_animator.SetBool(_animIDGrounded, Grounded) Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore) Vector3 spherePosition = new Vector3(, - GroundedOffset, ) _animIDMotionSpeed = Animator.StringToHash("MotionSpeed") _animIDFreeFall = Animator.StringToHash("FreeFall") _animIDJump = Animator.StringToHash("Jump") _animIDGrounded = Animator.StringToHash("Grounded") _animIDSpeed = Animator.StringToHash("Speed") _hasAnimator = TryGetComponent(out _animator) _mainCamera = GameObject.FindGameObjectWithTag("MainCamera") Public GameObject CinemachineCameraTarget Public class ThirdPersonController : MonoBehaviour * Note: animations are called via the controller for both the character and capsule using animator null checks Private void SetCursorState(bool newState)Ĭursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None Private void OnApplicationFocus(bool hasFocus) Public void SprintInput(bool newSprintState) Public void LookInput(Vector2 newLookDirection) Public void MoveInput(Vector2 newMoveDirection) old input sys if we do decide to have it (most likely wont). Public class StarterAssetsInputs : MonoBehaviour #if ENABLE_INPUT_SYSTEM & STARTER_ASSETS_PACKAGES_CHECKED TODO: connect to multiple servers at the same time, closer with demo work. TODO: add filesystem switching mask so multiple mods can be loaded at the same time. TODO: fix SAMEORIGIN spawn type location works but camera angles change. TODO: use scripting in kiosk mode multiple demo files at once. ![]() TODO: "demoMap" surface parm which renders demos to an arbitrary surface. Multiworld working with bots and sounds, multi-world-demos. ![]() dvr x y h w command for setting a view in a specific location. Multiview for movie making, example +spdevmap q3dm1 +activeAction "+wait 1000 +load cgame +wait +world 0 +tile -1 -1 +tile 0 +tile 1 +tile 0 0 0 +wait 100 +mvjoin" Multiple worlds at once +devmap q3dm1 +wait +load game q3dm2 +set activeAction "+wait 500 +game 1 +wait 500 +game 0 +wait 100 +tile -1 -1 0 +tile 0 0 0 +tile 1 0 1 +tile 0 0 0". Multiple QVM loading for supplemental UIs and multiview. Multiple map loader in parallel with teleport switch.
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