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>
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@@ -147,6 +147,26 @@ public partial class PlayerCharacterController : MonoBehaviour
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/// <summary>True while in wall-climb mode.</summary>
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public bool IsWallClimbing => _isWallClimbing;
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/// <summary>
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/// True while the player is idle (under control and essentially still): standing on the floor
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/// below the run threshold, or attached to a wall/ceiling with no climb input. Snapshotted at the
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/// end of Update so a sibling reads a stable, order-independent value.
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/// </summary>
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public bool IsIdle => _isIdle;
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/// <summary>True while the sprint key is held, in any state (ground, air, wall, or ceiling).</summary>
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public bool IsSprinting => _sprinting;
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/// <summary>True while stuck to a ceiling (wall-climb mode with a downward-facing surface normal).</summary>
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public bool IsOnCeiling => _isWallClimbing && _wallNormal.y < CeilingNormalThreshold;
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/// <summary>
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/// Set by <see cref="PlayerPoseController"/> while a pose Playable graph owns the Animator output.
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/// While set, the run-bool is not poked: it would be moot (the graph overrides it) and Unity would
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/// log "Animator is not playing an AnimatorController" every frame.
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/// </summary>
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public bool AnimatorOverridden { get; set; }
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// Below this horizontal speed (m/s, squared) the character counts as idle for the run animation.
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private const float RunningSpeedThresholdSqr = 0.04f; // (0.2 m/s)^2
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@@ -154,6 +174,9 @@ public partial class PlayerCharacterController : MonoBehaviour
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private int _runningHash;
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private float _verticalVelocity;
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private Vector3 _horizontalVelocity; // smoothed horizontal move velocity (accel/decel ramp)
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private bool _sprinting; // sprint key state this frame (exposed via IsSprinting)
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private bool _isIdle; // snapshot: player essentially still this frame (exposed via IsIdle)
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private float _poseYOffset; // local-up model offset from the active pose (ceiling only); folded into SetMeshLean
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// Ground contact normal from the latest Move (for slope sliding).
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private Vector3 _groundNormal = Vector3.up;
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@@ -241,6 +264,8 @@ public partial class PlayerCharacterController : MonoBehaviour
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#endif
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}
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_sprinting = sprinting;
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Vector3 inputDir = new Vector3(h, 0f, v);
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if (inputDir.sqrMagnitude > 1f)
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inputDir.Normalize();
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@@ -282,6 +307,7 @@ public partial class PlayerCharacterController : MonoBehaviour
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if (cameraOrbit)
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cameraOrbit.LookSuppressed = _offsetDragging;
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_horizontalVelocity = Vector3.zero; // drop ground momentum so resuming starts from rest
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_isIdle = ControlEnabled && (h * h + v * v) <= 1e-4f; // attached & no climb input = holding a pose
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SetAnimatorRunning(false); // climbing is its own pose, not the ground run
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return;
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}
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@@ -350,7 +376,9 @@ public partial class PlayerCharacterController : MonoBehaviour
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// Real horizontal speed, so pushing into a wall (blocked) reads as idle, not foot-sliding.
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Vector3 horizontalVel = _controller.velocity;
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horizontalVel.y = 0f;
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SetAnimatorRunning(_controller.isGrounded && horizontalVel.sqrMagnitude > RunningSpeedThresholdSqr);
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bool movingOnGround = _controller.isGrounded && horizontalVel.sqrMagnitude > RunningSpeedThresholdSqr;
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SetAnimatorRunning(movingOnGround);
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_isIdle = ControlEnabled && _controller.isGrounded && !movingOnGround; // standing still on the floor
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}
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/// <summary>
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@@ -642,7 +670,9 @@ public partial class PlayerCharacterController : MonoBehaviour
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{
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if (!meshOffsetTarget) return;
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Vector3 worldOffset = dir * offset;
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meshOffsetTarget.localPosition = _meshBaseLocalPos + transform.InverseTransformVector(worldOffset);
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meshOffsetTarget.localPosition = _meshBaseLocalPos
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+ transform.InverseTransformVector(worldOffset)
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+ Vector3.up * _poseYOffset; // active pose's ceiling y-offset (0 except while hanging on a ceiling)
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}
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/// <summary>
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@@ -657,6 +687,24 @@ public partial class PlayerCharacterController : MonoBehaviour
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SetMeshLean(_meshOffsetExitNormal, _meshOffsetResidual);
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}
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/// <summary>
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/// Sets a local-up offset applied to the visual model only, composed into the wall-lean's single
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/// write of <see cref="meshOffsetTarget"/>. Used by <see cref="PlayerPoseController"/> to hang a
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/// ceiling pose at the right height; 0 = none. Re-applies immediately so a change shows this frame.
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/// </summary>
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public void SetPoseLocalYOffset(float y)
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{
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if (_poseYOffset == y) return;
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_poseYOffset = y;
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if (!meshOffsetTarget) return;
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// While climbing the lean is the live _wallOffset along _wallNormal; otherwise re-apply along
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// whatever residual lean is easing home (both 0 when there's none, restoring the authored pose).
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if (_isWallClimbing)
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SetMeshLean(_wallNormal, _wallOffset);
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else
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SetMeshLean(_meshOffsetExitNormal, _meshOffsetResidual);
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}
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/// <summary>
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/// Raycasts from the character center toward the surface (along -_wallNormal) to find the
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/// current normal and the gap (surface clearance) to it. The capsule's support distance
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@@ -897,10 +945,10 @@ public partial class PlayerCharacterController : MonoBehaviour
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#endif
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}
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/// <summary>Drives the animator's ground-run bool (null-safe if no animator is assigned).</summary>
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/// <summary>Drives the animator's ground-run bool (null-safe; skipped while a pose graph overrides the Animator).</summary>
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private void SetAnimatorRunning(bool running)
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{
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if (animator)
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if (animator && !AnimatorOverridden)
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animator.SetBool(_runningHash, running);
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}
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@@ -0,0 +1,28 @@
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using UnityEngine;
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/// <summary>
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/// A selectable player pose: an <see cref="AnimationClip"/> held while the player is idle, plus a
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/// y-offset applied to the visual model only while stuck to the ceiling (so the pose hangs at the
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/// right height). The first ScriptableObject in this project.
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///
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/// Named PlayerPose (not Pose) to avoid shadowing the built-in UnityEngine.Pose struct, mirroring
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/// why the controller is PlayerCharacterController and not just "PlayerController".
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/// </summary>
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[CreateAssetMenu(fileName = "NewPose", menuName = "Chameleon/Pose")]
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public class PlayerPose : ScriptableObject
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{
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[Tooltip("Clip held while the player is idle in this pose (looped if the clip itself loops, " +
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"otherwise frozen on its last frame). Authored for the paintman generic rig; clips for " +
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"other hierarchies will not retarget.")]
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[SerializeField] private AnimationClip clip;
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[Tooltip("Local-up offset added to the visual model ONLY while stuck to the ceiling, so the pose " +
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"hangs at the right height. Ignored on the ground and on walls. Meters.")]
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[SerializeField] private float ceilingYOffset;
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/// <summary>Idle clip for this pose (may be null).</summary>
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public AnimationClip Clip => clip;
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/// <summary>Local-up offset applied to the model only while on the ceiling.</summary>
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public float CeilingYOffset => ceilingYOffset;
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e3e6fee2893b9d848b8b1ccca743c14f
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@@ -0,0 +1,122 @@
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using System;
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public partial class PlayerPoseController
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{
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// --- Persistence: the selected pose index ---
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//
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// Saved on quit / play-stop and restored on the next start, so the player keeps the pose they
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// had selected. Mirrors the project's other X.Persistence.cs partials (small JSON state under
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// the shared MeshPaint folder).
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[Header("Persistence")]
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[Tooltip("Save the selected pose index on quit / play-stop and restore it on the next start. " +
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"Off = the selection starts at the default pose.")]
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public bool persistPose = true;
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[Tooltip("Save file identifier. Empty = derived from the active scene + object name. Set " +
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"explicitly to keep a save stable across object renames.")]
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public string poseSaveId = "";
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private const int PoseFileVersion = 1;
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private bool _poseSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
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private static string PoseSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
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private string PoseSavePath()
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{
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string key = string.IsNullOrEmpty(poseSaveId)
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? SanitizePoseKey(SceneManager.GetActiveScene().name + "_" + gameObject.name)
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: SanitizePoseKey(poseSaveId);
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return Path.Combine(PoseSaveDir, key + ".pose");
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}
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private static string SanitizePoseKey(string s)
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{
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foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
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return s.Replace(' ', '_');
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}
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[Serializable]
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private class PoseState
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{
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public int version = PoseFileVersion;
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public int index;
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}
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void Start() => RestorePoseState();
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private void OnApplicationQuit() => SavePoseOnTeardown();
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private void OnDestroy() => SavePoseOnTeardown();
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/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
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private void SavePoseOnTeardown()
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{
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if (_poseSavedOnTeardown) return;
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_poseSavedOnTeardown = true;
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SavePoseState();
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}
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/// <summary>Writes the current pose index to disk.</summary>
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public void SavePoseState()
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{
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if (!persistPose) return;
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try
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{
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var state = new PoseState { index = _currentIndex };
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Directory.CreateDirectory(PoseSaveDir);
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File.WriteAllText(PoseSavePath(), JsonUtility.ToJson(state, true));
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PlayerPoseController] Saving pose state failed: {e.Message}", this);
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}
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}
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/// <summary>Restores the saved pose index, or does nothing if there is no save.</summary>
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private void RestorePoseState()
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{
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if (!persistPose) return;
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var state = LoadPoseState();
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if (state == null) return;
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SetPoseIndex(state.index);
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}
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private PoseState LoadPoseState()
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{
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string path = PoseSavePath();
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if (!File.Exists(path)) return null;
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try
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{
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var state = JsonUtility.FromJson<PoseState>(File.ReadAllText(path));
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if (state == null || state.version != PoseFileVersion) return null;
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return state;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PlayerPoseController] Loading pose state failed: {e.Message}", this);
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return null;
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}
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}
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/// <summary>Deletes the saved pose state (next start uses the default pose). Editor convenience.</summary>
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[ContextMenu("Clear Saved Pose State")]
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public void ClearSavedPoseState()
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{
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try
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{
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string path = PoseSavePath();
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if (File.Exists(path)) File.Delete(path);
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Debug.Log($"[PlayerPoseController] Cleared saved pose state: {path}", this);
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PlayerPoseController] Clearing saved pose state failed: {e.Message}", this);
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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: 314a46cf262f78345a83e4bbe1c939f2
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@@ -0,0 +1,246 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Sits next to the <see cref="PlayerCharacterController"/> and holds a list of <see cref="PlayerPose"/>s
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/// plus the active index. The active pose is held continuously — while idle, walking, and sprinting
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/// alike — so cycling to the next pose, or the sprint reset to the default pose, shows up
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/// immediately instead of only once the player comes to a stop. One key cycles to the next pose
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/// (wrapping), and sprinting in any state (ground, air, wall, ceiling) snaps the selection back to the default pose.
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///
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/// The pose clip is played through a tiny <see cref="PlayableGraph"/> (an
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/// <see cref="AnimationClipPlayable"/> on an <see cref="AnimationPlayableOutput"/>) that overrides
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/// the Animator Controller's run/idle animation for as long as a pose is selected (it only hands the
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/// rig back when the list is empty / the clip is null). The per-pose ceiling y-offset is routed
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/// through the controller (the single writer of the model-offset transform) so it composes with the
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/// wall-lean instead of fighting it.
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/// </summary>
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[RequireComponent(typeof(PlayerCharacterController))]
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[DisallowMultipleComponent]
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// Run after PlayerCharacterController (default order 0) so the ceiling / sprint state polled below is
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// this frame's, and the ceiling offset resolves without a one-frame seam.
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[DefaultExecutionOrder(100)]
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public partial class PlayerPoseController : MonoBehaviour
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{
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[Header("Poses")]
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[Tooltip("Selectable poses. Index 0 is the default pose that sprinting resets to.")]
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[SerializeField] private List<PlayerPose> poses = new();
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[Tooltip("Index the selection resets to while sprinting in any state (the default/standard pose).")]
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[Min(0)]
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[SerializeField] private int defaultPoseIndex = 0;
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[Header("Input")]
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#if ENABLE_INPUT_SYSTEM
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[Tooltip("Key that cycles to the next pose (wraps at the end of the list).")]
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[SerializeField] private Key cycleKey = Key.C;
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#else
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[Tooltip("Key that cycles to the next pose (wraps at the end of the list).")]
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[SerializeField] private KeyCode cycleKey = KeyCode.C;
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#endif
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private PlayerCharacterController _player;
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private Animator _animator;
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private string _graphName; // cached so building the graph allocates no string from the Update path
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private int _currentIndex;
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// Playables: a held clip that overrides the Animator Controller while idle.
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private PlayableGraph _graph;
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private AnimationPlayableOutput _output;
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private AnimationClipPlayable _clipPlayable;
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private AnimationClip _activeClip;
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private bool _posePlaying;
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// Rest pose snapshot of the whole Animator subtree, taken in Awake before the Animator first
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// evaluates. An AnimationClipPlayable only writes the bones its curves cover, so a clip that
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// doesn't key a bone (an empty clip like the T-pose, or a partial one) would otherwise leave that
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// bone frozen on the previous animation. Restoring this before each pose start makes every pose
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// define the full body. meshOffsetTarget is an ancestor of the Animator, so it is never in this
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// set and the controller's lean/ceiling offset stays untouched.
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private Transform[] _restBones;
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private Vector3[] _restPos;
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private Quaternion[] _restRot;
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private Vector3[] _restScale;
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/// <summary>Index of the currently selected pose.</summary>
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public int CurrentIndex => _currentIndex;
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void Awake()
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{
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_player = GetComponent<PlayerCharacterController>();
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_animator = _player ? _player.animator : null;
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_graphName = $"{name}-Pose";
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if (_animator)
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CaptureRestPose();
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else
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Debug.LogWarning("[PlayerPoseController] No Animator on the PlayerCharacterController; poses cannot play.", this);
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}
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void Update()
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{
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if (CycleKeyPressed())
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NextPose();
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// Sprinting in any state (ground, air, wall, ceiling) snaps the selection back to the default
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// pose. Held continuously below, so the reset shows up immediately, not only once back on the floor.
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if (_player.IsSprinting)
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_currentIndex = WrapIndex(defaultPoseIndex);
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PlayerPose pose = ActivePose();
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// Hold the pose continuously — idle, walking, and sprinting alike — so a selection change
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// (cycling, or the sprint reset to the default pose above) shows immediately instead of only
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// once the player stops. PlayPose hands the rig back to the controller only when there is no
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// clip to play (empty list / null clip).
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PlayPose(pose ? pose.Clip : null);
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// Tell the controller the pose graph owns the Animator output so it stops poking the run-bool
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// (moot while overridden, and it would warn every frame). Read next frame, when this matches
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// the bound-graph state (both only change here).
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_player.AnimatorOverridden = _posePlaying;
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// Ceiling y-offset: only while stuck to the ceiling, routed through the controller so it
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// shares the wall-lean's single write of the model transform.
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float ceilingOffset = (pose && _player.IsOnCeiling) ? pose.CeilingYOffset : 0f;
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_player.SetPoseLocalYOffset(ceilingOffset);
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}
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void OnDisable()
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{
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// Hand the rig back to the Animator Controller and never leak a graph; rebuilt lazily on the
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// next idle frame. Also clear any ceiling offset we were holding.
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ReleasePose();
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if (_player)
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{
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_player.SetPoseLocalYOffset(0f);
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_player.AnimatorOverridden = false;
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}
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}
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/// <summary>Advances to the next pose, wrapping at the end of the list.</summary>
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public void NextPose() => SetPoseIndex(_currentIndex + 1);
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/// <summary>Steps back to the previous pose, wrapping at the start of the list.</summary>
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public void PreviousPose() => SetPoseIndex(_currentIndex - 1);
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/// <summary>Selects a pose by index, wrapping into range so cycling never goes out of bounds.</summary>
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public void SetPoseIndex(int index) => _currentIndex = WrapIndex(index);
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private int WrapIndex(int index)
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{
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int count = poses.Count;
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if (count == 0) return 0;
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return ((index % count) + count) % count;
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}
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private PlayerPose ActivePose()
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{
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if (poses.Count == 0) return null;
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return poses[Mathf.Clamp(_currentIndex, 0, poses.Count - 1)];
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}
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private bool CycleKeyPressed()
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{
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#if ENABLE_INPUT_SYSTEM
|
||||
var keyboard = Keyboard.current;
|
||||
return keyboard != null && keyboard[cycleKey].wasPressedThisFrame;
|
||||
#else
|
||||
return Input.GetKeyDown(cycleKey);
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays and holds the given clip through the Playables graph, overriding the Animator
|
||||
/// Controller. No-op while the same clip is already held, so idle re-apply never restarts it.
|
||||
/// A null clip (or no animator) releases back to the controller.
|
||||
/// </summary>
|
||||
private void PlayPose(AnimationClip clip)
|
||||
{
|
||||
if (!clip || !_animator)
|
||||
{
|
||||
ReleasePose();
|
||||
return;
|
||||
}
|
||||
if (_posePlaying && _activeClip == clip)
|
||||
return;
|
||||
|
||||
if (!_graph.IsValid())
|
||||
{
|
||||
_graph = PlayableGraph.Create(_graphName);
|
||||
_graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
|
||||
_output = AnimationPlayableOutput.Create(_graph, "Pose", _animator);
|
||||
}
|
||||
if (_clipPlayable.IsValid())
|
||||
_graph.DestroyPlayable(_clipPlayable);
|
||||
|
||||
// Snap un-keyed bones to rest first, so a partial or empty clip (e.g. the T-pose) defines the
|
||||
// whole body instead of inheriting the previous animation's pose. The clip then overrides the
|
||||
// bones it does key when the graph evaluates later this frame.
|
||||
ResetToRestPose();
|
||||
|
||||
_clipPlayable = AnimationClipPlayable.Create(_graph, clip);
|
||||
_output.SetSourcePlayable(_clipPlayable);
|
||||
if (!_graph.IsPlaying())
|
||||
_graph.Play();
|
||||
|
||||
_activeClip = clip;
|
||||
_posePlaying = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Snapshots every transform a pose clip can address (the Animator's whole subtree) in its
|
||||
/// authored rest pose. Taken in Awake before the Animator first evaluates, so it captures the rig
|
||||
/// at rest (the paintman rig's rest pose is its T-pose).
|
||||
/// </summary>
|
||||
private void CaptureRestPose()
|
||||
{
|
||||
_restBones = _animator.transform.GetComponentsInChildren<Transform>(true);
|
||||
int n = _restBones.Length;
|
||||
_restPos = new Vector3[n];
|
||||
_restRot = new Quaternion[n];
|
||||
_restScale = new Vector3[n];
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
Transform t = _restBones[i];
|
||||
_restPos[i] = t.localPosition;
|
||||
_restRot[i] = t.localRotation;
|
||||
_restScale[i] = t.localScale;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Restores the captured rest pose so an empty or partial pose clip fully defines the body.</summary>
|
||||
private void ResetToRestPose()
|
||||
{
|
||||
if (_restBones == null)
|
||||
return;
|
||||
for (int i = 0; i < _restBones.Length; i++)
|
||||
{
|
||||
Transform t = _restBones[i];
|
||||
if (!t)
|
||||
continue;
|
||||
t.localPosition = _restPos[i];
|
||||
t.localRotation = _restRot[i];
|
||||
t.localScale = _restScale[i];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Destroys the graph so the Animator Controller (run/idle) drives the rig again.</summary>
|
||||
private void ReleasePose()
|
||||
{
|
||||
if (!_posePlaying)
|
||||
return;
|
||||
if (_graph.IsValid())
|
||||
_graph.Destroy();
|
||||
_graph = default;
|
||||
_output = default;
|
||||
_clipPlayable = default;
|
||||
_activeClip = null;
|
||||
_posePlaying = false;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 324ce9a23e6a5144096a195460dd567f
|
||||
Reference in new issue
Block a user