remove unnecessary models in animation folder

player waypoint indicator
walk and idle animations
stop when menu opens
This commit is contained in:
2022-11-16 23:17:02 +02:00
parent de20e774eb
commit b58221dc98
65 changed files with 33062 additions and 642 deletions
@@ -10,7 +10,8 @@ AnimatorState:
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@@ -34,7 +85,19 @@ AnimatorController:
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@@ -1,6 +1,6 @@
using UnityEngine;
public class PlayerFollow : MonoBehaviour
public class CameraPlayerFollow : MonoBehaviour
{
[SerializeField]
private Transform _playerTransform;
+28 -13
View File
@@ -1,32 +1,47 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class CharacterMovement : MonoBehaviour
{
public NavMeshAgent playerNavMeshAgent;
public NavMeshAgent player;
public Animator playerAnimator;
public Camera playerCamera;
public ParticleSystem targetDest;
public bool allowMovement=true;
// Start is called before the first frame update
void Start()
{
allowMovement = true;
}
// Update is called once per frame
void Update()
{
if(Input.GetMouseButton(0))
if (allowMovement)
{
Ray myRay=playerCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if(Physics.Raycast(myRay, out hit))
if (Input.GetMouseButton(0))
{
playerNavMeshAgent.SetDestination(hit.point);
Ray myRay = playerCamera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(myRay, out RaycastHit hit))
{
targetDest.transform.position = hit.point;
targetDest.Play();
player.SetDestination(hit.point);
}
}
}
else
{
player.SetDestination(player.transform.position);
player.velocity=Vector3.zero;
}
if(player.velocity!=Vector3.zero)
{
playerAnimator.SetBool("IsWalking",true);
}
else if (player.velocity == Vector3.zero)
{
playerAnimator.SetBool("IsWalking", false);
}
}
}
@@ -4,6 +4,7 @@ using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using static UnityEditor.Experimental.GraphView.GraphView;
public class ConversationController : MonoBehaviour
{
@@ -13,6 +14,9 @@ public class ConversationController : MonoBehaviour
public Button _choiceButton;
[SerializeField]
private Button _closeBtn;
[SerializeField]
CharacterMovement _player;
public ConversationChangeEvent conversationChangeEvent;
private List<ChoiceController> choiceControllers = new();
@@ -24,6 +28,7 @@ public class ConversationController : MonoBehaviour
public void Change(string title, Dictionary<string, BaseAction> options)
{
_player.allowMovement = false;
RemoveChoices();
_title.text = title;
gameObject.SetActive(true);
@@ -50,8 +55,10 @@ public class ConversationController : MonoBehaviour
}
public void Hide()
{
RemoveChoices();
gameObject.SetActive(false);
Time.timeScale = 1;
_player.allowMovement = true;
}
}