Combat: melee swing animation + live range slash-arc VFX (MC-4 polish)
Rukhanka swing animation: PlayerRigTools builds a procedural Root-bone PlayerMeleeSwing.anim and adds an IsAttacking param + MeleeSwing state to AC_PlayerTopDown (mirroring the enemy attack recipe -- no authored Synty Generic melee clip exists). PlayerAnimationDriveSystem pulses IsAttacking from the replicated MeleeCombo swing window (local + remote, NetworkTick wrap-safe, re-triggers per chained hit). CombatFeedbackSystem flashes a procedural cone slash-arc mesh matching the LIVE cleave range + half-angle on each swing (finisher wider/warmer) -- the arc IS the range telegraph. Addresses 'range isn't clear + no animation'. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -54,6 +54,12 @@ namespace ProjectM.Client
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ParticleSystem _muzzleFx;
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ParticleSystem _dashFx;
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ParticleSystem _swingFx;
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Mesh _slashMesh;
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MeshRenderer _slashMr;
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Material _slashMat;
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Color _slashTint;
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float _slashAge, _slashLife;
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bool _slashActive;
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AudioClip _hitClip;
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AudioClip _deathClip;
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AudioClip _fireClip;
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@@ -95,6 +101,7 @@ namespace ProjectM.Client
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_muzzleFx = MakeBurst("Muzzle", mat, new Color(0.6f, 2.4f, 3.2f), 0.12f, 5f, 0.20f, 128);
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_dashFx = MakeBurst("DashWhoosh", mat, new Color(0.7f, 2.6f, 3.0f), 0.16f, 4f, 0.30f, 256);
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_swingFx = MakeBurst("MeleeSwing", mat, new Color(3.0f, 2.6f, 0.9f), 0.14f, 6f, 0.28f, 256);
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BuildSlash();
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for (int i = 0; i < NumberPoolSize; i++)
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_numbers.Add(CreateNumber());
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@@ -104,6 +111,8 @@ namespace ProjectM.Client
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{
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if (_fxRoot != null)
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Object.Destroy(_fxRoot.gameObject);
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if (_slashMesh != null) Object.Destroy(_slashMesh);
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if (_slashMat != null) Object.Destroy(_slashMat);
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}
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protected override void OnUpdate()
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@@ -268,7 +277,12 @@ namespace ProjectM.Client
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PlayClip(_swingClip, (Vector3)localPos, 0.45f);
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PrototypeCameraRig.AddShake(0.04f * step);
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int comboLen = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? (int)math.clamp((int)tcfg.MeleeComboLength, 1, 3) : 3;
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if (step >= comboLen) PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs); // finisher pop keyed off the live combo length (MC-4 review)
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bool finisher = step >= comboLen;
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float slashRange = tcfg.MeleeRange > 0f ? tcfg.MeleeRange : 2.6f;
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float slashHalf = tcfg.MeleeConeHalfAngleRad > 0f ? tcfg.MeleeConeHalfAngleRad : 0.9f;
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if (finisher) slashRange *= tcfg.MeleeFinisherMult > 0f ? tcfg.MeleeFinisherMult : 1.8f;
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TriggerSlash((Vector3)localPos, new float2(face.x, face.z), slashRange, slashHalf, finisher); // the arc IS the range telegraph (MC-4 visual clarity)
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if (finisher) PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs);
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}
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_lastLocalSwingTick = mc.SwingStartTick;
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_swingTickInit = true;
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@@ -277,6 +291,7 @@ namespace ProjectM.Client
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UpdateProjectileTrails(cfg);
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PruneVfx();
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AnimateNumbers(dt, cam);
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UpdateSlash(dt);
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}
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// ---- Authored VFX (GabrielAguiar prefabs via VFXConfig); fall back to the procedural burst ----
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@@ -542,6 +557,87 @@ namespace ProjectM.Client
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return ps;
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}
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void BuildSlash()
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{
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var go = new GameObject("MeleeSlashArc");
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go.transform.SetParent(_fxRoot, false);
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_slashMesh = new Mesh { name = "MeleeSlashArc" };
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var mf = go.AddComponent<MeshFilter>();
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mf.sharedMesh = _slashMesh;
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_slashMr = go.AddComponent<MeshRenderer>();
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_slashMat = MakeParticleMaterial();
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_slashMat.name = "MeleeSlashArc";
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_slashMr.sharedMaterial = _slashMat;
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_slashMr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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_slashMr.receiveShadows = false;
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_slashMr.enabled = false;
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}
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// Rebuild the crescent (inner->outer arc) for the LIVE cone half-angle + range, in local +Z-forward space.
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void BuildSlashMesh(float range, float halfAngle)
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{
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const int seg = 16;
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float r1 = Mathf.Max(0.4f, range);
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float r0 = r1 * 0.45f;
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var verts = new Vector3[(seg + 1) * 2];
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var cols = new Color[(seg + 1) * 2];
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var uvs = new Vector2[(seg + 1) * 2];
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var tris = new int[seg * 6];
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for (int i = 0; i <= seg; i++)
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{
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float a = Mathf.Lerp(-halfAngle, halfAngle, i / (float)seg);
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float sx = Mathf.Sin(a), cz = Mathf.Cos(a);
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verts[i * 2] = new Vector3(sx * r0, 0f, cz * r0);
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verts[i * 2 + 1] = new Vector3(sx * r1, 0f, cz * r1);
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float across = 1f - Mathf.Abs(i / (float)seg * 2f - 1f); // 0 at edges, 1 at centre
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cols[i * 2] = new Color(1f, 1f, 1f, 0.55f * (0.4f + 0.6f * across)); // inner brighter
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cols[i * 2 + 1] = new Color(1f, 1f, 1f, 0f); // outer rim fades out
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uvs[i * 2] = new Vector2(0.5f, 0.5f);
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uvs[i * 2 + 1] = new Vector2(0.5f, 0.5f);
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}
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for (int i = 0; i < seg; i++)
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{
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int b = i * 2;
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tris[i * 6 + 0] = b; tris[i * 6 + 1] = b + 1; tris[i * 6 + 2] = b + 2;
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tris[i * 6 + 3] = b + 1; tris[i * 6 + 4] = b + 3; tris[i * 6 + 5] = b + 2;
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}
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_slashMesh.Clear();
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_slashMesh.vertices = verts;
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_slashMesh.colors = cols;
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_slashMesh.uv = uvs;
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_slashMesh.triangles = tris;
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_slashMesh.RecalculateBounds();
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}
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// Flash a cone-shaped slash matching the LIVE melee range + half-angle, oriented along facing. The arc IS the
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// range telegraph (MC-4 visual clarity): the player sees exactly how far + how wide the cleave reaches.
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void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, bool finisher)
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{
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if (_slashMr == null || _slashMat == null) return;
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BuildSlashMesh(range, halfAngle);
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Vector3 f = math.lengthsq(facing) > 1e-6f ? new Vector3(facing.x, 0f, facing.y).normalized : Vector3.forward;
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var tr = _slashMr.transform;
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tr.position = pos + Vector3.up * 0.12f;
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tr.rotation = Quaternion.LookRotation(f, Vector3.up);
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tr.localScale = Vector3.one;
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_slashTint = finisher ? new Color(3.2f, 2.3f, 0.7f) : new Color(1.6f, 2.4f, 3.2f); // finisher warm / light cool (HDR -> bloom)
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_slashLife = finisher ? 0.26f : 0.17f;
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_slashAge = 0f;
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_slashActive = true;
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_slashMat.color = _slashTint;
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_slashMr.enabled = true;
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}
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void UpdateSlash(float dt)
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{
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if (!_slashActive || _slashMr == null) return;
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_slashAge += dt;
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float u = _slashAge / Mathf.Max(1e-4f, _slashLife);
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if (u >= 1f) { _slashActive = false; _slashMr.enabled = false; return; }
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var c = _slashTint; c.a = 1f - u; _slashMat.color = c;
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_slashMr.transform.localScale = Vector3.one * (1f + u * 0.12f);
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}
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static void EmitAt(ParticleSystem ps, Vector3 pos, int count)
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{
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if (ps == null) return;
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@@ -6,7 +6,7 @@ using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode; // GhostOwnerIsLocal
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using Unity.NetCode; // GhostOwnerIsLocal, NetworkTime, NetworkTick
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using Unity.Transforms; // LocalTransform
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using Unity.CharacterController; // KinematicCharacterBody
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@@ -20,13 +20,17 @@ namespace ProjectM.Client
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/// deliberate, documented exception to the project's "all juice = PresentationSystemGroup" rule -- the
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/// params MUST be set before Rukhanka's same-frame controller eval (see DR-022).
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///
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/// Drives MoveX/MoveZ/Speed/IsDead from locomotion + IsDead, plus IsAttacking (MC-4) pulsed from the
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/// replicated <see cref="MeleeCombo"/> swing window so the AC_PlayerTopDown MeleeSwing state plays per swing.
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///
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/// Two paths:
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/// LOCAL (owner-predicted, GhostOwnerIsLocal ENABLED): realized CC RelativeVelocity (wall-aware).
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/// REMOTE (interpolated, GhostOwnerIsLocal DISABLED): KinematicCharacterBody is NOT a [GhostField] and
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/// the CC processor is owner-only, so RelativeVelocity stays baked-zero on remotes -> derive
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/// planar velocity from replicated LocalTransform.Position deltas. PlayerFacing.Direction is a
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/// [GhostField] (valid on remotes); EffectiveCharacterStats.MoveSpeed is derived locally each
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/// tick by StatRecomputeSystem (present on remotes). Cache prevPos per Entity, prune each frame.
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/// tick by StatRecomputeSystem (present on remotes). MeleeCombo replicates so teammates' swings
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/// animate too. Cache prevPos per Entity, prune each frame.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
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[UpdateBefore(typeof(RukhankaAnimationSystemGroup))]
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@@ -35,10 +39,16 @@ namespace ProjectM.Client
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{
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// Perfect-hash keys, built once (managed string ctor). Names MUST match AC_PlayerTopDown.controller
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// parameter names exactly. Immutable readonly hashes -> domain-reload safe.
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static readonly FastAnimatorParameter k_MoveX = new FastAnimatorParameter("MoveX");
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static readonly FastAnimatorParameter k_MoveZ = new FastAnimatorParameter("MoveZ");
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static readonly FastAnimatorParameter k_Speed = new FastAnimatorParameter("Speed");
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static readonly FastAnimatorParameter k_IsDead = new FastAnimatorParameter("IsDead");
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static readonly FastAnimatorParameter k_MoveX = new FastAnimatorParameter("MoveX");
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static readonly FastAnimatorParameter k_MoveZ = new FastAnimatorParameter("MoveZ");
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static readonly FastAnimatorParameter k_Speed = new FastAnimatorParameter("Speed");
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static readonly FastAnimatorParameter k_IsDead = new FastAnimatorParameter("IsDead");
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static readonly FastAnimatorParameter k_IsAttacking = new FastAnimatorParameter("IsAttacking");
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// Ticks after a swing-start that IsAttacking stays true (drives the MeleeSwing state). Kept < the swing lock
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// (MeleeRecoverTicks ~16) so a CHAINED swing re-pulses the bool false->true and re-triggers the Any State
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// transition per hit. ~0.22s @ 60Hz. Presentation-only.
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const uint k_AttackAnimTicks = 13;
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// Remote prevPos cache (per ghost Entity). Pruned every frame (a vanished remote = a despawn).
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NativeParallelHashMap<Entity, float3> _prevPos;
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@@ -58,10 +68,14 @@ namespace ProjectM.Client
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float dt = SystemAPI.Time.DeltaTime; // wall-frame delta is correct for presentation
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if (dt < 1e-5f) dt = 1e-5f;
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// Current authoritative tick for the swing-window check (default = invalid -> IsAttacking stays false).
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NetworkTick serverTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt) ? nt.ServerTick : default;
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// --- LOCAL owner (CC velocity) ---
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var localJob = new LocalDriveJob
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{
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moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isDead = k_IsDead,
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isAttacking = k_IsAttacking, serverTick = serverTick, attackTicks = k_AttackAnimTicks,
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};
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Dependency = localJob.ScheduleParallel(Dependency);
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@@ -70,6 +84,7 @@ namespace ProjectM.Client
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var remoteJob = new RemoteDriveJob
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{
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moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isDead = k_IsDead,
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isAttacking = k_IsAttacking, serverTick = serverTick, attackTicks = k_AttackAnimTicks,
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dt = dt,
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prevPos = _prevPos,
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seen = seen,
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@@ -88,6 +103,16 @@ namespace ProjectM.Client
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if (!seen.Contains(keys[i])) _prevPos.Remove(keys[i]);
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}
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// True while now is within [SwingStartTick, SwingStartTick + animTicks) -- a per-swing pulse that re-triggers
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// on each chained swing. NetworkTick arithmetic (wrap-safe). Presentation-only, Burst-safe.
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static bool SwingActive(in MeleeCombo mc, NetworkTick serverTick, uint animTicks)
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{
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if (mc.SwingStartTick == 0u || !serverTick.IsValid) return false;
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var start = new NetworkTick(mc.SwingStartTick);
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var end = new NetworkTick(TickUtil.NonZero(mc.SwingStartTick + animTicks));
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return start.IsValid && end.IsValid && !start.IsNewerThan(serverTick) && end.IsNewerThan(serverTick);
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}
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// LOCAL: GhostOwnerIsLocal ENABLED -> exactly the owned player. WithPresent<Dead> so alive
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// (Dead-disabled) players are visited. NOTE: GhostOwnerIsLocal as a WithAll filter respects the
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// enable bit; do NOT take it as an `in` parameter (that matches on presence -> drives remotes too).
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@@ -96,7 +121,9 @@ namespace ProjectM.Client
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[WithPresent(typeof(Dead))]
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partial struct LocalDriveJob : IJobEntity
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{
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public FastAnimatorParameter moveX, moveZ, speed, isDead;
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public FastAnimatorParameter moveX, moveZ, speed, isDead, isAttacking;
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public NetworkTick serverTick;
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public uint attackTicks;
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void Execute(
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AnimatorControllerParameterIndexTableComponent indexTable,
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@@ -104,11 +131,13 @@ namespace ProjectM.Client
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in PlayerFacing facing,
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in EffectiveCharacterStats stats,
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in KinematicCharacterBody body,
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in MeleeCombo melee,
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EnabledRefRO<Dead> dead)
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{
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var a = new AnimatorParametersAspect(parametersArr, indexTable);
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float3 p = AnimParamMath.LocomotionParams(body.RelativeVelocity, facing.Direction, stats.MoveSpeed);
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Write(ref a, p, dead.ValueRO, moveX, moveZ, speed, isDead);
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, SwingActive(melee, serverTick, attackTicks));
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}
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}
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@@ -119,7 +148,9 @@ namespace ProjectM.Client
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[WithPresent(typeof(Dead))]
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partial struct RemoteDriveJob : IJobEntity
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{
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public FastAnimatorParameter moveX, moveZ, speed, isDead;
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public FastAnimatorParameter moveX, moveZ, speed, isDead, isAttacking;
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public NetworkTick serverTick;
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public uint attackTicks;
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public float dt;
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public NativeParallelHashMap<Entity, float3> prevPos;
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public NativeParallelHashSet<Entity> seen;
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@@ -131,6 +162,7 @@ namespace ProjectM.Client
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in LocalTransform xform,
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in PlayerFacing facing,
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in EffectiveCharacterStats stats,
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in MeleeCombo melee,
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EnabledRefRO<Dead> dead)
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{
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seen.Add(e);
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@@ -143,6 +175,7 @@ namespace ProjectM.Client
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var a = new AnimatorParametersAspect(parametersArr, indexTable);
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float3 p = AnimParamMath.LocomotionParams(vel, facing.Direction, stats.MoveSpeed);
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Write(ref a, p, dead.ValueRO, moveX, moveZ, speed, isDead);
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, SwingActive(melee, serverTick, attackTicks));
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}
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}
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@@ -0,0 +1,85 @@
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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namespace ProjectM.EditorTools
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{
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/// <summary>
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/// MC-4 — builds the player's procedural MELEE SWING clip and adds the IsAttacking param + MeleeSwing state to
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/// AC_PlayerTopDown. Mirrors EnemyRigTools' attack recipe (a Root-bone procedural clip — no authored Synty
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/// Generic melee-swing clip exists; the slash-arc VFX in CombatFeedbackSystem carries the blade read). The clip
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/// keys ONLY Root rotation (a yaw twist into the swing + a slight forward pitch), leaving the rig's authored
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/// Root Y offset (feet-on-ground) untouched. PlayerAnimationDriveSystem drives IsAttacking from MeleeCombo.
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/// Idempotent / re-runnable (menu: ProjectM/Animation).
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/// </summary>
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public static class PlayerRigTools
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{
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const string SwingClip = "Assets/_Project/Animation/PlayerMeleeSwing.anim";
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const string PlayerController = "Assets/_Project/Animation/AC_PlayerTopDown.controller";
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[MenuItem("ProjectM/Animation/Player - Build Melee Swing")]
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public static void BuildPlayerMeleeSwing()
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{
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// Horizontal-cleave read: yaw the Root (wind back -> swing across -> recover) + a slight forward pitch.
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// Root is the top of the Synty Generic rig; locomotion clips don't key Root, so no conflict and it
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// returns to the authored pose on exit. Rotation-only (no position) so the baked Root Y offset stays.
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var clip = new AnimationClip { frameRate = 30f };
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var yaw = new AnimationCurve(
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new Keyframe(0f, 0f), new Keyframe(0.06f, -22f), new Keyframe(0.16f, 34f), new Keyframe(0.32f, 0f));
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var pitch = new AnimationCurve(
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new Keyframe(0f, 0f), new Keyframe(0.14f, 16f), new Keyframe(0.32f, 0f));
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AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve("Root", typeof(Transform), "localEulerAnglesRaw.y"), yaw);
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AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve("Root", typeof(Transform), "localEulerAnglesRaw.x"), pitch);
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var s = AnimationUtility.GetAnimationClipSettings(clip);
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s.loopTime = false;
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AnimationUtility.SetAnimationClipSettings(clip, s);
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AssetDatabase.DeleteAsset(SwingClip);
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AssetDatabase.CreateAsset(clip, SwingClip);
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AssetDatabase.SaveAssets();
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var ac = AssetDatabase.LoadAssetAtPath<AnimatorController>(PlayerController);
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if (ac == null) { Debug.LogError($"[PlayerRigTools] Controller missing: {PlayerController}"); return; }
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if (!HasParam(ac, "IsAttacking"))
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ac.AddParameter("IsAttacking", AnimatorControllerParameterType.Bool);
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var sm = ac.layers[0].stateMachine;
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var swingClipAsset = AssetDatabase.LoadAssetAtPath<AnimationClip>(SwingClip);
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var swing = FindState(sm, "MeleeSwing");
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if (swing == null)
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{
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swing = sm.AddState("MeleeSwing");
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swing.writeDefaultValues = true;
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var toSwing = sm.AddAnyStateTransition(swing);
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toSwing.hasExitTime = false;
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toSwing.duration = 0.05f;
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toSwing.canTransitionToSelf = false;
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toSwing.AddCondition(AnimatorConditionMode.If, 0f, "IsAttacking");
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var fromSwing = swing.AddExitTransition();
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fromSwing.hasExitTime = false;
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fromSwing.duration = 0.10f;
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fromSwing.AddCondition(AnimatorConditionMode.IfNot, 0f, "IsAttacking");
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}
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swing.motion = swingClipAsset; // (re)point at the freshly-built clip
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EditorUtility.SetDirty(ac);
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AssetDatabase.SaveAssets();
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Debug.Log("[PlayerRigTools] AC_PlayerTopDown: IsAttacking + MeleeSwing state built; PlayerMeleeSwing.anim created.");
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}
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|
||||
static bool HasParam(AnimatorController ac, string name)
|
||||
{
|
||||
foreach (var p in ac.parameters) if (p.name == name) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
static AnimatorState FindState(AnimatorStateMachine sm, string name)
|
||||
{
|
||||
foreach (var c in sm.states) if (c.state.name == name) return c.state;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8727eff958d5ae94c9cf4acbfd2b0220
|
||||
Reference in New Issue
Block a user