1224fd97f8
An attack clip that keys ONLY the Root bone makes Rukhanka collapse every un-keyed bone (Hips/Spine/legs) to identity for the duration of the state -> the body folds halfway into the floor (player MeleeSwing + enemy Attack; writeDefaultValues does NOT prevent it -- confirmed since even a pure yaw, which is height-preserving, still sank). Fix: build the attack clips FROM the full idle pose (every bone keyed) + a Root YAW twist on top, so nothing is un-keyed. Applied to both runtime clips (PlayerMeleeSwing/EnemyAttackWindup) and both editor recipes (PlayerRigTools/EnemyRigTools) so rebuilds stay correct. Operator-verified in Play. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
96 lines
4.6 KiB
C#
96 lines
4.6 KiB
C#
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 MELEE SWING clip + adds the IsAttacking param + MeleeSwing state to AC_PlayerTopDown.
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/// The swing clip is built FROM the full idle pose (every bone keyed) + a Root YAW twist on top. A clip that keys
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/// ONLY the Root makes Rukhanka collapse every un-keyed bone (Hips/Spine/legs) to identity for the state's
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/// duration -> the body sinks into the floor; writeDefaultValues does NOT prevent it (2026-06-11 fix). Basing on
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/// idle leaves nothing un-keyed; the Root yaw is a vertical-axis (height-preserving) twist that reads as a
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/// horizontal slash, paired with the CombatFeedbackSystem slash-arc VFX. PlayerAnimationDriveSystem drives
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/// IsAttacking from MeleeCombo. 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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var ac = AssetDatabase.LoadAssetAtPath<AnimatorController>(PlayerController);
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if (ac == null) { Debug.LogError($"[PlayerRigTools] Controller missing: {PlayerController}"); return; }
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var idle = FindIdleClip(ac);
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if (idle == null) { Debug.LogError("[PlayerRigTools] No Idle-state clip to base the swing on."); return; }
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// Full idle pose (every bone keyed) + a Root yaw twist. See the class summary for why a Root-only clip sinks.
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var clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(SwingClip);
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if (clip == null) { clip = new AnimationClip { frameRate = 30f }; AssetDatabase.CreateAsset(clip, SwingClip); }
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clip.ClearCurves();
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foreach (var b in AnimationUtility.GetCurveBindings(idle))
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{
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if (b.path == "Root") continue; // the Root is driven below
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AnimationUtility.SetEditorCurve(clip, b, AnimationUtility.GetEditorCurve(idle, b));
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}
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var yaw = new AnimationCurve(
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new Keyframe(0f, 0f), new Keyframe(0.06f, -25f), new Keyframe(0.16f, 48f), new Keyframe(0.30f, 0f));
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AnimationUtility.SetEditorCurve(clip, EditorCurveBinding.FloatCurve("Root", typeof(Transform), "localEulerAnglesRaw.y"), yaw);
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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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EditorUtility.SetDirty(clip);
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AssetDatabase.SaveAssets();
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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 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 = false;
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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 = clip;
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EditorUtility.SetDirty(ac);
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AssetDatabase.SaveAssets();
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Debug.Log("[PlayerRigTools] AC_PlayerTopDown: IsAttacking + idle-based MeleeSwing built (no un-keyed-bone collapse).");
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}
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static AnimationClip FindIdleClip(AnimatorController ac)
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{
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foreach (var c in ac.layers[0].stateMachine.states)
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if (c.state.name == "Idle") return c.state.motion as AnimationClip;
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return null;
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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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