public MatchTarget ( |
||
matchPosition | ||
matchRotation | ||
targetBodyPart | AvatarTarget | |
weightMask | ||
startNormalizedTime | float | |
return | void |
private AnimatorStateInfo layer2CurrentState; // a reference to the current state of the animator, used for layer 2 #endregion Fields #region Methods void FixedUpdate() { anim = GetComponent<Animator>(); float h = Input.GetAxis("Horizontal"); // setup h variable as our horizontal input axis float v = Input.GetAxis("Vertical"); // setup v variables as our vertical input axis anim.SetFloat("Speed", v); // set our animator's float parameter 'Speed' equal to the vertical input axis anim.SetFloat("Direction", h); // set our animator's float parameter 'Direction' equal to the horizontal input axis anim.speed = animSpeed; // set the speed of our animator to the public variable 'animSpeed' anim.SetLookAtWeight(lookWeight); // set the Look At Weight - amount to use look at IK vs using the head's animation currentBaseState = anim.GetCurrentAnimatorStateInfo(0); // set our currentState variable to the current state of the Base Layer (0) of animation if(anim.layerCount ==2) layer2CurrentState = anim.GetCurrentAnimatorStateInfo(1); // set our layer2CurrentState variable to the current state of the second Layer (1) of animation // LOOK AT ENEMY // if we hold Alt.. if(Input.GetButton("Fire2")) { // ...set a position to look at with the head, and use Lerp to smooth the look weight from animation to IK (see line 54) anim.SetLookAtPosition(enemy.position); lookWeight = Mathf.Lerp(lookWeight,1f,Time.deltaTime*lookSmoother); } // else, return to using animation for the head by lerping back to 0 for look at weight else { lookWeight = Mathf.Lerp(lookWeight,0f,Time.deltaTime*lookSmoother); } // STANDARD JUMPING // if we are currently in a state called Locomotion (see line 25), then allow Jump input (Space) to set the Jump bool parameter in the Animator to true /*if (currentBaseState.nameHash == locoState) {*/ if(Input.GetButtonDown("Jump")) { anim.SetBool("Jump", true); } //} // if we are in the jumping state... else if(currentBaseState.nameHash == jumpState) { // ..and not still in transition.. if(!anim.IsInTransition(0)) { /*if(useCurves) // ..set the collider height to a float curve in the clip called ColliderHeight col.height = anim.GetFloat("ColliderHeight");*/ // reset the Jump bool so we can jump again, and so that the state does not loop anim.SetBool("Jump", false); } // Raycast down from the center of the character.. Ray ray = new Ray(transform.position + Vector3.up, -Vector3.up); RaycastHit hitInfo = new RaycastHit(); if (Physics.Raycast(ray, out hitInfo)) { // ..if distance to the ground is more than 1.75, use Match Target if (hitInfo.distance > 1.75f) { // MatchTarget allows us to take over animation and smoothly transition our character towards a location - the hit point from the ray. // Here we're telling the Root of the character to only be influenced on the Y axis (MatchTargetWeightMask) and only occur between 0.35 and 0.5 // of the timeline of our animation clip anim.MatchTarget(hitInfo.point, Quaternion.identity, AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(0, 1, 0), 0), 0.35f, 0.5f); } } } // JUMP DOWN AND ROLL // if we are jumping down, set our Collider's Y position to the float curve from the animation clip - // this is a slight lowering so that the collider hits the floor as the character extends his legs else if (currentBaseState.nameHash == jumpDownState) { col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0); } // if we are falling, set our Grounded boolean to true when our character's root // position is less that 0.6, this allows us to transition from fall into roll and run // we then set the Collider's Height equal to the float curve from the animation clip else if (currentBaseState.nameHash == fallState) { col.height = anim.GetFloat("ColliderHeight"); } // if we are in the roll state and not in transition, set Collider Height to the float curve from the animation clip // this ensures we are in a short spherical capsule height during the roll, so we can smash through the lower // boxes, and then extends the collider as we come out of the roll // we also moderate the Y position of the collider using another of these curves on line 128 else if (currentBaseState.nameHash == rollState) { if(!anim.IsInTransition(0)) { if(useCurves) col.height = anim.GetFloat("ColliderHeight"); col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0); } } // IDLE /* // check if we are at idle, if so, let us Wave! else if (currentBaseState.nameHash == idleState) { if(Input.GetButtonUp("Jump")) { anim.SetBool("Wave", true); } } // if we enter the waving state, reset the bool to let us wave again in future if(layer2CurrentState.nameHash == waveState) { anim.SetBool("Wave", false); } */ }