCurrentPlayerOnEvent = newState.sendCurrentPlayerOnEvent;
|
||||
|
||||
eventToSendCurrentPlayer = newState.eventToSendCurrentPlayer;
|
||||
|
||||
callThisEventIfActionStopped = newState.callThisEventIfActionStopped;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user