From 0ec69f66c9d4f2a1fdf88003ff5eb0b8355ca945 Mon Sep 17 00:00:00 2001 From: Mausham Date: Tue, 30 Dec 2025 16:22:49 -0800 Subject: [PATCH] added reload animation and feature --- Assets/Art/Characters/NPC/Enemy.controller | 146 +- Assets/Art/Characters/NPC/NpcTest.mask | 11 + Assets/Art/Characters/NPC/NpcTest.mask.meta | 8 + .../animation/Soldier_demo@Hit Reaction.fbx | Bin 0 -> 170048 bytes .../Soldier_demo@Hit Reaction.fbx.meta | 483 + .../animation/Soldier_demo@Rifle Idle.fbx | Bin 808016 -> 0 bytes .../Soldier_demo@Rifle Idle.fbx.meta | 110 - .../Code/Core/Contracts/Others/IWeapon.cs | 1 + .../Code/Core/Contracts/Player/IPlayerAnim.cs | 3 +- .../Code/Domain/Player/PlayerStateMachine.cs | 7 +- .../Code/Domain/Weapon/WeaponBase.cs | 2 + .../Animation/PlayerAnimController.cs | 31 +- .../Code/Presentation/Enemies/Enemy.cs | 3 + .../Code/Presentation/Player/PlayerMotor.cs | 21 +- .../Code/Presentation/Weapons/GunWeapon.cs | 15 +- Assets/Scenes/GameScene.unity | 53950 ++++++++-------- 16 files changed, 27895 insertions(+), 26896 deletions(-) create mode 100644 Assets/Art/Characters/NPC/NpcTest.mask create mode 100644 Assets/Art/Characters/NPC/NpcTest.mask.meta create mode 100644 Assets/Art/Characters/Player/animation/Soldier_demo@Hit Reaction.fbx create mode 100644 Assets/Art/Characters/Player/animation/Soldier_demo@Hit Reaction.fbx.meta delete mode 100644 Assets/Art/Characters/Player/animation/Soldier_demo@Rifle Idle.fbx delete mode 100644 Assets/Art/Characters/Player/animation/Soldier_demo@Rifle Idle.fbx.meta diff --git a/Assets/Art/Characters/NPC/Enemy.controller b/Assets/Art/Characters/NPC/Enemy.controller index 3677505..83e7462 100644 --- a/Assets/Art/Characters/NPC/Enemy.controller +++ b/Assets/Art/Characters/NPC/Enemy.controller @@ -1,5 +1,82 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1102 &-8544423869887076905 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: New State + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: + - {fileID: -5358072098045260376} + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 0} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: +--- !u!1101 &-5358072098045260376 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: + - m_ConditionMode: 1 + m_ConditionEvent: Hit + m_EventTreshold: 0 + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 2061396788387956441} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.25 + m_TransitionOffset: 0 + m_ExitTime: 0.75 + m_HasExitTime: 0 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 +--- !u!1107 &-1361460110817966438 +AnimatorStateMachine: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: New Layer + m_ChildStates: + - serializedVersion: 1 + m_State: {fileID: 2061396788387956441} + m_Position: {x: 380, y: 250, z: 0} + - serializedVersion: 1 + m_State: {fileID: -8544423869887076905} + m_Position: {x: 401, y: 119, z: 0} + m_ChildStateMachines: [] + m_AnyStateTransitions: [] + m_EntryTransitions: [] + m_StateMachineTransitions: {} + m_StateMachineBehaviours: [] + m_AnyStatePosition: {x: 50, y: 20, z: 0} + m_EntryPosition: {x: 130, y: 130, z: 0} + m_ExitPosition: {x: 800, y: 120, z: 0} + m_ParentStateMachinePosition: {x: 800, y: 20, z: 0} + m_DefaultState: {fileID: -8544423869887076905} --- !u!1102 &-99283565050525444 AnimatorState: serializedVersion: 6 @@ -34,7 +111,13 @@ AnimatorController: m_PrefabAsset: {fileID: 0} m_Name: Enemy serializedVersion: 5 - m_AnimatorParameters: [] + m_AnimatorParameters: + - m_Name: Hit + m_Type: 9 + m_DefaultFloat: 0 + m_DefaultInt: 0 + m_DefaultBool: 0 + m_Controller: {fileID: 9100000} m_AnimatorLayers: - serializedVersion: 5 m_Name: Base Layer @@ -48,6 +131,67 @@ AnimatorController: m_IKPass: 0 m_SyncedLayerAffectsTiming: 0 m_Controller: {fileID: 9100000} + - serializedVersion: 5 + m_Name: New Layer + m_StateMachine: {fileID: -1361460110817966438} + m_Mask: {fileID: 31900000, guid: 8c93f937ec5319e4f8f734a6185b2ab8, type: 2} + m_Motions: [] + m_Behaviours: [] + m_BlendingMode: 0 + m_SyncedLayerIndex: -1 + m_DefaultWeight: 0 + m_IKPass: 0 + m_SyncedLayerAffectsTiming: 0 + m_Controller: {fileID: 9100000} +--- !u!1102 &2061396788387956441 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: SoldierHitReaction + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: + - {fileID: 6731833491236309845} + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: -203655887218126122, guid: 7d237967aaaa0ac4f9be3dc92a9e4236, type: 3} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: +--- !u!1101 &6731833491236309845 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: -8544423869887076905} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.25 + m_TransitionOffset: 0 + m_ExitTime: 0.423077 + m_HasExitTime: 1 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!1107 &7709146335867929075 AnimatorStateMachine: serializedVersion: 6 diff --git a/Assets/Art/Characters/NPC/NpcTest.mask b/Assets/Art/Characters/NPC/NpcTest.mask new file mode 100644 index 0000000..8dfc70b --- /dev/null +++ b/Assets/Art/Characters/NPC/NpcTest.mask @@ -0,0 +1,11 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!319 &31900000 +AvatarMask: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: NpcTest + m_Mask: 01000000010000000100000001000000010000000000000000000000000000000000000001000000010000000000000000000000 + m_Elements: [] diff --git a/Assets/Art/Characters/NPC/NpcTest.mask.meta b/Assets/Art/Characters/NPC/NpcTest.mask.meta new file mode 100644 index 0000000..1bdd7f9 --- /dev/null +++ b/Assets/Art/Characters/NPC/NpcTest.mask.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 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remapMaterialsIfMaterialImportModeIsNone: 0 - additionalBone: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Darkmatter/Code/Core/Contracts/Others/IWeapon.cs b/Assets/Darkmatter/Code/Core/Contracts/Others/IWeapon.cs index 668ba06..3fe6fc9 100644 --- a/Assets/Darkmatter/Code/Core/Contracts/Others/IWeapon.cs +++ b/Assets/Darkmatter/Code/Core/Contracts/Others/IWeapon.cs @@ -8,6 +8,7 @@ namespace Darkmatter.Core public void Reload(); bool canAttack { get; } string WeaponName { get; } + public int AmmoCount { get; } } } diff --git a/Assets/Darkmatter/Code/Core/Contracts/Player/IPlayerAnim.cs b/Assets/Darkmatter/Code/Core/Contracts/Player/IPlayerAnim.cs index 21a60f3..68d1e4b 100644 --- a/Assets/Darkmatter/Code/Core/Contracts/Player/IPlayerAnim.cs +++ b/Assets/Darkmatter/Code/Core/Contracts/Player/IPlayerAnim.cs @@ -1,10 +1,11 @@ +using System.Threading.Tasks; using UnityEngine; namespace Darkmatter.Core { public interface IPlayerAnim : IHumonoidAnim { - void PlayReloadAnim(); + public void PlayReloadAnim(IWeapon currentWeapon); void PlayShootAnim(); } } diff --git a/Assets/Darkmatter/Code/Domain/Player/PlayerStateMachine.cs b/Assets/Darkmatter/Code/Domain/Player/PlayerStateMachine.cs index 26691d8..729b2b5 100644 --- a/Assets/Darkmatter/Code/Domain/Player/PlayerStateMachine.cs +++ b/Assets/Darkmatter/Code/Domain/Player/PlayerStateMachine.cs @@ -1,4 +1,6 @@ using Darkmatter.Core; +using System; +using System.Threading.Tasks; using UnityEngine; using VContainer; @@ -56,9 +58,12 @@ namespace Darkmatter.Domain { GunWeapon.Attack(); } + if(GunWeapon.AmmoCount==0) + { + playerAnim.PlayReloadAnim(GunWeapon); + } } - } } diff --git a/Assets/Darkmatter/Code/Domain/Weapon/WeaponBase.cs b/Assets/Darkmatter/Code/Domain/Weapon/WeaponBase.cs index f4ed344..e24a117 100644 --- a/Assets/Darkmatter/Code/Domain/Weapon/WeaponBase.cs +++ b/Assets/Darkmatter/Code/Domain/Weapon/WeaponBase.cs @@ -11,6 +11,8 @@ namespace Darkmatter.Domain public abstract void Attack(); + public virtual int AmmoCount { get; protected set; } + public virtual void Reload() { Debug.Log("Reloading"); diff --git a/Assets/Darkmatter/Code/Presentation/Animation/PlayerAnimController.cs b/Assets/Darkmatter/Code/Presentation/Animation/PlayerAnimController.cs index cadc1bf..fbf12a4 100644 --- a/Assets/Darkmatter/Code/Presentation/Animation/PlayerAnimController.cs +++ b/Assets/Darkmatter/Code/Presentation/Animation/PlayerAnimController.cs @@ -1,15 +1,42 @@ using Darkmatter.Core; +using System; +using System.Collections; +using System.Runtime.CompilerServices; +using System.Threading.Tasks; using UnityEngine; +using UnityEngine.Animations.Rigging; +using VContainer; namespace Darkmatter.Presentation { public class PlayerAnimController : HumonoidAnim, IPlayerAnim { private readonly int shootHash = Animator.StringToHash("IsShooting"); + private readonly int reloadHash = Animator.StringToHash("Reload"); + public TwoBoneIKConstraint HandOnGunIK; //for gunHand Ik + private Coroutine reloadCoroutine; - public void PlayReloadAnim() + public void PlayReloadAnim(IWeapon currentWeapon) { - Debug.Log("Reloading"); + if (reloadCoroutine == null) + { + reloadCoroutine = StartCoroutine(ReloadRoutine(currentWeapon)); + } + } + + IEnumerator ReloadRoutine(IWeapon currentWeapon) + { + animator.SetLayerWeight(1, 1); + HandOnGunIK.weight = 0f; + animator.SetTrigger(reloadHash); + + yield return new WaitForSeconds(3f); //gave the length of the animation very bad practice + + animator.SetLayerWeight(1, 0); + HandOnGunIK.weight = 1f; + currentWeapon.Reload(); + reloadCoroutine = null; + } public void PlayShootAnim() diff --git a/Assets/Darkmatter/Code/Presentation/Enemies/Enemy.cs b/Assets/Darkmatter/Code/Presentation/Enemies/Enemy.cs index f6e109f..d988e8b 100644 --- a/Assets/Darkmatter/Code/Presentation/Enemies/Enemy.cs +++ b/Assets/Darkmatter/Code/Presentation/Enemies/Enemy.cs @@ -6,6 +6,7 @@ namespace Darkmatter.Presentation public class Enemy : MonoBehaviour, IDamageable { public float health = 100f; + public Animator enemyAnimator; public void Die() { Debug.Log("Dead"); @@ -15,6 +16,8 @@ namespace Darkmatter.Presentation public void TakeDamage(float damage) { health -= damage; + enemyAnimator.SetLayerWeight(1, 1); + enemyAnimator.SetTrigger("Hit"); if (health <= 0) Die(); Debug.Log("Damage Taken"); } diff --git a/Assets/Darkmatter/Code/Presentation/Player/PlayerMotor.cs b/Assets/Darkmatter/Code/Presentation/Player/PlayerMotor.cs index 75b83e8..fbde5cf 100644 --- a/Assets/Darkmatter/Code/Presentation/Player/PlayerMotor.cs +++ b/Assets/Darkmatter/Code/Presentation/Player/PlayerMotor.cs @@ -10,8 +10,6 @@ namespace Darkmatter.Presentation { public class PlayerMotor : MonoBehaviour, IPlayerPawn { - public TwoBoneIKConstraint IKConstraint; - [Header("LookSetting")] public Transform cinemachineFollowTarget; @@ -29,13 +27,30 @@ namespace Darkmatter.Presentation [Header("TurnSetting")] public float turnSpeed = 5f; - [Inject] private PlayerConfigSO playerConfig; + + + private void Start() { Cursor.lockState = CursorLockMode.Locked; } + private void HandleShooting() + { + //float shootingWeight = animator.GetLayerWeight(1); + //float targetWeight = inputReader.isShooting ? 1 : 0; + //float setshootingWeight = Mathf.Lerp(shootingWeight, targetWeight, Time.deltaTime * 5); + //animator.SetLayerWeight(1, setshootingWeight); + //animator.SetBool("IsShooting", inputReader.isShooting); + + //if (!inputReader.isShooting) return; + //if(gunWeapon.canAttack) + //{ + // gunWeapon.Attack(); + //} + + } //state based functions public void Move(Vector3 motion) diff --git a/Assets/Darkmatter/Code/Presentation/Weapons/GunWeapon.cs b/Assets/Darkmatter/Code/Presentation/Weapons/GunWeapon.cs index a3484cb..1a979af 100644 --- a/Assets/Darkmatter/Code/Presentation/Weapons/GunWeapon.cs +++ b/Assets/Darkmatter/Code/Presentation/Weapons/GunWeapon.cs @@ -14,13 +14,13 @@ namespace Darkmatter.Presentation [Header("Weapon Data")] public float fireRate = 0.1f; - public int ammoCount = 40; + public override int AmmoCount { get; protected set; } = 40; private float lastUsedTime; - public GameObject BulletHole; + public GameObject BulletHole; public override string WeaponName => "Rifel"; - public override bool canAttack => Time.time >= lastUsedTime + fireRate && ammoCount > 0; + public override bool canAttack => Time.time >= lastUsedTime + fireRate && AmmoCount > 0; [Inject] private ITargetProvider targetProvider; private RaycastHit hitPoint => targetProvider.hitPoint; @@ -30,15 +30,10 @@ namespace Darkmatter.Presentation public override void Attack() { lastUsedTime = Time.time; - ammoCount--; + AmmoCount--; PlayMuzzleFlash(); if (hitPoint.transform != null) PlayBulletHitEffectParticle(); - - if(ammoCount <= 0) //test reload - { - Reload(); - } } private void ShowBulletHole(Vector3 spawnPos) @@ -66,7 +61,7 @@ namespace Darkmatter.Presentation public override void Reload() { base.Reload(); - ammoCount = 40; + AmmoCount = 40; } private void 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