Fix for Unity 6 branch

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SDraw 2025-02-15 18:07:58 +03:00
parent 1e0e6449d6
commit b92d54c162
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GPG key ID: BB95B4DAB2BB8BB5
17 changed files with 36 additions and 80 deletions

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@ -40,7 +40,7 @@ namespace ml_prm
RagdollToggle m_avatarRagdollToggle = null; // Custom component available for editor
AvatarBoolParameter m_ragdolledParameter = null;
PhysicMaterial m_physicsMaterial = null;
PhysicsMaterial m_physicsMaterial = null;
bool m_inAir = false;
bool m_reachedGround = true;
@ -77,12 +77,12 @@ namespace ml_prm
{
this.gameObject.layer = LayerMask.NameToLayer("PlayerLocal");
m_physicsMaterial = new PhysicMaterial("Ragdoll");
m_physicsMaterial = new PhysicsMaterial("Ragdoll");
m_physicsMaterial.dynamicFriction = c_defaultFriction;
m_physicsMaterial.staticFriction = c_defaultFriction;
m_physicsMaterial.frictionCombine = PhysicMaterialCombine.Average;
m_physicsMaterial.frictionCombine = PhysicsMaterialCombine.Average;
m_physicsMaterial.bounciness = 0f;
m_physicsMaterial.bounceCombine = PhysicMaterialCombine.Average;
m_physicsMaterial.bounceCombine = PhysicsMaterialCombine.Average;
m_puppet = new GameObject("[Puppet]").transform;
m_puppet.parent = this.transform;
@ -583,9 +583,9 @@ namespace ml_prm
bool l_bounciness = (Settings.Bounciness && WorldManager.IsSafeWorld());
m_physicsMaterial.dynamicFriction = (l_slipperiness ? 0f : c_defaultFriction);
m_physicsMaterial.staticFriction = (l_slipperiness ? 0f : c_defaultFriction);
m_physicsMaterial.frictionCombine = (l_slipperiness ? PhysicMaterialCombine.Minimum : PhysicMaterialCombine.Average);
m_physicsMaterial.frictionCombine = (l_slipperiness ? PhysicsMaterialCombine.Minimum : PhysicsMaterialCombine.Average);
m_physicsMaterial.bounciness = (l_bounciness ? 1f : 0f);
m_physicsMaterial.bounceCombine = (l_bounciness ? PhysicMaterialCombine.Maximum : PhysicMaterialCombine.Average);
m_physicsMaterial.bounceCombine = (l_bounciness ? PhysicsMaterialCombine.Maximum : PhysicsMaterialCombine.Average);
}
}
@ -701,7 +701,7 @@ namespace ml_prm
{
if(m_avatarReady && m_ragdolled && CanUnragdoll())
{
BetterBetterCharacterController.Instance.TeleportPlayerTo(m_puppetReferences.hips.position, PlayerSetup.Instance.GetPlayerRotation().eulerAngles, false, false);
BetterBetterCharacterController.Instance.TeleportPlayerTo(m_puppetReferences.hips.position, PlayerSetup.Instance.GetPlayerRotation().eulerAngles, false, true);
TryRestoreMovement();
BodySystem.TrackingPositionWeight = 1f;
IKSystem.Instance.applyOriginalHipPosition = m_applyHipsPosition;