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15928 lines
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15928 lines
394 KiB
Plaintext
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3 years ago
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get knocked out more easily. If using a curve, the value will be evaluated by
|
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|
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each muscle's target velocity magnitude. This can be used to make collision
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resistance higher while the character moves or animates faster.
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collisionResistanceMultipliers: []
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maxCollisions: 30
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regainPinSpeed: 1.5
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boostFalloff: 1
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defaults:
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unpinChildren: 1
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maxMappingWeight: 1
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disableColliders: 0
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props:
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maxMappingWeight: 1
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minPinWeight: 0
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disableColliders: 0
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disableColliders: 0
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regainPinSpeed: 0.3
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unpinnedMaterial: {fileID: 0}
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unpinParents: 0.9
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unpinChildren: 0.9
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maxMappingWeight: 1
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minPinWeight: 0
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disableColliders: 0
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regainPinSpeed: 0.6
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knockOutDistance: 0.4
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puppetMaterial: {fileID: 0}
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unpinnedMaterial: {fileID: 0}
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props:
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unpinParents: 0.7
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unpinChildren: 0
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unpinGroup: 0
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minMappingWeight: 0
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maxMappingWeight: 1
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minPinWeight: 0
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disableColliders: 0
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regainPinSpeed: 1
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collisionResistance: 1
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puppetMaterial: {fileID: 0}
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unpinnedMaterial: {fileID: 0}
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knockOutDistance: 1.2
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unpinnedMuscleWeightMlp: 0.5
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maxRigidbodyVelocity: 10
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pinWeightThreshold: 1
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unpinnedMuscleKnockout: 1
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dropProps: 0
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canGetUp: 1
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getUpDelay: 1
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blendToAnimationTime: 0.3
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maxGetUpVelocity: 0.4
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minGetUpDuration: 2
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getUpCollisionResistanceMlp: 4
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getUpRegainPinSpeedMlp: 3
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getUpKnockOutDistanceMlp: 20
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getUpOffsetProne: {x: 0, y: 0, z: 0}
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getUpOffsetSupine: {x: 0, y: 0, z: 0}
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onGetUpProne:
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switchToBehaviour:
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animations:
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- animationState: GetUpProne
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crossfadeTime: 0.2
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layer: 0
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resetNormalizedTime: 1
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unityEvent:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.Events.UnityEvent, UnityEngine.CoreModule, Version=0.0.0.0,
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Culture=neutral, PublicKeyToken=null
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onGetUpSupine:
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switchToBehaviour:
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animations:
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- animationState: GetUpSupine
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crossfadeTime: 0.2
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layer: 0
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resetNormalizedTime: 1
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unityEvent:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.Events.UnityEvent, UnityEngine.CoreModule, Version=0.0.0.0,
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Culture=neutral, PublicKeyToken=null
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onLoseBalance:
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switchToBehaviour:
|
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|
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animations:
|
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|
|
- animationState: Fall
|
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|
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crossfadeTime: 0.7
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layer: 0
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resetNormalizedTime: 0
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unityEvent:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.Events.UnityEvent, UnityEngine.CoreModule, Version=0.0.0.0,
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Culture=neutral, PublicKeyToken=null
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onLoseBalanceFromPuppet:
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switchToBehaviour:
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animations: []
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unityEvent:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.Events.UnityEvent, UnityEngine.CoreModule, Version=0.0.0.0,
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Culture=neutral, PublicKeyToken=null
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onLoseBalanceFromGetUp:
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switchToBehaviour:
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animations: []
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unityEvent:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.Events.UnityEvent, UnityEngine.CoreModule, Version=0.0.0.0,
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Culture=neutral, PublicKeyToken=null
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onRegainBalance:
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switchToBehaviour:
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animations: []
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unityEvent:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.Events.UnityEvent, UnityEngine.CoreModule, Version=0.0.0.0,
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--- !u!1 &1157047248
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--- !u!1 &1195083087
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--- !u!4 &1195083088
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--- !u!1 &1228748232
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--- !u!153 &1228748234
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spring: 0
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limit: 34.12488
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--- !u!54 &1228748235
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--- !u!135 &1228748236
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--- !u!1 &1251917018
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text: 'The behaviour controlling the puppet is the BehaviourPuppet.cs.
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It will listen to the collisions broadcasted by the MuscleCollisionBroadcasters
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on the muscles of the puppet and release the pins of the colliding (and parent
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and child) muscles. This will loosen the character. If the muscles get too far
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be played (called by the "On Loose Balance" PuppetEvent). Getting up automatically
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the respective animations via PuppetEvents.
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All the parameters of BehaviourPuppet are tooltipped, reading them all is the
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shortest path to understanding the workings of that behaviour.'
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--- !u!4 &1540736803
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text: LMB to shoot balls at the Dummy, RMB to rotate camera
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solvers: []
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storeTargetMappedState: 1
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--- !u!114 &1879006260
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--- !u!114 &1879006261
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text: 'Layer Setup sets up layers and the collision matrix for the puppet rig without
|
||
|
|
having to import/export Project Settings for the demo to work.
|
||
|
|
|
||
|
|
|
||
|
|
Ideally you should set up the layers in the project and this component wouldn''t
|
||
|
|
be needed at all.
|
||
|
|
|
||
|
|
|
||
|
|
The layers should be set up as follows:
|
||
|
|
|
||
|
|
|
||
|
|
1. Set the entire character to a "Characters" layer.
|
||
|
|
|
||
|
|
2. Set the entire Ragdoll to a "Ragdoll" layer.
|
||
|
|
|
||
|
|
3. Set the walkable surfaces to a "Ground" layer.
|
||
|
|
|
||
|
|
4. Set all the objects to collide with to a "Collision" layer.
|
||
|
|
|
||
|
|
|
||
|
|
5. Set the PuppetMaster''s "Walkable Layers" to the "Ground" layer.
|
||
|
|
|
||
|
|
6. Set the PuppetMaster''s "Collision Layers" to the "Collision" layer.
|
||
|
|
|
||
|
|
|
||
|
|
7. In the Physics Settings, set the "Characters" and "Ragdoll" layers to ignore
|
||
|
|
each other, otherwise you''d have the ragdoll bones collide with the character
|
||
|
|
controller.
|
||
|
|
|
||
|
|
|
||
|
|
8. Also ignore collisions between "Characters" and any layer you wish the puppet
|
||
|
|
to collide with (small obstacles, projectiles and maybe walls).
|
||
|
|
|
||
|
|
|
||
|
|
If you wish to have two factions of characters fighting each other, you should
|
||
|
|
use "Characters1", "Characters2", "Ragdoll1" and "Ragdoll2" layers accordingly
|
||
|
|
and have the PuppetMaster''s "Collision Layers" also include the opposing ragdoll
|
||
|
|
layer.'
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|
|
--- !u!4 &1880363368
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--- !u!1 &1969822581
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- component: {fileID: 1969822584}
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m_Layer: 10
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--- !u!4 &1969822582
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--- !u!54 &1969822583
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--- !u!153 &1969822584
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m_LinearLimitSpring:
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contactDistance: 0
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spring: 0
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damper: 0
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limit: 13.862169
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spring: 0
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