using System; using System.Collections.Generic; using System.Reflection; using UnityEditor; using UnityEditor.Animations; using UnityEngine; namespace ProjectM.EditorTools { /// /// Reusable editor pipeline that turns Synty Polygon character meshes into ANIMATED interpolated-ghost enemy /// prefabs, mirroring the DR-022 player-rig recipe so the same Rukhanka client-derived animation works for /// Husks (see DR-023). Three idempotent, re-runnable steps (menu: ProjectM/Animation): /// 1. Build deformation materials (duplicate the player's AnimatedLitShader mat, swap the pack atlas). /// 2. Build AC_EnemyTopDown (fork AC_PlayerTopDown + an Attack state) and the EnemyAttackWindup clip. /// 3. Build the 3 animated enemy prefabs (clone the capsule ghost template, strip the capsule, flatten the /// Synty skeleton + SMRs under the ghost root, add Animator + RigDefinitionAuthoring, set the deformation /// material, offset the Root bone for feet-on-ground). /// RigDefinitionAuthoring is set via reflection (no Rukhanka asmdef ref needed — same "by name" tactic as /// ServerStripAnimationSystem). Outputs are NEW prefabs (templates stay pristine capsules); re-point the /// gameplay subscene WaveDirector.EnemyPrefabs[] at them. /// public static class EnemyRigTools { const string PlayerMat = "Assets/_Project/Materials/M_SpaceSoldier_Animated.mat"; const string PlayerController = "Assets/_Project/Animation/AC_PlayerTopDown.controller"; const string EnemyController = "Assets/_Project/Animation/AC_EnemyTopDown.controller"; const string AttackClip = "Assets/_Project/Animation/EnemyAttackWindup.anim"; const string HitReactFbx = "Assets/Synty/AnimationSwordCombat/Animations/Polygon/Hit/HitReact/A_Hit_F_React_Sword.fbx"; const string HitStaggerFbx = "Assets/Synty/AnimationSwordCombat/Animations/Polygon/Hit/HitStagger/A_Hit_F_Stagger_Sword.fbx"; const string WerewolfAtlas = "Assets/Synty/PolygonWerewolf/Textures/PolygonWerewolf_01_A.png"; const string KaijuAtlas = "Assets/Synty/PolygonKaiju/Textures/PolygonKaiju_01.png"; const string MatWerewolf = "Assets/_Project/Materials/M_Enemy_Werewolf_Animated.mat"; const string MatWerewolfUndead = "Assets/_Project/Materials/M_Enemy_WerewolfUndead_Animated.mat"; const string MatKaiju = "Assets/_Project/Materials/M_Enemy_Kaiju_Animated.mat"; const string SyntyWerewolf = "Assets/Synty/PolygonWerewolf/Prefabs/Characters/SM_Chr_Werewolf_01.prefab"; const string SyntyKaiju = "Assets/Synty/PolygonKaiju/Prefabs/Characters/SM_Chr_Kaiju_01.prefab"; // MC-1 Charger (SciFi-City Muscle — verified Generic rig, distinct charging silhouette; see Synty_Asset_Inventory). const string ChargerAtlas = "Assets/Synty/PolygonSciFiCity/Textures/Alts/PolygonScifi_01_A.png"; const string MatCharger = "Assets/_Project/Materials/M_Enemy_Charger_Animated.mat"; const string SyntyMuscle = "Assets/Synty/PolygonSciFiCity/Prefabs/Characters/SM_Chr_Muscle_Male_01.prefab"; struct Variant { public string Name, Template, Synty, Output, Material; public float RootY; // Root-bone local Y (capsule-center -> feet; tuned per scale in Play) public float Scale; // 0 = keep the template's baked scale } static Variant[] Variants() => new[] { new Variant { Name = "Grunt (Werewolf)", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = SyntyWerewolf, Output = "Assets/_Project/Prefabs/EnemyWerewolf.prefab", Material = MatWerewolf, RootY = -1.25f, Scale = 0f }, new Variant { Name = "Swarmer (Werewolf Undead)", Template = "Assets/_Project/Prefabs/EnemySwarmer.prefab", Synty = SyntyWerewolf, Output = "Assets/_Project/Prefabs/EnemyWerewolfUndead.prefab", Material = MatWerewolfUndead, RootY = -1.67f, Scale = 0f }, new Variant { Name = "Brute (Kaiju)", Template = "Assets/_Project/Prefabs/EnemyBrute.prefab", Synty = SyntyKaiju, Output = "Assets/_Project/Prefabs/EnemyKaiju.prefab", Material = MatKaiju, RootY = -0.52f, Scale = 0f }, ChargerVariant(), }; /// MC-1 Charger: SciFi-City Muscle silhouette via the standard DR-023 pipeline (the inventory's prescribed next-faction path). Template scale 1.0 -> RootY -1.0 (humanoid -1/scale rule); fine-tune feet in Play. static Variant ChargerVariant() => new Variant { Name = "Charger (SciFi Muscle)", Template = "Assets/_Project/Prefabs/EnemyCharger.prefab", Synty = SyntyMuscle, Output = "Assets/_Project/Prefabs/EnemyChargerMuscle.prefab", Material = MatCharger, RootY = -1.00f, Scale = 0f }; [MenuItem("ProjectM/Animation/Enemy Rigs - Build All")] public static void BuildAll() { BuildMaterials(); BuildControllerAndClip(); BuildPrefabs(); Debug.Log("[EnemyRigTools] Build All complete. Re-point WaveDirector.EnemyPrefabs[] at the new prefabs and re-bake the gameplay subscene."); } /// MC-1: build ONLY the Charger material + prefab (leaves the committed Werewolf/Kaiju outputs untouched). [MenuItem("ProjectM/Animation/Enemy Rigs - Build Charger (MC-1)")] public static void BuildCharger() { MakeMat(MatCharger, ChargerAtlas, new Color(1f, 0.42f, 0.36f, 1f)); // red-shifted SciFi atlas = danger read AssetDatabase.SaveAssets(); BuildOne(ChargerVariant()); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("[EnemyRigTools] Charger built -> EnemyChargerMuscle.prefab; add it to WaveDirector.EnemyPrefabs[] in the gameplay subscene."); } /// LANTERN Drowner: SciFiSpace Crew_Male body (SAME rig/atlas/avatar as the player) via the standard /// DR-023 path, gloam-pallor tint. Reuses the committed AC_EnemyTopDown controller. Template = grunt Enemy.prefab /// (kind Grunt). RootY -1.13 (~ -0.9 player offset / 0.8 template scale) - tune feet in Play. [MenuItem("ProjectM/Animation/Enemy Rigs - Build Drowner (LANTERN)")] public static void BuildDrowner() { const string atlas = "Assets/Synty/PolygonSciFiSpace/Textures/PolygonSciFiSpace_Texture_01_A.png"; const string mat = "Assets/_Project/Materials/M_Enemy_Drowner_Animated.mat"; const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_Crew_Male_01.prefab"; MakeMat(mat, atlas, new Color(0.42f, 0.68f, 0.6f, 1f)); // drowned gloam pallor (cold sickly teal-green) AssetDatabase.SaveAssets(); BuildOne(new Variant { Name = "Drowner (SciFiSpace Crew)", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/EnemyDrowner.prefab", Material = mat, RootY = -1.13f, Scale = 0f }); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("[EnemyRigTools] Drowner built -> EnemyDrowner.prefab; add to WaveDirector.EnemyPrefabs[] to spawn it."); } /// LANTERN Grindylow (2nd creature = A1 repeatability): SciFiSpace Alien body, cold gloam-blue, same path. [MenuItem("ProjectM/Animation/Enemy Rigs - Build Grindylow (LANTERN)")] public static void BuildGrindylow() { const string atlas = "Assets/Synty/PolygonSciFiSpace/Textures/PolygonSciFiSpace_Texture_01_A.png"; const string mat = "Assets/_Project/Materials/M_Enemy_Grindylow_Animated.mat"; const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_Alien_01.prefab"; MakeMat(mat, atlas, new Color(0.30f, 0.62f, 0.72f, 1f)); // cold gloam-blue deep-thing AssetDatabase.SaveAssets(); BuildOne(new Variant { Name = "Grindylow (SciFiSpace Alien)", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/EnemyGrindylow.prefab", Material = mat, RootY = -1.13f, Scale = 0f }); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("[EnemyRigTools] Grindylow built -> EnemyGrindylow.prefab."); } /// Bathynaut suit-frame PREVIEW: armored+helmeted soldier body, warm-neutral (ours, not gloam). Built on the /// enemy chassis to PROVE the suit body skins+animates via Rukhanka; player-frame integration (swap into Player.prefab) /// is a separate step, and the custom brass diving kit is an A3 silhouette upgrade. [MenuItem("ProjectM/Animation/Enemy Rigs - Build Bathynaut Suit-Frame (LANTERN)")] public static void BuildBathynautFrame() { const string atlas = "Assets/Synty/PolygonSciFiSpace/Textures/PolygonSciFiSpace_Texture_01_A.png"; const string mat = "Assets/_Project/Materials/M_SuitFrame_Bathynaut_Animated.mat"; const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_SpaceSoldier_HelmetArmor_Male_01.prefab"; MakeMat(mat, atlas, new Color(0.95f, 0.90f, 0.82f, 1f)); // warm-neutral: our light, not gloam-tinted AssetDatabase.SaveAssets(); BuildOne(new Variant { Name = "Bathynaut Suit-Frame", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/SuitFrame_Bathynaut.prefab", Material = mat, RootY = -1.13f, Scale = 0f }); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("[EnemyRigTools] Bathynaut suit-frame preview built -> SuitFrame_Bathynaut.prefab (not wired to the player)."); } // ---- 1. Materials ------------------------------------------------------------------------------------ [MenuItem("ProjectM/Animation/Enemy Rigs - 1 Build Materials")] public static void BuildMaterials() { MakeMat(MatWerewolf, WerewolfAtlas, null); // Undead = the same werewolf atlas with a sickly desaturated-green tint so the Swarmer reads distinct. MakeMat(MatWerewolfUndead, WerewolfAtlas, new Color(0.62f, 0.78f, 0.55f, 1f)); MakeMat(MatKaiju, KaijuAtlas, null); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("[EnemyRigTools] Materials built."); } static void MakeMat(string dst, string atlas, Color? tint) { var src = AssetDatabase.LoadAssetAtPath(PlayerMat); if (src == null) { Debug.LogError($"[EnemyRigTools] Source material missing: {PlayerMat}"); return; } // GUID-preserving: overwrite an existing dst IN PLACE (CopySerialized keeps dst's GUID, so committed // prefab material refs never break); only CopyAsset when dst is absent (first creation). The old // DeleteAsset+CopyAsset minted a new GUID every run and silently orphaned those refs. var m = AssetDatabase.LoadAssetAtPath(dst); if (m == null) { if (!AssetDatabase.CopyAsset(PlayerMat, dst)) { Debug.LogError($"[EnemyRigTools] CopyAsset failed -> {dst}"); return; } AssetDatabase.ImportAsset(dst); m = AssetDatabase.LoadAssetAtPath(dst); } else { EditorUtility.CopySerialized(src, m); } var tex = AssetDatabase.LoadAssetAtPath(atlas); if (tex == null) Debug.LogWarning($"[EnemyRigTools] Atlas not found: {atlas}"); if (m.HasProperty("_BaseColorMap") && tex != null) m.SetTexture("_BaseColorMap", tex); if (tint.HasValue && m.HasProperty("_BaseColor")) m.SetColor("_BaseColor", tint.Value); EditorUtility.SetDirty(m); } // ---- 2. Controller + attack clip -------------------------------------------------------------------- [MenuItem("ProjectM/Animation/Enemy Rigs - 2 Build Controller")] public static void BuildControllerAndClip() { // Attack tell: built FROM the full idle pose (every bone keyed) + a Root YAW coil. A Root-ONLY clip makes // Rukhanka collapse every un-keyed bone to identity for the state's duration -> the body sinks into the // floor (writeDefaultValues does NOT prevent it; 2026-06-11 fix). Idle base = nothing un-keyed; the yaw is // height-preserving. Based on the player controller's Idle clip (the enemy controller is forked below). var srcAc = AssetDatabase.LoadAssetAtPath(PlayerController); AnimationClip idle = null; if (srcAc != null) foreach (var st in srcAc.layers[0].stateMachine.states) if (st.state.name == "Idle") idle = st.state.motion as AnimationClip; if (idle == null) { Debug.LogError("[EnemyRigTools] No Idle clip to base the attack on."); return; } var clip = AssetDatabase.LoadAssetAtPath(AttackClip); if (clip == null) { clip = new AnimationClip { frameRate = 30f }; AssetDatabase.CreateAsset(clip, AttackClip); } var yaw = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.15f, -38f), new Keyframe(0.40f, 0f)); AnimRigUtil.BuildRootYawOverlayClip(clip, idle, yaw); if (AssetDatabase.LoadAssetAtPath(PlayerController) == null) { Debug.LogError($"[EnemyRigTools] Source controller missing: {PlayerController}"); return; } // GUID caveat: DeleteAsset+CopyAsset re-mints AC_EnemyTopDown's GUID each run; left as-is because CopySerialized onto a composite AnimatorController risks orphaning its sub-assets (states/transitions), unlike MakeMat's flat Material. AssetDatabase.DeleteAsset(EnemyController); AssetDatabase.CopyAsset(PlayerController, EnemyController); AssetDatabase.ImportAsset(EnemyController); var ac = AssetDatabase.LoadAssetAtPath(EnemyController); if (!AnimRigUtil.HasParam(ac, "IsAttacking")) ac.AddParameter("IsAttacking", AnimatorControllerParameterType.Bool); var sm = ac.layers[0].stateMachine; var attackClipAsset = AssetDatabase.LoadAssetAtPath(AttackClip); var attack = sm.AddState("Attack"); attack.motion = attackClipAsset; attack.writeDefaultValues = false; // partial (Root-only) clip: MUST be false, else WDV resets every un-keyed bone (Hips/Spine/legs) to identity and the body collapses into the floor var toAttack = sm.AddAnyStateTransition(attack); toAttack.hasExitTime = false; toAttack.duration = 0.06f; toAttack.canTransitionToSelf = false; toAttack.AddCondition(AnimatorConditionMode.If, 0f, "IsAttacking"); var fromAttack = attack.AddExitTransition(); fromAttack.hasExitTime = false; fromAttack.duration = 0.12f; fromAttack.AddCondition(AnimatorConditionMode.IfNot, 0f, "IsAttacking"); EditorUtility.SetDirty(ac); AssetDatabase.SaveAssets(); Debug.Log("[EnemyRigTools] AC_EnemyTopDown + EnemyAttackWindup clip built."); } // ---- 3. Prefabs -------------------------------------------------------------------------------------- [MenuItem("ProjectM/Animation/Enemy Rigs - 3 Build Prefabs")] public static void BuildPrefabs() { foreach (var v in Variants()) BuildOne(v); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("[EnemyRigTools] Animated enemy prefabs built. Re-point WaveDirector.EnemyPrefabs[] and re-bake."); } static void BuildOne(Variant v) { if (AssetDatabase.LoadAssetAtPath(v.Template) == null) { Debug.LogError($"[EnemyRigTools] Template missing: {v.Template}"); return; } if (AssetDatabase.LoadAssetAtPath(v.Synty) == null) { Debug.LogError($"[EnemyRigTools] Synty char prefab missing: {v.Synty}"); return; } // GUID-preserving: COPY the template only on the FIRST build (mints the output + its GUID). On a // re-run, modify the existing output IN PLACE so its GUID stays stable -> the gameplay subscene's // WaveDirector.EnemyPrefabs[] references never break. (DeleteAsset+CopyAsset would mint a new GUID // each run and silently orphan those refs.) if (AssetDatabase.LoadAssetAtPath(v.Output) == null) { if (!AssetDatabase.CopyAsset(v.Template, v.Output)) { Debug.LogError($"[EnemyRigTools] CopyAsset failed -> {v.Output}"); return; } AssetDatabase.ImportAsset(v.Output); } var root = PrefabUtility.LoadPrefabContents(v.Output); try { // Clean slate for idempotent re-runs: drop any previously-built rig (children + rig components) // and the primitive capsule visual; keep the root's ghost/authoring components + transform. var kids = new List(); foreach (Transform c in root.transform) kids.Add(c); foreach (var c in kids) UnityEngine.Object.DestroyImmediate(c.gameObject); foreach (var mf in root.GetComponents()) UnityEngine.Object.DestroyImmediate(mf); foreach (var mr in root.GetComponents()) UnityEngine.Object.DestroyImmediate(mr); foreach (var an in root.GetComponents()) UnityEngine.Object.DestroyImmediate(an); var oldRda = FindType("Rukhanka.Hybrid.RigDefinitionAuthoring"); if (oldRda != null) { var ex = root.GetComponent(oldRda); if (ex != null) UnityEngine.Object.DestroyImmediate(ex); } // Optional scale override (else keep the template's baked variant scale). if (v.Scale > 0f) root.transform.localScale = new Vector3(v.Scale, v.Scale, v.Scale); // Clone the Synty character (unlinked) and flatten its skeleton + SMRs under the ghost root. var syntyAsset = AssetDatabase.LoadAssetAtPath(v.Synty); var clone = (GameObject)UnityEngine.Object.Instantiate(syntyAsset); var srcAnimator = clone.GetComponentInChildren(); var avatar = srcAnimator != null ? srcAnimator.avatar : null; var children = new List(); foreach (Transform c in clone.transform) children.Add(c); foreach (var c in children) c.SetParent(root.transform, false); // keep local transforms UnityEngine.Object.DestroyImmediate(clone); // Feet-on-ground: offset the un-keyed Root bone (entity origin = capsule center ~1m up). var rootBone = root.transform.Find("Root"); if (rootBone != null) { var lp = rootBone.localPosition; lp.y = v.RootY; rootBone.localPosition = lp; } else Debug.LogWarning($"[EnemyRigTools] No 'Root' bone under {v.Output}; feet offset skipped."); // Deformation material on every SMR slot (else unskinned-static + "does not support skinning"). var mat = AssetDatabase.LoadAssetAtPath(v.Material); if (mat == null) Debug.LogWarning($"[EnemyRigTools] Material missing: {v.Material}"); foreach (var smr in root.GetComponentsInChildren(true)) { var mats = smr.sharedMaterials; for (int i = 0; i < mats.Length; i++) mats[i] = mat; smr.sharedMaterials = mats; } // Animator on the ghost root (the entity that holds EnemyAuthoring + the Rukhanka param buffer). var anim = root.GetComponent(); if (anim == null) anim = root.AddComponent(); anim.avatar = avatar; anim.runtimeAnimatorController = AssetDatabase.LoadAssetAtPath(EnemyController); anim.applyRootMotion = false; // RigDefinitionAuthoring (Rukhanka.Hybrid) via reflection — CPU engine, match the player rig. AddRigDefinition(root); PrefabUtility.SaveAsPrefabAsset(root, v.Output); Debug.Log($"[EnemyRigTools] Built {v.Name} -> {v.Output} (rootY={v.RootY})."); } finally { PrefabUtility.UnloadPrefabContents(root); } } static void AddRigDefinition(GameObject root) { var t = FindType("Rukhanka.Hybrid.RigDefinitionAuthoring"); if (t == null) { Debug.LogError("[EnemyRigTools] RigDefinitionAuthoring type not found (Rukhanka.Hybrid)."); return; } var rda = root.GetComponent(t); if (rda == null) rda = root.AddComponent(t); SetMember(rda, "applyRootMotion", false); SetMember(rda, "boneEntityStrippingMode", 1); // match Player.prefab SetMember(rda, "animationEngine", 0); // 0 = CPU EditorUtility.SetDirty(rda); } static Type FindType(string fullName) { foreach (var asm in AppDomain.CurrentDomain.GetAssemblies()) { var t = asm.GetType(fullName); if (t != null) return t; } return null; } static void SetMember(object o, string name, object val) { const BindingFlags BF = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance; var f = o.GetType().GetField(name, BF); if (f != null) { object v = f.FieldType.IsEnum ? Enum.ToObject(f.FieldType, Convert.ToInt32(val)) : Convert.ChangeType(val, f.FieldType); f.SetValue(o, v); return; } var p = o.GetType().GetProperty(name, BF); if (p != null && p.CanWrite) { object v = p.PropertyType.IsEnum ? Enum.ToObject(p.PropertyType, Convert.ToInt32(val)) : Convert.ChangeType(val, p.PropertyType); p.SetValue(o, v); return; } Debug.LogWarning($"[EnemyRigTools] Field/prop '{name}' not found on {o.GetType().Name}."); } /// 07-21 hit-react pass (guidelines G5; the Rukhanka-safe flinch replacing the cut vibrate): /// adds IsHit/IsHitHeavy params + HitReact (light flinch) and HitStagger (heavy) Any-State states to /// AC_EnemyTopDown, pulsed by EnemyAnimationDriveSystem off replicated Health-drop edges. HONESTY GATE: /// the light react requires IsAttacking == false so a sub-poise hit never visually cancels a windup the /// server is still running (the telegraph must not lie); a HEAVY hit staggers unconditionally, which /// aligns with the server's B2 poise break (finisher knockback >= the stagger threshold zeroes the /// windup). Idempotent / re-runnable. [MenuItem("ProjectM/Animation/Enemy - Wire Hit Reacts (LANTERN)")] public static void WireEnemyHitReacts() { var ac = AssetDatabase.LoadAssetAtPath(EnemyController); if (ac == null) { Debug.LogError($"[EnemyRigTools] Controller missing: {EnemyController}"); return; } AnimationClip Clip(string fbxPath, string clipName) { foreach (var o in AssetDatabase.LoadAllAssetsAtPath(fbxPath)) if (o is AnimationClip c && c.name == clipName) return c; Debug.LogError($"[EnemyRigTools] Clip missing: {fbxPath} -> {clipName}"); return null; } var react = Clip(HitReactFbx, "A_Hit_F_React_Sword"); var stagger = Clip(HitStaggerFbx, "A_Hit_F_Stagger_Sword"); if (react == null || stagger == null) return; void EnsureParam(string n) { foreach (var p in ac.parameters) if (p.name == n) return; ac.AddParameter(n, AnimatorControllerParameterType.Bool); } EnsureParam("IsHit"); EnsureParam("IsHitHeavy"); var sm = ac.layers[0].stateMachine; AnimatorState Find(string n) { foreach (var cs in sm.states) if (cs.state.name == n) return cs.state; return null; } var hitReact = Find("HitReact"); if (hitReact == null) { hitReact = sm.AddState("HitReact"); var to = sm.AddAnyStateTransition(hitReact); to.hasExitTime = false; to.duration = 0.05f; to.canTransitionToSelf = false; to.AddCondition(AnimatorConditionMode.If, 0f, "IsHit"); to.AddCondition(AnimatorConditionMode.IfNot, 0f, "IsHitHeavy"); to.AddCondition(AnimatorConditionMode.IfNot, 0f, "IsAttacking"); // honesty: never cancel a live windup visual to.AddCondition(AnimatorConditionMode.IfNot, 0f, "IsDead"); var ex = hitReact.AddExitTransition(); ex.hasExitTime = false; ex.duration = 0.10f; ex.AddCondition(AnimatorConditionMode.IfNot, 0f, "IsHit"); } hitReact.motion = react; hitReact.speed = 1.4f; // 0.83s clip -> the flinch peak inside the ~0.3s pulse var hitStagger = Find("HitStagger"); if (hitStagger == null) { hitStagger = sm.AddState("HitStagger"); var to = sm.AddAnyStateTransition(hitStagger); to.hasExitTime = false; to.duration = 0.05f; to.canTransitionToSelf = false; to.AddCondition(AnimatorConditionMode.If, 0f, "IsHit"); to.AddCondition(AnimatorConditionMode.If, 0f, "IsHitHeavy"); // heavy overrides even a windup (server poise broke it) to.AddCondition(AnimatorConditionMode.IfNot, 0f, "IsDead"); var ex = hitStagger.AddExitTransition(); ex.hasExitTime = false; ex.duration = 0.12f; ex.AddCondition(AnimatorConditionMode.IfNot, 0f, "IsHit"); } hitStagger.motion = stagger; hitStagger.speed = 1.2f; // 1.07s clip -> the lurch inside the ~0.55s pulse EditorUtility.SetDirty(ac); AssetDatabase.SaveAssets(); Debug.Log("[EnemyRigTools] Hit reacts wired: HitReact (light, windup-honest) + HitStagger (heavy) on AC_EnemyTopDown."); } } }