- PlayerPose: Icon (Sprite) + Title (string) UI properties - PoseMenu: modal pause overlay building a radial menu from Icon Button prefab instances; active pose disabled (hover ring marks it); click applies pose via SetPoseIndex and closes - OverviewMenu: pose button wiring with pause hand-off, Esc/Tab chain extended; hotkeys C (toggle pose menu) and V (paint mode) mirroring the buttons incl. identical gating - PlayerPoseController: C cycle hotkey and NextPose() removed Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
94 lines
4.8 KiB
C#
94 lines
4.8 KiB
C#
using UnityEngine;
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/// <summary>
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/// A selectable player pose: idle/walk/run/fall clips (played by the pose system itself; the Animator
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/// stays empty), per-pose CharacterController capsule dimensions, and camera-target y-offsets.
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/// Named PlayerPose (not Pose) to avoid shadowing the built-in UnityEngine.Pose struct.
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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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[Header("UI")]
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[Tooltip("Icon shown for this pose in the pose selection menu.")]
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[SerializeField] private Sprite icon;
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[Tooltip("Display name shown for this pose in the pose selection menu.")]
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[SerializeField] private string title;
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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("Playback speed multiplier for the idle clip. 1 = authored speed.")]
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[Range(0.1f, 3f)]
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[SerializeField] private float clipSpeed = 1f;
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[Tooltip("Optional. Played instead of the idle clip while walking on the ground (moving, not " +
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"sprinting). Leave empty to keep holding the idle pose while walking. Should loop.")]
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[SerializeField] private AnimationClip walkClip;
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[Tooltip("Playback speed multiplier for the walk clip. 1 = authored speed.")]
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[Range(0.1f, 3f)]
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[SerializeField] private float walkClipSpeed = 1f;
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[Tooltip("Optional. Played instead of the idle clip while sprinting on the ground. Leave empty to " +
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"keep holding the idle pose while sprinting. Should loop.")]
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[SerializeField] private AnimationClip runClip;
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[Tooltip("Playback speed multiplier for the run clip. 1 = authored speed.")]
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[Range(0.1f, 3f)]
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[SerializeField] private float runClipSpeed = 1f;
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[Tooltip("Optional. Played instead of the idle clip while falling (airborne and descending past the " +
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"controller's fall threshold). Leave empty to keep holding the idle pose while falling. Should loop.")]
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[SerializeField] private AnimationClip fallClip;
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[Tooltip("Playback speed multiplier for the fall clip. 1 = authored speed.")]
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[Range(0.1f, 3f)]
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[SerializeField] private float fallClipSpeed = 1f;
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[Header("Collision")]
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[Tooltip("CharacterController capsule center Y while this pose is active (meters, local space). Lower " +
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"this together with Height so a short pose still rests its feet on the floor.")]
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[SerializeField] private float controllerCenterY = 0.66f;
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[Tooltip("CharacterController capsule radius while this pose is active (meters). Unity clamps it to " +
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"half the height.")]
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[Min(0.01f)]
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[SerializeField] private float controllerRadius = 0.1f;
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[Tooltip("CharacterController capsule height while this pose is active (meters). Lower it (with Center " +
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"Y) so a ball/star pose can crawl under a table or couch the default capsule is too tall for.")]
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[Min(0.01f)]
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[SerializeField] private float controllerHeight = 1.3f;
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[Tooltip("Local-up offset applied to the camera target (the ThirdPersonCamera's follow/look target) " +
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"while this pose is active, in ANY state. Frames the pose by raising/lowering what the camera " +
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"tracks, without moving the body. Meters.")]
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[SerializeField] private float cameraTargetYOffset;
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[Tooltip("Additional local-up offset applied to the first-person eye (the FirstPersonController's camera " +
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"position) while this pose is active, on top of the shared camera target. Only affects first " +
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"person — never the body or the ThirdPersonCamera. Lets a low pose (ball/star) keep its eye at a " +
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"sensible height even though the camera target sits where third-person frames it. Meters.")]
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[SerializeField] private float firstPersonCameraTargetYOffset;
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// Read-only accessors; semantics are documented on the serialized fields' tooltips above.
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public Sprite Icon => icon;
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public string Title => title;
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public AnimationClip Clip => clip;
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public float ClipSpeed => clipSpeed;
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public AnimationClip WalkClip => walkClip;
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public float WalkClipSpeed => walkClipSpeed;
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public AnimationClip RunClip => runClip;
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public float RunClipSpeed => runClipSpeed;
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public AnimationClip FallClip => fallClip;
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public float FallClipSpeed => fallClipSpeed;
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public float ControllerCenterY => controllerCenterY;
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public float ControllerRadius => controllerRadius;
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public float ControllerHeight => controllerHeight;
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public float CameraTargetYOffset => cameraTargetYOffset;
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public float FirstPersonCameraTargetYOffset => firstPersonCameraTargetYOffset;
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}
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