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>
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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)
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{
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foreach (var p in ac.parameters) if (p.name == name) return true;
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return false;
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}
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static AnimatorState FindState(AnimatorStateMachine sm, string name)
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{
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foreach (var c in sm.states) if (c.state.name == name) return c.state;
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return null;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 8727eff958d5ae94c9cf4acbfd2b0220
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