Add realistic Animals assets
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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.
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In case you want to cut such animations like sleeping, eating and drinking, here is the length of these animations:
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Perhaps in the future I will return to the controller and finish it, but for now I lack knowledge :)
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+60
@@ -0,0 +1,60 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraController_Goatling : 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);
|
||||
}
|
||||
}
|
||||
+12
@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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timeCreated: 1553958016
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serializedVersion: 2
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defaultReferences: []
|
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+319
@@ -0,0 +1,319 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Goatling_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");
|
||||
}
|
||||
|
||||
}
|
||||
+12
@@ -0,0 +1,12 @@
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TextureImporter:
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fileIDToRecycleName: {}
|
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serializedVersion: 4
|
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mipmaps:
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mipMapMode: 0
|
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enableMipMap: 1
|
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sRGBTexture: 1
|
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linearTexture: 0
|
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fadeOut: 0
|
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borderMipMap: 0
|
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mipMapFadeDistanceStart: 1
|
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mipMapFadeDistanceEnd: 3
|
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bumpmap:
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|
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heightScale: 0.25
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grayScaleToAlpha: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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spriteMeshType: 1
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alignment: 0
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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Reference in New Issue
Block a user