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* Imported settings * Setup proper Walk, Jog, Run speeds and Input * Tweaked acceleration for horizontal velocity * Proper character rotation * Removed camera body dampening for better gameplay * Slight refactor, added air acceleration * Simplified Jump * Proper Drag, Jump gravity factor and fixes * Added Animation controller and simple system just for movement * Added jump animation handling * Fixed character game object position and values * Added Platform system * Long jump * Added Coyote Timer and fixed Air Drag * Added slope handling * Removed debug draw line * Added Hard Landing stun mechanic * Refactor * FOV Change when running * Fixed tests by using Entity.Null instead of default * Updated Animations * Temp fix for other avatars not being visible because of scale inconsistency between new animations and legacy ones * AvatarBase refactor * Reformat * More inlining * Magic number removal * Magic Number removal * Removed empty method * Added Drag tests * Slope Modifier magic number removal * Constant * Changed how tick component works * Added better error message for invalid SingleInstanceEntity query * Fixed character rotation only being applied when moving * post-rebase fixes * feat: implemented foot ik with Unity Animation Rigging * Fixed feet position when bending, added debug settings * Added Hands IK * Fixed Vector3 Element * Fixes after rebasing * Head IK * Fixed Look At angle limit and refactors * post rebase * Fixed feet position using angle limits * Added edge slip mechanic and a bunch of fixes * Added upwards and downwards slope speed modifier * Bug fixing for stun status and IK weights, fixed some animation transitions * CharacterAnimator jump section refactored * Added wall sliding movement speed multiplier * Controller Input Setup * Self review * Bugfixes, added auto walk * Bugfixes * General Cleanup, added Avatar Visibility System * Removed Cursor logic from CameraComponent * Fixed bots not having proper Locomotion, they will also obey its master * removed weird file * Stuck prevention * Added step offset to settings * Removed step offset limitation * Removed cubes from main scene and Added a new LocomotionTestScene * Fixed test * CapsuleCast fro wall slide * Fixed slope rotation flicker * Whoops
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...s/DCL/AvatarRendering/AvatarShape/Assets/Animations/Animator/CharacterAnimator.controller
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Explorer/Assets/DCL/AvatarRendering/AvatarShape/Assets/Animations/Avatar_Locomotion.fbx
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Explorer/Assets/DCL/AvatarRendering/AvatarShape/Assets/Animations/Avatar_Locomotion.fbx.meta
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Explorer/Assets/DCL/AvatarRendering/AvatarShape/Assets/AvatarBase.prefab
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Explorer/Assets/DCL/AvatarRendering/AvatarShape/AvatarShape.asmdef
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Explorer/Assets/DCL/AvatarRendering/AvatarShape/Systems/AvatarShapeVisibilitySystem.cs
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using Arch.Core; | ||
using Arch.System; | ||
using Arch.SystemGroups; | ||
using DCL.AvatarRendering.AvatarShape.Components; | ||
using DCL.AvatarRendering.Wearables.Helpers; | ||
using DCL.Character.Components; | ||
using DCL.CharacterCamera; | ||
using ECS.Abstract; | ||
using System.Runtime.CompilerServices; | ||
using UnityEngine; | ||
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namespace DCL.AvatarRendering.AvatarShape.Systems | ||
{ | ||
[UpdateInGroup(typeof(CameraGroup))] | ||
public partial class AvatarShapeVisibilitySystem : BaseUnityLoopSystem | ||
{ | ||
private SingleInstanceEntity camera; | ||
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public AvatarShapeVisibilitySystem(World world) : base(world) { } | ||
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public override void Initialize() | ||
{ | ||
camera = World.CacheCamera(); | ||
} | ||
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protected override void Update(float t) | ||
{ | ||
UpdatePlayerFirstPersonQuery(World, camera.GetCameraComponent(World)); | ||
} | ||
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[Query] | ||
[All(typeof(PlayerComponent))] | ||
private void UpdatePlayerFirstPerson([Data] in CameraComponent camera, ref AvatarShapeComponent avatarShape) | ||
{ | ||
bool shouldBeHidden = camera.Mode == CameraMode.FirstPerson; | ||
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switch (avatarShape.IsVisible) | ||
{ | ||
case true when shouldBeHidden: | ||
Hide(ref avatarShape); | ||
break; | ||
case false when !shouldBeHidden: | ||
Show(ref avatarShape); | ||
break; | ||
} | ||
} | ||
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[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
private static void Show(ref AvatarShapeComponent avatarShape) | ||
{ | ||
ToggleAvatarShape(ref avatarShape, true); | ||
avatarShape.IsVisible = true; | ||
} | ||
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[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
private static void Hide(ref AvatarShapeComponent avatarShape) | ||
{ | ||
ToggleAvatarShape(ref avatarShape, false); | ||
avatarShape.IsVisible = false; | ||
} | ||
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private static void ToggleAvatarShape(ref AvatarShapeComponent avatarShape, bool toggle) | ||
{ | ||
foreach (CachedWearable wearable in avatarShape.InstantiatedWearables) | ||
foreach (Renderer renderer in wearable.Renderers) | ||
renderer.enabled = toggle; | ||
} | ||
} | ||
} |
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Explorer/Assets/DCL/AvatarRendering/AvatarShape/Systems/AvatarShapeVisibilitySystem.cs.meta
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Explorer/Assets/DCL/AvatarRendering/DemoScripts/DemoScripts.asmdef
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{ | ||
"name": "DemoScripts", | ||
"rootNamespace": "", | ||
"references": [ | ||
"GUID:1b8e1e1bd01505f478f0369c04a4fb2f", | ||
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"GUID:007bff6000804d90ac597452fb69a4ee", | ||
"GUID:d414ef88f3b15f746a4b97636b50dfb4" | ||
], | ||
"includePlatforms": [], | ||
"excludePlatforms": [], | ||
"allowUnsafeCode": false, | ||
"overrideReferences": false, | ||
"precompiledReferences": [], | ||
"autoReferenced": true, | ||
"defineConstraints": [], | ||
"versionDefines": [], | ||
"noEngineReferences": false | ||
} |
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Explorer/Assets/DCL/AvatarRendering/DemoScripts/DemoScripts.asmdef.meta
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...e/DemoScripts/PlayerAnimatorController.cs → ...g/DemoScripts/PlayerAnimatorController.cs
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...e/DemoScripts/RandomAnimatorController.cs → ...g/DemoScripts/RandomAnimatorController.cs
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