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[SerializeField] private float _jumpPower = 1.5f; //점프 힘 + [SerializeField] private float _jumpPower = 3.0f; //점프 힘 private float _jumpReadyCool = 0.8f; //점프 쿨타임 private float _jumpReadyCoolTimer = 0f; //점프 쿨타이머 + private int _jumpCount = 0; + private int _maxJumpCount = 2; //대쉬 [SerializeField] private AnimationCurve _dodgeCurve; // 변속용 커브 @@ -75,13 +80,21 @@ private void Awake() PlayerCharacterStat = GetComponent(); } + private void Start() + { + _stateMachine.SetMaxJumpCount(_maxJumpCount); + } + private void Update() { //캐릭터 컨트롤러는 FixedUpdate보다 Update에서 하는게 권장됨 - Movement(); CheckGround(); + + StateUpdate(); + + Movement(); WorkGravity(); - ApplyVelocity(); + ApplyMove(); TickTimer(); //PlayerDebug(); @@ -97,10 +110,66 @@ private void PlayerDebug() Debug.Log($"isGrounded : {_stateMachine.IsGrounded}"); } + #region 상태 업데이트 + private void StateUpdate() + { + // 땅에서 추락할때 + if (!_stateMachine.IsGrounded && _velocityY.y < 0f && _stateMachine.CurrentState != PlayerState.Attack && _stateMachine.CurrentState != PlayerState.Charge) + { + _stateMachine.ChangeState(PlayerState.Fall); + } + //점프에서 바닥에 닿을때 + else if (_stateMachine.IsGrounded && _stateMachine.CurrentState == PlayerState.Fall) + { + _stateMachine.ChangeState(PlayerState.Idle); + _moveCutTimer = 0.1f; + } + + if (_moveInput.sqrMagnitude < Mathf.Epsilon && _stateMachine.CanMove() && _stateMachine.CurrentState != PlayerState.Attack) // 지상 이동이 가능하고 공격중도 아닌데 이동입력이 없는상태 - 거의 0 + { + _stateMachine.ChangeState(PlayerState.Idle); + } + else if(_stateMachine.CanMove() && _stateMachine.CurrentState != PlayerState.Attack) //지상이동이 가능하고 공격중이 아닌데 이동입력이 있다 + { + // 런키를 누른 상태면 뛰는 상태, 아니면 걷는 상태 + _stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk); + } + + Debug.Log($"_moveCutTimer : {_moveCutTimer}"); + + if (_moveCutTimer > 0) + _stateMachine.IsMoveCut = true; + else + _stateMachine.IsMoveCut = false; + + Debug.Log($"_moveCut : {_stateMachine.IsMoveCut}"); + Debug.Log($"CurentState : {_stateMachine.CurrentState}"); + + if (_jumpReadyCoolTimer > 0) + _stateMachine.IsJumpCool = true; + else + _stateMachine.IsJumpCool = false; + + + if(_stateMachine.IsGrounded) + { + _jumpCount = 0; + } + } + #endregion + #region 체크 + private bool IsCloseToGround(float checkDistance) + { + return Physics.Raycast(transform.position, Vector3.down, checkDistance); + } private void CheckGround() { _stateMachine.IsGrounded = _cController.isGrounded; + _stateMachine.IsCloseToGround = IsCloseToGround(0.9f); + + _anim.SetBool("IsGrounded", _stateMachine.IsGrounded); + _anim.SetBool("IsCloseToGround", _stateMachine.IsCloseToGround); } #endregion @@ -114,39 +183,10 @@ private void WorkGravity() _velocityY.y += _gravityValue * Time.deltaTime; _anim.SetFloat("velocityY", _velocityY.y); - _anim.SetBool("IsGrounded", _stateMachine.IsGrounded); - - // 상태 자동 전환 로직 - if (!_stateMachine.IsGrounded && _stateMachine.CurrentState != PlayerState.Jump && _stateMachine.CurrentState != PlayerState.Attack && _stateMachine.CurrentState != PlayerState.Charge) - { - _stateMachine.ChangeState(PlayerState.Fall); - } - else if (_stateMachine.IsGrounded && _stateMachine.CurrentState == PlayerState.Fall) - { - _stateMachine.ChangeState(PlayerState.Idle); - } } #endregion #region 이동 - public void MoveInput(Vector2 moveInput) - { - if (_stateMachine.CanMove()) - { - _moveInput = moveInput; - } - } - public void SprintInput(InputState inputState) - { - if(inputState == InputState.Performing) - { - _stateMachine.IsRunInputPressed = true; - } - else if(inputState == InputState.Canceled) - { - _stateMachine.IsRunInputPressed = false; - } - } private void Movement() { //구르기중일때 전용 로직 @@ -181,29 +221,11 @@ private void Movement() float targetSpd = 0; - if (_moveInput.sqrMagnitude < Mathf.Epsilon) // 이동이 없는상태 - 거의 0 + if(_moveInput.sqrMagnitude > Mathf.Epsilon) //입력이 있다 { - targetSpd = 0f; - // 완전히 멈추기 전까지는 이동 상태를 유지하다가 아주 느려지면 Idle 전환 - if (_currentSpd < 0.05f) _stateMachine.ChangeState(PlayerState.Idle); - - - //가속도 안쓸시 - //_currentSpd = 0; - //_stateMachine.ChangeState(PlayerState.Idle); - } - else //이동이 없지 않음 = 이동이 있다 - { - // 런키를 누른 상태면 뛰는 스피드, 아니면 걷는 스피드 적용 - _stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk); targetSpd = _stateMachine.IsRunInputPressed ? _runSpdRatio * _spdCoefficient : _walkSpdRatio * _spdCoefficient; - - //가속도 안쓸시 - //_stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk); - //_currentSpd = _stateMachine.IsRunInputPressed ? _runSpdRatio * _spdCoefficient : _walkSpdRatio * _spdCoefficient; } - // _currentSpd가 targetSpd로 서서히 접근 float accelWeight = _stateMachine.CurrentState == PlayerState.Run ? 2 : 1; //런일때 가속도 가중치 float currentStepSpeed = (targetSpd > _currentSpd) ? _acceleration : _deceleration; @@ -236,14 +258,81 @@ private void RotationByMove() #endregion #region 속도적용 - private void ApplyVelocity() + private void OnAnimatorMove() { + // 애니메이션이 가고 싶은 값 + /* + if(_stateMachine.CurrentState == PlayerState.Roll) + { + _rootMotionVelocity = _anim.deltaPosition / Time.deltaTime; + } + */ + } + private void ApplyMove() + { + //지상이동이 가능한 상황이 아니고, 공중이동도 가능한 상황이 아니라면 + if (!_stateMachine.CanMove() && !_stateMachine.CanControlInAir()) + { + _moveTargetDir.x = 0f; + _moveTargetDir.z = 0f; + } + Vector3 finalVector = new Vector3(_moveTargetDir.x, _velocityY.y, _moveTargetDir.z); + _cController.Move(finalVector * Time.deltaTime); // xz 이동벡터를 적용 } + + + #endregion + + #region 점프 + private void JumpAction() + { + _velocityY.y = Mathf.Sqrt(_jumpPower * -2f * _gravityValue); + } #endregion - #region 대시(구르기,횡이동등) + #region 타미어 + private void TickTimer() + { + if (_jumpReadyCoolTimer > 0) _jumpReadyCoolTimer -= Time.deltaTime; if (_jumpReadyCoolTimer < 0) _jumpReadyCoolTimer = 0f; + if (_moveCutTimer > 0) _moveCutTimer -= Time.deltaTime; if (_moveCutTimer < 0) _moveCutTimer = 0f; + } + #endregion + + #region 입력 + public void MoveInput(Vector2 moveInput) + { + _moveInput = moveInput; + } + public void SprintInput(InputState inputState) + { + if (inputState == InputState.Performing) + { + _stateMachine.IsRunInputPressed = true; + } + else if (inputState == InputState.Canceled) + { + _stateMachine.IsRunInputPressed = false; + } + } + public void JumpInput(InputState inputState) + { + if (_stateMachine.CanJump()) + { + if (inputState == InputState.Started) + { + _anim.SetTrigger("jumpTrigger"); + _stateMachine.ChangeState(PlayerState.Jump); + _jumpReadyCoolTimer = _jumpReadyCool; + _ = Util.RunDelayed(0.1f, JumpAction, default); + + _jumpCount++; + _stateMachine.RecordJump(); + + } + } + } public void DodgeInput(InputState inputState) { // 구르기 가능한 상태일 때만 @@ -262,31 +351,4 @@ public void DodgeInput(InputState inputState) } } #endregion - - #region 점프 - public void JumpInput(InputState inputState) - { - if(_stateMachine.CanJump()) - { - if (inputState == InputState.Started && _stateMachine.IsGrounded && _stateMachine.CurrentState != PlayerState.Jump && _jumpReadyCoolTimer <= 0f) - { - _anim.SetTrigger("jumpTrigger"); - _stateMachine.ChangeState(PlayerState.Jump); - _jumpReadyCoolTimer = _jumpReadyCool; - _ = Util.RunDelayed(0.1f, JumpAction, default); - } - } - } - private void JumpAction() - { - _velocityY.y = Mathf.Sqrt(_jumpPower * -2f * _gravityValue); - } - #endregion - - #region - private void TickTimer() - { - if (_jumpReadyCoolTimer > 0) _jumpReadyCoolTimer -= Time.deltaTime; if (_jumpReadyCoolTimer < 0) _jumpReadyCoolTimer = 0f; - } - #endregion } diff --git a/Assets/02_Scripts/Player/FSM/PlayerState.cs b/Assets/02_Scripts/Player/FSM/PlayerState.cs index 4ee791c..debd65c 100644 --- a/Assets/02_Scripts/Player/FSM/PlayerState.cs +++ b/Assets/02_Scripts/Player/FSM/PlayerState.cs @@ -1 +1 @@ -public enum PlayerState { Idle, Walk, Run, Dodge, Jump, Fall, Attack, Charge, Hit, Dead } \ No newline at end of file +public enum PlayerState { Idle, Walk, Run, Dodge, Jump, Fall, Attack, Charge, Hit, Dead, None } \ No newline at end of file diff --git a/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs b/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs index c54d95a..b2c5dae 100644 --- a/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs +++ b/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs @@ -9,14 +9,32 @@ public class PlayerStateMachine : MonoBehaviour public Action OnStateChanged; // 상태가 변했을 때 다른 컴포넌트들이 알 수 있도록 이벤트 제공 (함수 포인터 활용) public bool IsGrounded { get; set; } //상태 머신이기 때문에 계산은 여기서 안함 (플레이어가 갱신할 수 있도록 set 허용) + public bool IsCloseToGround { get; set; } public bool IsRunInputPressed { get; set; } //달리기키가 눌린 상태인가 public bool IsPossibleCharge { get; set; } //현재 차지 가능한 상태인가 + public bool IsMoveCut { get; set; } //현재 이동 금지 상태인가 + public bool IsJumpCool { get; set; } //현재 점프 쿨타임 상태인가 + + private int _jumpCount = 0; + private int _maxJumpCount = 1; + private void Awake() { _anim = GetComponent(); } + private void Update() + { + if (IsGrounded) + _jumpCount = 0; + } + + public void RecordJump() + { + if(_maxJumpCount > _jumpCount) _jumpCount++; + } + public void ChangeState(PlayerState newState) { if (CurrentState == newState) return; @@ -25,18 +43,27 @@ public void ChangeState(PlayerState newState) if (CurrentState == PlayerState.Dead) return; CurrentState = newState; - _anim.SetInteger("playerState", (int)newState); OnStateChanged?.Invoke(newState); //Debug.Log($"State Switched to: {newState}"); } + public void SetMaxJumpCount(int maxCount) + { + _maxJumpCount = maxCount; + } + #region 상태확인용 헬퍼함수들 //지상 이동이 가능한가? - public bool CanMove() => IsGrounded && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run); + public bool CanMove() => IsGrounded && !IsMoveCut && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run); //점프가 가능한 상태인가? - public bool CanJump() => IsGrounded && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run); + public bool CanJump() + { + bool jumpAlreadyMax = (_maxJumpCount <= _jumpCount); + + return IsGrounded && !IsMoveCut && !jumpAlreadyMax && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run); + } //대쉬가 가능한 상태인가? public bool CanDodge() { @@ -49,13 +76,15 @@ public bool CanDodge() // 피격 상태이거나 죽었을 때 안 되게 if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead) return false; + if (IsMoveCut) return false; + // 스태미나 시스템이 있다면 체크 // if (CurrentStamina < DodgeCost) return false; return true; } //공중에서 조작 가능한 상태인가? - public bool CanControlInAir() => !IsGrounded && (CurrentState == PlayerState.Jump || CurrentState == PlayerState.Fall); + public bool CanControlInAir() => !IsGrounded && !IsMoveCut && (CurrentState == PlayerState.Jump || CurrentState == PlayerState.Fall); //공격이 가능한 상태인가? public bool CanAttack() { diff --git a/Assets/04_Characters/FeMale/Animations/Idle/FeMale_Idle_LookAround.anim b/Assets/04_Characters/FeMale/Animations/Idle/FeMale_Idle_LookAround.anim index aebbf8a..adcf863 100644 --- a/Assets/04_Characters/FeMale/Animations/Idle/FeMale_Idle_LookAround.anim +++ b/Assets/04_Characters/FeMale/Animations/Idle/FeMale_Idle_LookAround.anim @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e078b72abcd8dece8559cb1395ce54780000a103b5e8d49f75ef2cf29df41286 -size 2949164 +oid sha256:067f615b03fad7a2611959a52204a110315fc144ec8db49cd509fe7db7a19664 +size 2975195 diff --git a/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_End.anim b/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_End.anim index 6b1a65e..a2b5de5 100644 --- a/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_End.anim +++ b/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_End.anim @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:77130676c1d48877ce4c6c555628798c779facae0019b822963fb240a91efc1d -size 1152051 +oid sha256:2ce12f8a340b86e0c78f882194c9d23f9f64ff28b1a4ed237ebc36e9c17766db +size 1536832 diff --git a/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_Loop.anim b/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_Loop.anim index 09787e7..5639f24 100644 --- a/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_Loop.anim +++ b/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_Loop.anim @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:877f5567b47ebe6dbd559c96978d7ef067b7ea48e121f977115cd7e274b53cb3 -size 591922 +oid sha256:3aea411d6b8279a16e3fc5b0d5030b6a5826f6f80f229b81bfd66de1cb00b4f9 +size 1182538 diff --git a/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_Start.anim b/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_Start.anim index 1df2f0d..7b9e9b1 100644 --- a/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_Start.anim +++ b/Assets/04_Characters/FeMale/Animations/Jump/FeMale_Jump_Start.anim @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:fdf2fd7a62f7358a5b90b615239438e140b22a51f6a098ea4e23b1946711a8db -size 1124515 +oid sha256:5cac1343254e0db59406d4915ee02c6fad7a91e5d08eec2ac93292ddf3569034 +size 2247725 diff --git a/Assets/04_Characters/_Game/Players/Player_Gold/Player_Gold_AnimController.controller b/Assets/04_Characters/_Game/Players/Player_Gold/Player_Gold_AnimController.controller index febf5d3..eafbcbe 100644 --- a/Assets/04_Characters/_Game/Players/Player_Gold/Player_Gold_AnimController.controller +++ b/Assets/04_Characters/_Game/Players/Player_Gold/Player_Gold_AnimController.controller @@ -89,16 +89,19 @@ AnimatorStateTransition: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: - m_Conditions: [] + m_Conditions: + - m_ConditionMode: 4 + m_ConditionEvent: speedRatio + m_EventTreshold: 0.1 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: 0} m_Solo: 0 m_Mute: 0 m_IsExit: 1 serializedVersion: 3 - m_TransitionDuration: 0.25 + m_TransitionDuration: 0.2 m_TransitionOffset: 0 - m_ExitTime: 0.75 + m_ExitTime: 0.65 m_HasExitTime: 1 m_HasFixedDuration: 1 m_InterruptionSource: 0 @@ -131,8 +134,8 @@ AnimatorStateTransition: m_PrefabAsset: {fileID: 0} m_Name: m_Conditions: - - m_ConditionMode: 6 - m_ConditionEvent: playerState + - m_ConditionMode: 1 + m_ConditionEvent: IsCloseToGround m_EventTreshold: 0 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: -1500156996094094829} @@ -140,10 +143,10 @@ AnimatorStateTransition: m_Mute: 0 m_IsExit: 0 serializedVersion: 3 - m_TransitionDuration: 0.25 + m_TransitionDuration: 0.02 m_TransitionOffset: 0 m_ExitTime: 0.5 - m_HasExitTime: 1 + m_HasExitTime: 0 m_HasFixedDuration: 1 m_InterruptionSource: 0 m_OrderedInterruption: 1 @@ -175,7 +178,7 @@ AnimatorState: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: FeMale_Jump_Loop - m_Speed: 1 + m_Speed: 2 m_CycleOffset: 0 m_Transitions: - {fileID: -7114703549444218963} @@ -234,7 +237,7 @@ AnimatorStateTransition: m_Mute: 0 m_IsExit: 0 serializedVersion: 3 - m_TransitionDuration: 0.25 + m_TransitionDuration: 0.02 m_TransitionOffset: 0 m_ExitTime: 0.75 m_HasExitTime: 0 @@ -278,7 +281,7 @@ AnimatorStateTransition: m_Conditions: - m_ConditionMode: 3 m_ConditionEvent: speedRatio - m_EventTreshold: 0.7 + m_EventTreshold: 0.6 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: -8570500849040507336} m_Solo: 0 @@ -301,10 +304,11 @@ AnimatorState: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: FeMale_Jump_End - m_Speed: 1 + m_Speed: 2 m_CycleOffset: 0 m_Transitions: - {fileID: -8459725543565529529} + - {fileID: 4699439757535628436} m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 @@ -329,12 +333,6 @@ AnimatorController: m_Name: Player_Gold_AnimController serializedVersion: 5 m_AnimatorParameters: - - m_Name: playerState - m_Type: 3 - m_DefaultFloat: 0 - m_DefaultInt: 0 - m_DefaultBool: 0 - m_Controller: {fileID: 9100000} - m_Name: speedRatio m_Type: 1 m_DefaultFloat: 0 @@ -359,6 +357,12 @@ AnimatorController: m_DefaultInt: 0 m_DefaultBool: 0 m_Controller: {fileID: 9100000} + - m_Name: IsCloseToGround + m_Type: 4 + m_DefaultFloat: 0 + m_DefaultInt: 0 + m_DefaultBool: 0 + m_Controller: {fileID: 9100000} m_AnimatorLayers: - serializedVersion: 5 m_Name: Base Layer @@ -428,9 +432,9 @@ AnimatorStateTransition: m_PrefabAsset: {fileID: 0} m_Name: m_Conditions: - - m_ConditionMode: 6 - m_ConditionEvent: playerState - m_EventTreshold: 2 + - m_ConditionMode: 3 + m_ConditionEvent: speedRatio + m_EventTreshold: 0.6 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: 812379506000922009} m_Solo: 0 @@ -445,6 +449,34 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 +--- !u!1101 &522452212933517361 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: + - m_ConditionMode: 4 + m_ConditionEvent: speedRatio + m_EventTreshold: 0.6 + - m_ConditionMode: 3 + m_ConditionEvent: speedRatio + m_EventTreshold: 0.1 + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: -8877422122749428159} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.1 + m_TransitionOffset: 0 + m_ExitTime: 0.84042555 + m_HasExitTime: 0 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!1102 &812379506000922009 AnimatorState: serializedVersion: 6 @@ -458,6 +490,7 @@ AnimatorState: m_Transitions: - {fileID: -1952985201289186596} - {fileID: 9186944702478258436} + - {fileID: 522452212933517361} m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 @@ -670,9 +703,9 @@ AnimatorStateTransition: m_PrefabAsset: {fileID: 0} m_Name: m_Conditions: - - m_ConditionMode: 6 - m_ConditionEvent: playerState - m_EventTreshold: 2 + - m_ConditionMode: 3 + m_ConditionEvent: speedRatio + m_EventTreshold: 0.6 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: 812379506000922009} m_Solo: 0 @@ -698,9 +731,6 @@ AnimatorStateTransition: - m_ConditionMode: 4 m_ConditionEvent: speedRatio m_EventTreshold: 0.1 - - m_ConditionMode: 6 - m_ConditionEvent: playerState - m_EventTreshold: 0 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: 8252589470091190605} m_Solo: 0 @@ -715,6 +745,31 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 +--- !u!1101 &4699439757535628436 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: + - m_ConditionMode: 3 + m_ConditionEvent: speedRatio + m_EventTreshold: 0.1 + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: -8570500849040507336} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.2 + m_TransitionOffset: 0 + m_ExitTime: 0.65 + m_HasExitTime: 1 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!1102 &5274542655692502972 AnimatorState: serializedVersion: 6 @@ -749,7 +804,7 @@ AnimatorState: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: FeMale_Jump_Start - m_Speed: 1 + m_Speed: 2 m_CycleOffset: 0 m_Transitions: - {fileID: 8227715279690986525} @@ -797,7 +852,7 @@ AnimatorStateTransition: m_Conditions: - m_ConditionMode: 3 m_ConditionEvent: speedRatio - m_EventTreshold: 0.3 + m_EventTreshold: 0.1 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: -8570500849040507336} m_Solo: 0 @@ -823,9 +878,6 @@ AnimatorStateTransition: - m_ConditionMode: 4 m_ConditionEvent: speedRatio m_EventTreshold: 0.1 - - m_ConditionMode: 6 - m_ConditionEvent: playerState - m_EventTreshold: 0 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: 8252589470091190605} m_Solo: 0 @@ -848,9 +900,9 @@ AnimatorStateTransition: m_PrefabAsset: {fileID: 0} m_Name: m_Conditions: - - m_ConditionMode: 6 - m_ConditionEvent: playerState - m_EventTreshold: 1 + - m_ConditionMode: 3 + m_ConditionEvent: speedRatio + m_EventTreshold: 0.1 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: -8877422122749428159} m_Solo: 0 @@ -872,16 +924,19 @@ AnimatorStateTransition: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: - m_Conditions: [] + m_Conditions: + - m_ConditionMode: 4 + m_ConditionEvent: velocityY + m_EventTreshold: 0 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: -5656908960061501505} m_Solo: 0 m_Mute: 0 m_IsExit: 0 serializedVersion: 3 - m_TransitionDuration: 0.25 + m_TransitionDuration: 0.15 m_TransitionOffset: 0 - m_ExitTime: 0.75 + m_ExitTime: 0.5 m_HasExitTime: 1 m_HasFixedDuration: 1 m_InterruptionSource: 0 @@ -958,8 +1013,8 @@ AnimatorStateMachine: m_StateMachineTransitions: {} m_StateMachineBehaviours: [] m_AnyStatePosition: {x: -410, y: 230, z: 0} - m_EntryPosition: {x: -200, y: -270, z: 0} - m_ExitPosition: {x: 620, y: 230, z: 0} + m_EntryPosition: {x: -240, y: -380, z: 0} + m_ExitPosition: {x: 680, y: -10, z: 0} m_ParentStateMachinePosition: {x: 800, y: 20, z: 0} m_DefaultState: {fileID: 8252589470091190605} --- !u!1107 &9185882794967473588 @@ -995,9 +1050,6 @@ AnimatorStateTransition: - m_ConditionMode: 4 m_ConditionEvent: speedRatio m_EventTreshold: 0.1 - - m_ConditionMode: 6 - 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