Add realistic Animals assets

This commit is contained in:
Williams
2026-06-05 19:59:55 +02:00
parent 57a960fdc2
commit 9ea2f109c4
1565 changed files with 579482 additions and 1 deletions
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Thank you for buying my asset. In the asset there are two variants of animations: the root motion and in place.
Animator is missing. In the demo scene, you can see animations such as root motion. In another scene, all objects are present.
In case you want to cut such animations like sleeping, eating and drinking, here is the length of these animations:
- drink, eat, sleep, agression - 15 frames at the beginning and end of the animation;
- sit - 25 frames at the beginning and end of the animation;
- lie - 35 frames at the beginning and end of the animation;
- hide - 20 frames at the beginning and end of the animation;
The animator controller is made in a primitive form, there is only movement on a plane without controlling the height and bends of the plane.
Also included in the asset is a simple camera rotation script.
Rotation of the camera is carried out by pressing the right mouse button, if released, the camera returns to its initial position.
With the controller script, you can assign some buttons to enable a certain type of animation.
For the rest, you can easily figure it out, the script is very simple, just like the animator itself.
Perhaps in the future I will return to the controller and finish it, but for now I lack knowledge :)
If you have any other questions or need help, write me an e-mail: billl90.90@mail.ru
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7400224: Arm_Dog|Swim_F_IP
7400226: Arm_Dog|Swim_idle
7400228: Arm_Dog|Swim_L_IP
7400230: Arm_Dog|Swim_R_IP
7400232: Arm_Dog|Swim_Rot_L_IP
7400234: Arm_Dog|Swim_Rot_R_IP
7400236: Arm_Dog|Trot_F_IP
7400238: Arm_Dog|Trot_L_IP
7400240: Arm_Dog|Trot_R_IP
7400242: Arm_Dog|walk_B_IP
7400244: Arm_Dog|walk_B_L_IP
7400246: Arm_Dog|walk_B_R_IP
7400248: Arm_Dog|walk_F_IP
7400250: Arm_Dog|walk_hunted_IP
7400252: Arm_Dog|walk_L_IP
7400254: Arm_Dog|walk_R_IP
9500000: //RootNode
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraController_DogCollieFull : MonoBehaviour {
public Camera cam;
public float CamSpeed = 4f;
private bool isRotating;
private bool isZooming;
Vector3 sp;
private void Start()
{
sp = transform.localEulerAngles;
}
void Update()
{
if (Input.GetMouseButtonDown(1))
{
isRotating = true;
}
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
ZoomCamera();
}
if (!Input.GetMouseButton(1)) isRotating = false;
if (isRotating)
{
CamRotate();
}
else StartPose();
if (isZooming)
{
ZoomCamera();
}
}
void CamRotate()
{
transform.RotateAround(transform.position, transform.right, - Input.GetAxis("Mouse Y") * CamSpeed);
transform.RotateAround(transform.position, Vector3.up, Input.GetAxis("Mouse X") * CamSpeed);
}
void StartPose()
{
transform.localEulerAngles = sp;
}
void ZoomCamera()
{
if(Input.GetAxis("Mouse ScrollWheel") > 0)
{
cam.fieldOfView = Mathf.Lerp(cam.fieldOfView, 2f, Time.deltaTime * 5f);
}else if(Input.GetAxis("Mouse ScrollWheel") < 0) cam.fieldOfView = Mathf.Lerp(cam.fieldOfView, 100, Time.deltaTime * 5f);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Demo_Animator_DogCollieFull : MonoBehaviour {
Animator anim;
int i = 0;
public int size = 10;
public bool rot = false;
Vector3 startpose;
// Use this for initialization
void Start () {
anim = GetComponent<Animator>();
startpose = transform.position;
}
// Update is called once per frame
void Update () {
if (rot == true)
{
transform.Rotate(0f, 50f*Time.deltaTime, 0f);
}
anim.SetInteger("number", i);
}
public void NextAnimation()
{
if (i > size)
{
i = 0;
}
i++;
transform.position = startpose;
}
public void BackAnimation()
{
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transform.position = startpose;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DogCollieFull_Controller : MonoBehaviour
{
public int DamageDirection = 4;
public int Health = 10;
Animator anim;
float horiz = 0f;
float vertic = 0f;
float H = 0f;
float V = 0f;
int AnimationID;
public bool HurtLeg = false;
bool hide = false;
bool sleep = false;
//buttoms
public string Hide = "";
public string Hite = "";
public string Eat = "";
private void Awake()
{
}
// Use this for initialization
void Start()
{
anim = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
AnimatorBasicController();
}
void AnimatorBasicController()
{
anim.SetInteger("IDAnim", 0);
anim.SetBool("attack", false);
anim.SetBool("damage", false);
anim.SetBool("death", false);
anim.SetBool("hate", false);
anim.SetBool("eat", false);
anim.SetBool("drink", false);
if (Input.GetKeyDown(KeyCode.Mouse0))
{
AttackStation();
}
if (Input.GetKeyDown(Hite))
{
ResetAnimation();
HateStation();
}
if (Input.GetKeyDown(KeyCode.X))
{
SetDamage(2);
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.W))
{
if (Input.GetKeyDown("t"))
{
JumpStation();
}
else BasicMovement();
}
else
{
IdleStation();
V = 0f;
H = 0f;
}
if (Input.GetKeyDown(KeyCode.Space))
{
JumpStation();
}
if (Input.GetKeyDown(Hide))
{
HadeStation();
}
if (Input.GetKeyDown(KeyCode.E))
{
SleepStations();
}
if (Input.GetKeyDown(Eat))
{
EatDrinkStation();
}
if (horiz < H)
{
horiz = horiz + 0.04f;
if (horiz >= H)
{
horiz = H;
}
}
if (horiz > H)
{
horiz = horiz - 0.04f;
if (horiz <= H)
{
horiz = H;
}
}
if (vertic < V)
{
vertic = vertic + 0.02f;
if (vertic >= V)
{
vertic = V;
}
}
if (vertic > V)
{
vertic = vertic - 0.02f;
if (vertic <= V)
{
vertic = V;
}
}
}
private void ResetAnimation()
{
anim.SetInteger("IDAnim", 0);
anim.SetBool("attack", false);
anim.SetBool("damage", false);
anim.SetBool("death", false);
anim.SetBool("hate", false);
anim.SetBool("eat", false);
anim.SetBool("drink", false);
anim.SetBool("hide", false);
anim.SetBool("walk", false);
anim.SetBool("idle", false);
anim.SetBool("jump", false);
anim.SetFloat("Hor", horiz);
anim.SetFloat("Vert", vertic);
V = 0f;
}
void BasicMovement()
{
anim.SetBool("idle", false);
anim.SetBool("sleep", false);
// Move forward----------------
if (Input.GetKeyDown(KeyCode.W))
{
V = 2f;
} else if (Input.GetKeyUp(KeyCode.W))
{
V = 0f;
}
if (Input.GetKey(KeyCode.W))
{
if (Input.GetKey(KeyCode.LeftShift))
{
anim.SetBool("hide", false);
}
if (Input.GetKeyDown(KeyCode.LeftShift))
{
V = 3f;
}
else if (Input.GetKeyUp(KeyCode.LeftShift))
{
V = 2f;
}
if (Input.GetKeyDown(KeyCode.LeftControl))
{
V = 1f;
}
else if (Input.GetKeyUp(KeyCode.LeftControl))
{
V = 2f;
}
if(HurtLeg == true)
{
V = 0.5f;
}
}
else V = 0f;
//Move back----------------
if (Input.GetKey(KeyCode.S))
{
V = -1f;
vertic = vertic - 0.02f;
if (vertic <= V)
{
vertic = V;
}
}
//Move Left------------
if (Input.GetKey(KeyCode.A))
{
H = -1f;
} else if (Input.GetKeyUp(KeyCode.A))
{
H = 0f;
}
//Move Right------------
if (Input.GetKey(KeyCode.D))
{
H = 1f;
}
else if (Input.GetKeyUp(KeyCode.D))
{
H = 0f;
}
anim.SetBool("walk", true);
anim.SetBool("idle", false);
anim.SetBool("jump", false);
anim.SetFloat("Hor", horiz);
anim.SetFloat("Vert", vertic);
}
void IdleStation()
{
int ID = Random.Range(0, 2);
anim.SetInteger("IDAnim2", ID);
anim.SetFloat("Hor", horiz);
anim.SetFloat("Vert", vertic);
anim.SetBool("idle", true);
anim.SetBool("walk", false);
anim.SetBool("jump", false);
}
void SleepStations()
{
if (sleep == false)
{
sleep = true;
anim.SetBool("idle", false);
}
else sleep = false;
if (sleep == true)
{
anim.SetBool("sleep", true);
}
else anim.SetBool("sleep", false);
}
void EatDrinkStation()
{
anim.SetBool("eat", true);
anim.SetBool("idle", false);
}
void JumpStation()
{
anim.SetBool("jump", true);
anim.SetBool("idle", false);
anim.SetBool("hide", false);
}
void HateStation()
{
anim.SetBool("hate", true);
anim.SetBool("idle", false);
anim.SetBool("hide", false);
}
void HadeStation()
{
if (hide == false)
{
hide = true;
anim.SetBool("idle", false);
}
else hide = false;
if (hide == true)
{
anim.SetBool("hide", true);
}
else anim.SetBool("hide", false);
}
void AttackStation()
{
anim.SetBool("idle", false);
int ID = Random.Range(7, 9);
anim.SetInteger("IDAnim", ID);
anim.SetBool("attack", true);
Debug.Log("Attack");
}
public void SetDamage(int damage)
{
Health = Health - damage;
anim.SetInteger("IDAnim", DamageDirection);
anim.SetBool("damage", true);
if(Health <= 4)
{
HurtLeg = true;
}
if (Health <= 0)
{
Death();
}
Debug.Log("Damage");
}
void Death()
{
int ID = Random.Range(5, 7);
anim.SetBool("death", true);
anim.SetInteger("IDAnim", ID);
Debug.Log("Die");
}
}
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