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secondaryUVMinLightmapResolution: 40 + secondaryUVMinObjectScale: 1 + secondaryUVPackMargin: 4 + useFileScale: 1 + strictVertexDataChecks: 0 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 3 + normalCalculationMode: 4 + legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0 + blendShapeNormalImportMode: 1 + normalSmoothingSource: 0 + referencedClips: [] + importAnimation: 1 + humanDescription: + serializedVersion: 3 + human: + - boneName: pelvis + humanName: Hips + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: thigh_l + humanName: LeftUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: thigh_r + humanName: RightUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: calf_l + humanName: 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[SerializeField] private LookAt lookAt; [SerializeField] private float targetDistance = 2.0f; + [SerializeField] private float pathCalculationDelay = 0.2f; public override void Execute(FSM fsm) { NavMeshAgent agent = fsm.Controller.Agent; @@ -20,9 +22,8 @@ { lookAt.SetTarget(target); lookAt.Execute(fsm); + //fsm.StartCoroutine(CalculatePathToTarget(agent, target)); - //Sets the combat locomotion for the enemy - anim.SetBool("InCombat", true); agent.stoppingDistance = targetDistance; if (agent.stoppingDistance >= targetDistance) @@ -31,4 +32,11 @@ } } } + + private IEnumerator CalculatePathToTarget(NavMeshAgent agent, GameObject target) + { + yield return new WaitForSeconds(pathCalculationDelay); + NavMeshPath path = new NavMeshPath(); + agent.CalculatePath(target.transform.position, path); + } } diff --git a/Assets/Scripts/NPC/FSM/Actions/Combat/Ranged/EngageTargetAction.asset b/Assets/Scripts/NPC/FSM/Actions/Combat/Ranged/EngageTargetAction.asset new file mode 100644 index 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+ Debug.Log("PULL OUT THE GUN!"); + } + + public IEnumerator WaitForAnimation(Animator anim, float duration) + { + anim.SetLayerWeight(1, 1f); + yield return new WaitForSeconds(duration); + anim.SetLayerWeight(1, 0f); + anim.SetBool("InCombat", true); + } + +} diff --git a/Assets/Scripts/NPC/FSM/Actions/Others/DrawGun.cs.meta b/Assets/Scripts/NPC/FSM/Actions/Others/DrawGun.cs.meta new file mode 100644 index 0000000..e4296ba --- /dev/null +++ b/Assets/Scripts/NPC/FSM/Actions/Others/DrawGun.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 795cca45570924c46ac6427f2f81c81c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NPC/FSM/Conditions/CheckTargetState.cs b/Assets/Scripts/NPC/FSM/Conditions/CheckTargetState.cs new file mode 100644 index 0000000..33f8a59 --- /dev/null +++ b/Assets/Scripts/NPC/FSM/Conditions/CheckTargetState.cs @@ -0,0 +1,45 @@ +using System.Collections; +using System.Collections.Generic; +using Unity.VisualScripting; +using UnityEngine; +using UnityEngine.AI; + +[CreateAssetMenu(menuName = "Finite State Machine/Condition/CheckTargetState")] +public class CheckTargetState : Condition +{ + [SerializeField] private IState.TargetState targetState; + + //Find Cover Location + public override bool CheckCondition(FSM fsm) + { + GameObject target = fsm.Controller.AgentFOV.GetTarget(); + + if (target != null) + { + if (target.TryGetComponent(out IState state)) + { + if (targetState == state.GetState()) + { + return true; + } + + else + { + return false; + } + } + + else + { + Debug.LogError($"Component not Found: {nameof(IState)}"); + return false; + } + } + + else + { + Debug.LogWarning($"Target Missing!"); + return false; + } + } +} diff --git a/Assets/Scripts/NPC/FSM/Conditions/CheckTargetState.cs.meta b/Assets/Scripts/NPC/FSM/Conditions/CheckTargetState.cs.meta new file mode 100644 index 0000000..03ed739 --- /dev/null +++ b/Assets/Scripts/NPC/FSM/Conditions/CheckTargetState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 987d94c353566604a8121f73662e11d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NPC/FSM/Conditions/Combat.meta b/Assets/Scripts/NPC/FSM/Conditions/Combat.meta new file mode 100644 index 0000000..d95cd62 --- /dev/null +++ b/Assets/Scripts/NPC/FSM/Conditions/Combat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3abfe5b4ab6823141aaf756ef469839a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NPC/FSM/Conditions/Combat/IsTargetShooting.asset b/Assets/Scripts/NPC/FSM/Conditions/Combat/IsTargetShooting.asset new 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100644 index 0000000..9889d31 --- /dev/null +++ b/Assets/Scripts/NPC/FSM/Conditions/Combat/TryFindCover.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d05777c2a13e6754da28f9cfab52bbd5 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NPC/FSM/Conditions/Combat/TryToFindCoverLocation.cs b/Assets/Scripts/NPC/FSM/Conditions/Combat/TryToFindCoverLocation.cs new file mode 100644 index 0000000..d9ab51c --- /dev/null +++ b/Assets/Scripts/NPC/FSM/Conditions/Combat/TryToFindCoverLocation.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.AI; + +[CreateAssetMenu(menuName = "Finite State Machine/Condition/TryToFindCoverLocation")] +public class TryToFindCoverLocation : Condition +{ + [SerializeField] private CheckTargetState targetState; + [SerializeField] private string tag; + + public override bool CheckCondition(FSM fsm) + { + if (targetState.CheckCondition(fsm)) + { + return FindCover(fsm); + } + + else return false; + } + + private bool FindCover(FSM fsm) + { + Awareness agentAware = fsm.Controller.AgentAwareness; + + if (agentAware != null) + { + agentAware.SetTargetTag(tag); + agentAware.enabled = true; + + return agentAware.TargetsList.Count > 0; + } + + else return false; + } +} diff --git a/Assets/Scripts/NPC/FSM/Conditions/Combat/TryToFindCoverLocation.cs.meta b/Assets/Scripts/NPC/FSM/Conditions/Combat/TryToFindCoverLocation.cs.meta new file mode 100644 index 0000000..de811cf --- /dev/null +++ b/Assets/Scripts/NPC/FSM/Conditions/Combat/TryToFindCoverLocation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1da7c05c54b19f04ab82697723b5540f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NPC/FSM/FSM.cs b/Assets/Scripts/NPC/FSM/FSM.cs index 6941d31..f2d30e9 100644 --- a/Assets/Scripts/NPC/FSM/FSM.cs +++ b/Assets/Scripts/NPC/FSM/FSM.cs @@ -11,7 +11,7 @@ void Awake() { - controller = GetComponent(); + controller = GetComponent(); } void Start() @@ -37,11 +37,20 @@ { ChangeState(triggeredTransition.TargetState()); } - else if (state.SubStates() != null) + else if (state.SubStates() != null && state.SubStates().Count > 0) { foreach (State substate in state.SubStates()) { ExecuteState(substate); + + // Check for triggered transitions in the substate + triggeredTransition = substate.GetTriggeredTransition(this); + if (triggeredTransition != null) + { + // If a transition is triggered in the substate, change to the target state + ChangeState(triggeredTransition.TargetState()); + return; // Exit after transitioning to avoid running further substates + } } } } @@ -49,8 +58,52 @@ //Changes the current state to a new state public void ChangeState(State newState) { - currentState?.ExitAction()?.Execute(this); //Exececutes the exit action of the current state + currentState?.ExitAction()?.Execute(this); //Executes the exit action of the current state currentState = newState; //Changes the state - currentState?.Enter(this); //Executes + currentState?.Enter(this); //Executes entry action + } + + + //DEBUGING + void OnGUI() + { + float yPosition = 10; + float elementHeight = 20; // Height for each line + float padding = 5; + List actions = new List(); + + foreach (Action action in currentState.GetActions()) + { + actions.Add($"Action: {action.name}"); + } + + // Create a list to hold all the UI elements + List uiElements = new List { $"State: {currentState.name}" }; + uiElements.AddRange(actions); + + // Define the GUIStyle + GUIStyle style = new GUIStyle(); + style.fontSize = 14; + + for (int i = 0; i < uiElements.Count; i++) + { + if (i == 0) + { + style.normal.textColor = Color.green; + } + else + { + style.normal.textColor = Color.yellow; + } + + // Create the rectangle for each line of text + Rect rect = new Rect(10, yPosition, 300, elementHeight); + + // Display the label with the appropriate style + GUI.Label(rect, uiElements[i], style); + + // Move the yPosition down for the next line + yPosition += elementHeight + padding; + } } } diff --git a/Assets/Scripts/NPC/FSM/State.cs b/Assets/Scripts/NPC/FSM/State.cs index c953036..362a1d5 100644 --- a/Assets/Scripts/NPC/FSM/State.cs +++ b/Assets/Scripts/NPC/FSM/State.cs @@ -23,6 +23,7 @@ //Runs the entry action of the currentState public void Enter(FSM fsm) { + Debug.Log($"Entering state: {name}"); entryAction?.Execute(fsm); if (initialSubState != null) diff --git a/Assets/Scripts/NPC/FSM/States/Alive/Combat/Combat.asset b/Assets/Scripts/NPC/FSM/States/Alive/Combat/Combat.asset index fbddc5d..85fd4f7 100644 --- a/Assets/Scripts/NPC/FSM/States/Alive/Combat/Combat.asset +++ b/Assets/Scripts/NPC/FSM/States/Alive/Combat/Combat.asset @@ -16,6 +16,6 @@ actions: [] exitAction: {fileID: 0} transitions: [] - initialSubState: {fileID: 0} + initialSubState: {fileID: 11400000, guid: 329961279b6f8274291834391b47b0f4, type: 2} subStates: - {fileID: 11400000, guid: 329961279b6f8274291834391b47b0f4, type: 2} diff --git a/Assets/Scripts/NPC/FSM/States/Alive/Combat/RangedCombat/RangedCombatState.asset b/Assets/Scripts/NPC/FSM/States/Alive/Combat/RangedCombat/RangedCombatState.asset index e47521a..c82c9fc 100644 --- a/Assets/Scripts/NPC/FSM/States/Alive/Combat/RangedCombat/RangedCombatState.asset +++ b/Assets/Scripts/NPC/FSM/States/Alive/Combat/RangedCombat/RangedCombatState.asset @@ -12,7 +12,7 @@ m_Script: {fileID: 11500000, guid: d0e7b5ba3c7cfc843bcdd88fcd76de11, type: 3} m_Name: RangedCombatState m_EditorClassIdentifier: - entryAction: {fileID: 0} + entryAction: {fileID: 11400000, guid: 0a0b9e6ef6cf3704c91720d616195100, type: 2} actions: [] exitAction: {fileID: 0} transitions: [] diff --git a/Assets/Scripts/NPC/FSM/Transitions/EngageToCover.asset 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b/Assets/Scripts/NPC/FSM/Transitions/EngageToCover.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 920cbee093fd5e34b8fb1a2cda792fa8 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NPC/FieldOfView.cs b/Assets/Scripts/NPC/FieldOfView.cs deleted file mode 100644 index 22922a2..0000000 --- a/Assets/Scripts/NPC/FieldOfView.cs +++ /dev/null @@ -1,67 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class FieldOfView : MonoBehaviour -{ - [SerializeField] private float radius; - [Range(0, 360)] - [SerializeField] private float angle; - [SerializeField] private float delay; - [SerializeField] private Vector3 lastPosition; - - [SerializeField] private GameObject targetRef; - - [SerializeField] private LayerMask targetMask; - [SerializeField] private LayerMask obstructionMask; - - public float Radius => radius; - public float Angle => angle; - - // Start is called before the first frame update - void Start() - { - StartCoroutine(FOVRoutine()); - } - - private IEnumerator FOVRoutine() - { - WaitForSeconds wait = new WaitForSeconds(delay); - - while (true) - { - yield return wait; - FieldOfViewCheck(); - } - } - - private void FieldOfViewCheck() - { - Collider[] rangeCheck = Physics.OverlapSphere(transform.position, radius, targetMask); - - if (rangeCheck.Length != 0) - { - Transform target = rangeCheck[0].transform; - Vector3 directionToTarget = (target.position - transform.position).normalized; - - if (Vector3.Angle(transform.forward, directionToTarget) < angle / 2) - { - float distanceToTarget = Vector3.Distance(transform.position, directionToTarget); - - if (!Physics.Raycast(transform.position, directionToTarget, distanceToTarget, obstructionMask)) - { - targetRef = target.gameObject; - lastPosition = target.position; - } - } - } - - else targetRef = null; - } - - //Returns the Last Position the target was seen - public Vector3 LastPosition() => lastPosition; - - //Returns the current target - public GameObject GetTarget() => targetRef; -} diff --git a/Assets/Scripts/NPC/FieldOfView.cs.meta b/Assets/Scripts/NPC/FieldOfView.cs.meta deleted file mode 100644 index c77a187..0000000 --- a/Assets/Scripts/NPC/FieldOfView.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: fc6ae1c3ef2650447a489e6e7ff66a68 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/NPC/NPCController.cs b/Assets/Scripts/NPC/NPCController.cs index 013a0d9..bce5ed5 100644 --- a/Assets/Scripts/NPC/NPCController.cs +++ b/Assets/Scripts/NPC/NPCController.cs @@ -6,26 +6,29 @@ [RequireComponent(typeof(NavMeshAgent))] public class NPCController : MonoBehaviour { + [SerializeField] private Waypoints waypoints; private NavMeshAgent agent; private Animator animator; - [SerializeField] private Waypoints waypoints; private Vector2 Velocity; private Vector2 SmoothDeltaPosition; private FieldOfView agentFOV; + private Awareness agentAwareness; public Animator Animator => animator; public NavMeshAgent Agent => agent; public Waypoints Waypoints => waypoints; public FieldOfView AgentFOV => agentFOV; - - + public Awareness AgentAwareness => agentAwareness; void Awake() { agent = GetComponent(); animator = GetComponent(); - agentFOV = GetComponent(); + agentFOV = GetComponentInChildren(); + agentAwareness = GetComponentInChildren(); + } + // Start is called before the first frame update void Start() { @@ -50,6 +53,7 @@ agent.nextPosition = rootPosition; } + //Synchronize the animation and Agent private void SynchronizeAnimatoraAndAgent() { //Distance between the agent next position and the Game Object position diff --git a/Assets/Scripts/NPC/Sensors.meta b/Assets/Scripts/NPC/Sensors.meta new file mode 100644 index 0000000..1043d71 --- /dev/null +++ b/Assets/Scripts/NPC/Sensors.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ecd8bebd07f7367458488040bdfc9037 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NPC/Sensors/Awareness.cs b/Assets/Scripts/NPC/Sensors/Awareness.cs new file mode 100644 index 0000000..39a5336 --- /dev/null +++ b/Assets/Scripts/NPC/Sensors/Awareness.cs @@ -0,0 +1,80 @@ +using System.Collections.Generic; +using System.Collections; +using UnityEngine; + +public class Awareness : MonoBehaviour +{ + [Header("Aware Sensor Settings: ")] + [SerializeField] private float radius; + [SerializeField] private float delay; // Delay between sensor runs + [SerializeField] private List targets; + [SerializeField] private LayerMask targetLayerMask; + [SerializeField] private bool enable = true; + [SerializeField] private string targetTag; + + public float Radius => radius; + + public bool Enable + { + get{ return enable; } + + set { enable = value;} + } + + public List TargetsList => targets; + + private void Start() + { + StartCoroutine(AwareRoutine()); + } + + private IEnumerator AwareRoutine() + { + while (true) + { + WaitForSeconds wait = new WaitForSeconds(delay); + yield return wait; + + if (Enable) + { + GetTargets(); + } + } + } + + private List GetTargets() + { + Vector2 vec = new Vector2(transform.position.x, transform.position.z); + Collider2D[] collider = Physics2D.OverlapCircleAll(vec, radius, targetLayerMask); + List targets = new List(); + + if (collider.Length != 0) + { + foreach (Collider2D c in collider) + { + if (c.gameObject.tag == targetTag) + { + targets.Add(c.gameObject); + } + } + + return targets; + } + + else + { + Debug.LogWarning($"There were no cover objects found in the current area!"); + return null; + } + } + + public void SetTargetLayerMask(LayerMask mask) + { + targetLayerMask = mask; + } + + public void SetTargetTag(string tag) + { + targetTag = tag; + } +} \ No newline at end of file diff --git a/Assets/Scripts/NPC/Sensors/Awareness.cs.meta b/Assets/Scripts/NPC/Sensors/Awareness.cs.meta new file mode 100644 index 0000000..52481cc --- /dev/null +++ b/Assets/Scripts/NPC/Sensors/Awareness.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 102b9d46901e65f49900a8529e2889f7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NPC/Sensors/FieldOfView.cs b/Assets/Scripts/NPC/Sensors/FieldOfView.cs new file mode 100644 index 0000000..8ccd8cc --- /dev/null +++ b/Assets/Scripts/NPC/Sensors/FieldOfView.cs @@ -0,0 +1,68 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FieldOfView : MonoBehaviour +{ + [Header("FOV Sensor Settings: ")] + [SerializeField] private float radius; + [Range(0, 360)] + [SerializeField] private float angle; + [SerializeField] private float delay; + [SerializeField] private Vector3 lastPosition; + + [SerializeField] private GameObject targetRef; + + [SerializeField] private LayerMask targetMask; + [SerializeField] private LayerMask obstructionMask; + + public float Radius => radius; + public float Angle => angle; + + // Start is called before the first frame update + void Start() + { + StartCoroutine(FOVRoutine()); + } + + private IEnumerator FOVRoutine() + { + WaitForSeconds wait = new WaitForSeconds(delay); + + while (true) + { + yield return wait; + FieldOfViewCheck(); + } + } + + private void FieldOfViewCheck() + { + Collider[] rangeCheck = Physics.OverlapSphere(transform.position, radius, targetMask); + + if (rangeCheck.Length != 0) + { + Transform target = rangeCheck[0].transform; + Vector3 directionToTarget = (target.position - transform.position).normalized; + + if (Vector3.Angle(transform.forward, directionToTarget) < angle / 2) + { + float distanceToTarget = Vector3.Distance(transform.position, directionToTarget); + + if (!Physics.Raycast(transform.position, directionToTarget, distanceToTarget, obstructionMask)) + { + targetRef = target.gameObject; + lastPosition = target.position; + } + } + } + + else targetRef = null; + } + + //Returns the Last Position the target was seen + public Vector3 LastPosition() => lastPosition; + + //Returns the current target + public GameObject GetTarget() => targetRef; +} diff --git a/Assets/Scripts/NPC/Sensors/FieldOfView.cs.meta b/Assets/Scripts/NPC/Sensors/FieldOfView.cs.meta new file mode 100644 index 0000000..c77a187 --- /dev/null +++ b/Assets/Scripts/NPC/Sensors/FieldOfView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fc6ae1c3ef2650447a489e6e7ff66a68 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/PlayerController.cs b/Assets/Scripts/Player/PlayerController.cs index ba62b50..05a52f5 100644 --- a/Assets/Scripts/Player/PlayerController.cs +++ b/Assets/Scripts/Player/PlayerController.cs @@ -3,7 +3,7 @@ using System.Threading; using UnityEngine; -public class PlayerController : MonoBehaviour +public class PlayerController : MonoBehaviour, IState { private Rigidbody rb; private Vector2 currentVelocity; @@ -20,6 +20,10 @@ private float currentTurnValue; private float turnVelocity; + [Header("Player State")] + [SerializeField] private bool isArmed, isReloding, noAmmo; + [SerializeField] private IState.TargetState playerState; + private void Awake() { rb = GetComponent(); @@ -142,4 +146,8 @@ animator.SetFloat("Turn", currentTurnValue); } } -} + + public IState.TargetState GetState() => playerState; + + void IState.ChangeState(IState.TargetState state) => playerState = state; +} \ No newline at end of file diff --git a/Assets/Scripts/Tools.meta b/Assets/Scripts/Tools.meta new file mode 100644 index 0000000..3b81eb9 --- /dev/null +++ b/Assets/Scripts/Tools.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: aa6556d4c629411488690bce880b7088 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Tools/AnimTool.cs b/Assets/Scripts/Tools/AnimTool.cs new file mode 100644 index 0000000..013acb8 --- /dev/null +++ b/Assets/Scripts/Tools/AnimTool.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public static class AnimTool +{ + public static AnimationClip GetCurrentAnimClip(string name, AnimatorClipInfo[] clipInfoArray) + { + foreach (AnimatorClipInfo clipInfo in clipInfoArray) + { + if (clipInfo.clip.name == name) + { + return clipInfo.clip; + } + } + + Debug.LogWarning("Animation clip not found!"); + return null; + } +} diff --git a/Assets/Scripts/Tools/AnimTool.cs.meta b/Assets/Scripts/Tools/AnimTool.cs.meta new file mode 100644 index 0000000..f9a085f --- /dev/null +++ b/Assets/Scripts/Tools/AnimTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d06d52f8c60287f4eb70d2d74023093e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/Packages/com.unity.probuilder/Settings.json b/ProjectSettings/Packages/com.unity.probuilder/Settings.json index 80df71c..834bbb6 100644 --- a/ProjectSettings/Packages/com.unity.probuilder/Settings.json +++ b/ProjectSettings/Packages/com.unity.probuilder/Settings.json @@ -97,6 +97,11 @@ "value": "{\"m_Value\":1}" }, { + "type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", + "key": "editor.lastMeshSelectMode", + "value": "{\"m_Value\":8}" + }, + { "type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "editor.rectSelectModifier", "value": "{\"m_Value\":2}"