Add pose-switching system with continuous hold and sprint reset
New PlayerPose ScriptableObject (AnimationClip + ceiling Y-offset) and PlayerPoseController that drives poses via a PlayableGraph, overriding the Animator controller. Poses are held continuously (idle, moving, on wall/ ceiling) so cycle and sprint changes show immediately. Sprinting in any state resets to pose 0. Non-keyed bones fall back to a captured rest pose so empty/partial clips apply fully. Ceiling Y-offset is folded into the controller's single mesh-offset writer. PlayerCharacterController gains IsIdle / IsSprinting / IsOnCeiling / AnimatorOverridden accessors and SetPoseLocalYOffset; SetAnimatorRunning is guarded while a pose owns the Animator. Removed obsolete Paintman.controller. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
1 parent
d867c617df
commit
c41fb398e4
18 files changed
+649
-465
No files matched your search
@@ -0,0 +1,16 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: e3e6fee2893b9d848b8b1ccca743c14f, type: 3}
|
||||
m_Name: Pose_TPose
|
||||
m_EditorClassIdentifier: Assembly-CSharp::PlayerPose
|
||||
clip: {fileID: 7400000, guid: 04d9bfa04f5cc4b46891f0bd8f3b0e54, type: 2}
|
||||
ceilingYOffset: 0
|
||||
Reference in new issue
Block a user