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Transcendent

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  1. Thanks for your replies, but it is still not working
  2. I have ensured everything you mentioned above and it still does not work
  3. So this is the problem that I have :- https://youtu.be/kU8Dm5bDJXg This is the code i am using:- using System.Collections; using System.Collections.Generic; using UnityEngine; namespace SA { public class AnimatorHook : MonoBehaviour { Animator anim; StateManager states; public void Init(StateManager st) { states = st; anim = st.anim; } void OnAnimatorMove() { if (!states.canMove) anim.ApplyBuiltinRootMotion(); states.rigid.drag = 0; float multiplier = 1; Vector3 delta = anim.deltaPosition; delta.y = 0; Vector3 v = (delta * multiplier) / states.delta; states.rigid.velocity = v; } } } For additional reference see the following code using System.Collections; using System.Collections.Generic; using UnityEngine; namespace SA { public class StateManager : MonoBehaviour { [Header("Init")] public GameObject activeModel; [Header("Inputs")] public float vertical; public float horizontal; public float moveAmount; public Vector3 moveDir; public bool rt, rb, lt, lb; [Header("Stats")] public float moveSpeed = 5f; public float runSpeed = 8f; public float rotateSpeed = 20; public float toGround = 0.5f; [Header("States")] public bool onGround; public bool run; public bool lockOn; public bool inAction; public bool canMove; [Header("Other")] public EnemyTarget lockOnTarget; [HideInInspector] public Animator anim; [HideInInspector] public Rigidbody rigid; [HideInInspector] public AnimatorHook a_hook; [HideInInspector] public float delta; [HideInInspector] public LayerMask ignoreLayers; float _actionDelay; public void Init() { SetupAnimator(); rigid = GetComponent<Rigidbody>(); rigid.angularDrag = 999; rigid.drag = 4; rigid.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; a_hook = activeModel.AddComponent<AnimatorHook>(); a_hook.Init(this); gameObject.layer = 8; ignoreLayers = ~(1 << 9); anim.SetBool("onGround",true); } void SetupAnimator() { if(activeModel == null) { anim = GetComponentInChildren<Animator>(); if(anim == null) { Debug.Log("no model found"); } else { activeModel = anim.gameObject; } } if(anim == null) { anim = activeModel.GetComponent<Animator>(); } //anim.applyRootMotion = false; } public void FixedTick(float d) { delta = d; rigid.drag = (moveAmount > 0 || !onGround) ? 0 : 4; DetectAction(); if (inAction) { // anim.applyRootMotion = true; _actionDelay += delta; if(_actionDelay > 0.3f) { inAction = false; _actionDelay = 0; } else { return; } } canMove = anim.GetBool("canMove"); if (!canMove) { return; } //anim.applyRootMotion = false; float targetSpeed = moveSpeed; if (run) targetSpeed = runSpeed; if(onGround) rigid.velocity = moveDir * (targetSpeed * moveAmount); /* if (run) lockOn = false; */ Vector3 targetDir = (lockOn == false) ? moveDir : lockOnTarget.transform.position - transform.position; targetDir.y = 0; if (targetDir == Vector3.zero) targetDir = transform.forward; Quaternion tr = Quaternion.LookRotation(targetDir); Quaternion targetRotation = Quaternion.Slerp(transform.rotation, tr, delta * moveAmount * rotateSpeed); transform.rotation = targetRotation; anim.SetBool("lockon", lockOn); if (lockOn == false) HandleMovementAnimations(); else HandleLockOnAnimations(moveDir); } public void DetectAction() { if (canMove == false) return; if (rb == false && rt == false && lt == false && lb == false) return; string targetAnim = null; if (rb) targetAnim = "Sword And Shield Attack"; if (rt) targetAnim = "Stable Sword Outward Slash"; if (lb) targetAnim = "Standing Melee Attack Horizontal"; if (lt) targetAnim = "Sword And Shield Slash (1)"; if (string.IsNullOrEmpty(targetAnim)) return; canMove = false; inAction = true; anim.CrossFade(targetAnim,0.2f); //rigid.velocity = Vector3.zero; } public void Tick(float d) { delta = d; onGround = OnGround(); anim.SetBool("onGround", onGround); } void HandleMovementAnimations() { anim.SetBool("run", run); anim.SetFloat("Vertical", moveAmount ,0.4f,delta); } void HandleLockOnAnimations(Vector3 moveDir) { Vector3 relativeDir = transform.InverseTransformDirection(moveDir); float h = relativeDir.x; float v = relativeDir.z; anim.SetFloat("Vertical", v, 0.2f, delta); anim.SetFloat("Horizontal", h, 0.2f, delta); } public bool OnGround() { bool r = false; Vector3 origin = transform.position + (Vector3.up * toGround); Vector3 dir = -Vector3.up; float dis = toGround + 0.3f; RaycastHit hit; if(Physics.Raycast(origin,dir,out hit,dis)) { r = true; Vector3 targetPosition = hit.point; transform.position = targetPosition; } return r; } } } I've been stuck on this for too long, any help will be highly appreciated
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