- Import Mixamo humanoid Walking + Running FBX, switch rig type to Humanoid - Wire walkClip/runClip with per-clip speeds on Pose_Idle (walk 1.4, run 1.5) - Add per-animation speed sliders (Range 0.1-3, default 1) to PlayerPose SO, applied per frame in PlayerPoseController for live tuning - Reorganize pose assets: replace Pose_TPose with Pose_Hold, prune legacy Paintman-Run/-TPose .anim and paintman_UV.FBX - Ignore UMotion plugin data/editor folders Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
65 lines
3.2 KiB
C#
65 lines
3.2 KiB
C#
using UnityEngine;
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/// <summary>
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/// A selectable player pose: an idle <see cref="AnimationClip"/> held while the player stands still,
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/// plus optional walk and run clips that the pose system plays itself (the Animator stays empty) while
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/// moving on the ground, and a y-offset applied to the visual model only while stuck to the ceiling
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/// (so the pose hangs at the 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("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("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 held while the player stands still in this pose (may be null).</summary>
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public AnimationClip Clip => clip;
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/// <summary>Playback speed multiplier for the idle clip (1 = authored speed).</summary>
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public float ClipSpeed => clipSpeed;
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/// <summary>Optional clip played while walking on the ground; null = hold the idle pose.</summary>
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public AnimationClip WalkClip => walkClip;
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/// <summary>Playback speed multiplier for the walk clip (1 = authored speed).</summary>
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public float WalkClipSpeed => walkClipSpeed;
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/// <summary>Optional clip played while sprinting on the ground; null = hold the idle pose.</summary>
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public AnimationClip RunClip => runClip;
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/// <summary>Playback speed multiplier for the run clip (1 = authored speed).</summary>
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public float RunClipSpeed => runClipSpeed;
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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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