Game build 2023r174ex1 test

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SDraw 2024-01-26 19:56:33 +03:00
parent c169c7336a
commit f3aa0bc72d
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GPG key ID: BB95B4DAB2BB8BB5
34 changed files with 202 additions and 153 deletions

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@ -1,7 +1,7 @@
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using ABI_RC.Systems.Movement;
using RootMotion.FinalIK;
using System.Collections.Generic;
using UnityEngine;
@ -32,7 +32,6 @@ namespace ml_amt
bool m_avatarReady = false;
bool m_grounded = false;
bool m_groundedRaw = false;
bool m_moving = false;
bool m_locomotionOverride = false;
@ -90,9 +89,8 @@ namespace ml_amt
{
if(m_avatarReady)
{
m_grounded = MovementSystem.Instance.IsGrounded();
m_groundedRaw = MovementSystem.Instance.IsGroundedRaw();
m_moving = !Mathf.Approximately(MovementSystem.Instance.movementVector.magnitude, 0f);
m_grounded = BetterBetterCharacterController.Instance.IsGrounded();
m_moving = BetterBetterCharacterController.Instance.IsMoving();
UpdateIKLimits();
@ -117,7 +115,6 @@ namespace ml_amt
m_vrIk = null;
m_locomotionLayer = -1;
m_grounded = false;
m_groundedRaw = false;
m_avatarReady = false;
m_avatarScale = 1f;
m_locomotionOffset = Vector3.zero;
@ -128,8 +125,8 @@ namespace ml_amt
m_ikLimits = null;
m_parameters.Clear();
PlayerSetup.Instance.avatarCrouchLimit = Mathf.Clamp01(Settings.CrouchLimit);
PlayerSetup.Instance.avatarProneLimit = Mathf.Clamp01(Settings.ProneLimit);
BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(Settings.CrouchLimit);
BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(Settings.ProneLimit);
}
internal void OnSetupAvatar()
@ -140,7 +137,6 @@ namespace ml_amt
m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y);
// Parse animator parameters
m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.GroundedRaw, PlayerSetup.Instance.animatorManager));
m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Moving, PlayerSetup.Instance.animatorManager));
m_parameters.RemoveAll(p => !p.IsValid());
@ -225,21 +221,21 @@ namespace ml_amt
if(!BodySystem.isCalibratedAsFullBody)
{
if(PlayerSetup.Instance.avatarUpright <= PlayerSetup.Instance.avatarCrouchLimit)
if(BetterBetterCharacterController.Instance.AvatarUpright <= BetterBetterCharacterController.Instance.avatarCrouchLimit)
{
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
if(m_ikOverrideFly && MovementSystem.Instance.flying)
if(m_ikOverrideFly && BetterBetterCharacterController.Instance.IsFlying())
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying)
if(m_ikOverrideJump && !m_grounded && !BetterBetterCharacterController.Instance.IsFlying())
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
@ -266,12 +262,12 @@ namespace ml_amt
internal void SetCrouchLimit(float p_value)
{
if(m_ikLimits == null)
PlayerSetup.Instance.avatarCrouchLimit = Mathf.Clamp01(p_value);
BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(p_value);
}
internal void SetProneLimit(float p_value)
{
if(m_ikLimits == null)
PlayerSetup.Instance.avatarProneLimit = Mathf.Clamp01(p_value);
BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(p_value);
}
internal void SetIKOverrideFly(bool p_state)
{
@ -302,14 +298,12 @@ namespace ml_amt
if(m_ikLimits != null)
{
Vector3 l_values = m_ikLimits.localPosition;
PlayerSetup.Instance.avatarCrouchLimit = Mathf.Clamp01(l_values.x);
PlayerSetup.Instance.avatarProneLimit = Mathf.Clamp01(l_values.y);
BetterBetterCharacterController.Instance.avatarCrouchLimit = Mathf.Clamp01(l_values.x);
BetterBetterCharacterController.Instance.avatarProneLimit = Mathf.Clamp01(l_values.y);
}
}
// Parameters access
public float GetUpright() => PlayerSetup.Instance.avatarUpright;
public bool GetGroundedRaw() => m_groundedRaw;
public bool GetMoving() => m_moving;
}
}