using UnityEditor; using UnityEditor.Animations; using UnityEngine; namespace ProjectM.EditorTools { /// /// MC-4 — builds the player's MELEE SWING clip + adds the IsAttacking param + MeleeSwing state to AC_PlayerTopDown. /// The swing clip is built FROM the full idle pose (every bone keyed) + a Root YAW twist on top. A clip that keys /// ONLY the Root makes Rukhanka collapse every un-keyed bone (Hips/Spine/legs) to identity for the state's /// duration -> the body sinks into the floor; writeDefaultValues does NOT prevent it (2026-06-11 fix). Basing on /// idle leaves nothing un-keyed; the Root yaw is a vertical-axis (height-preserving) twist that reads as a /// horizontal slash, paired with the CombatFeedbackSystem slash-arc VFX. PlayerAnimationDriveSystem drives /// IsAttacking from MeleeCombo. Idempotent / re-runnable (menu: ProjectM/Animation). /// public static class PlayerRigTools { const string SwingClip = "Assets/_Project/Animation/PlayerMeleeSwing.anim"; const string PlayerController = "Assets/_Project/Animation/AC_PlayerTopDown.controller"; [MenuItem("ProjectM/Animation/Player - Build Melee Swing")] public static void BuildPlayerMeleeSwing() { var ac = AssetDatabase.LoadAssetAtPath(PlayerController); if (ac == null) { Debug.LogError($"[PlayerRigTools] Controller missing: {PlayerController}"); return; } var idle = FindIdleClip(ac); if (idle == null) { Debug.LogError("[PlayerRigTools] No Idle-state clip to base the swing on."); return; } // Full idle pose (every bone keyed) + a Root yaw twist. See the class summary for why a Root-only clip sinks. var clip = AssetDatabase.LoadAssetAtPath(SwingClip); if (clip == null) { clip = new AnimationClip { frameRate = 30f }; AssetDatabase.CreateAsset(clip, SwingClip); } clip.ClearCurves(); foreach (var b in AnimationUtility.GetCurveBindings(idle)) { if (b.path == "Root") continue; // the Root is driven below AnimationUtility.SetEditorCurve(clip, b, AnimationUtility.GetEditorCurve(idle, b)); } var yaw = new AnimationCurve( new Keyframe(0f, 0f), new Keyframe(0.06f, -25f), new Keyframe(0.16f, 48f), new Keyframe(0.30f, 0f)); AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve("Root", typeof(Transform), "localEulerAnglesRaw.y"), yaw); var s = AnimationUtility.GetAnimationClipSettings(clip); s.loopTime = false; AnimationUtility.SetAnimationClipSettings(clip, s); EditorUtility.SetDirty(clip); AssetDatabase.SaveAssets(); if (!HasParam(ac, "IsAttacking")) ac.AddParameter("IsAttacking", AnimatorControllerParameterType.Bool); var sm = ac.layers[0].stateMachine; var swing = FindState(sm, "MeleeSwing"); if (swing == null) { swing = sm.AddState("MeleeSwing"); swing.writeDefaultValues = false; var toSwing = sm.AddAnyStateTransition(swing); toSwing.hasExitTime = false; toSwing.duration = 0.05f; toSwing.canTransitionToSelf = false; toSwing.AddCondition(AnimatorConditionMode.If, 0f, "IsAttacking"); var fromSwing = swing.AddExitTransition(); fromSwing.hasExitTime = false; fromSwing.duration = 0.10f; fromSwing.AddCondition(AnimatorConditionMode.IfNot, 0f, "IsAttacking"); } swing.motion = clip; EditorUtility.SetDirty(ac); AssetDatabase.SaveAssets(); Debug.Log("[PlayerRigTools] AC_PlayerTopDown: IsAttacking + idle-based MeleeSwing built (no un-keyed-bone collapse)."); } static AnimationClip FindIdleClip(AnimatorController ac) { foreach (var c in ac.layers[0].stateMachine.states) if (c.state.name == "Idle") return c.state.motion as AnimationClip; return null; } 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; } } }