Initial Project Commit
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@@ -9,9 +9,9 @@ GameObject:
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serializedVersion: 6
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m_Component:
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m_Layer: 0
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@@ -37,19 +37,6 @@ Transform:
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--- !u!195 &6569204325918158683
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NavMeshAgent:
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@@ -94,6 +81,19 @@ Animator:
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m_AllowConstantClipSamplingOptimization: 1
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m_KeepAnimatorStateOnDisable: 0
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m_WriteDefaultValuesOnDisable: 0
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@@ -118,6 +118,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::RPG.Combat.Fighter
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weaponRange: 2
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@@ -323,28 +323,11 @@ Transform:
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--- !u!1001 &345756676
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PrefabInstance:
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@@ -1915,10 +1898,7 @@ PrefabInstance:
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents:
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insertIndex: -1
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addedObject: {fileID: 301881572}
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m_SourcePrefab: {fileID: 100100000, guid: a71733727311bfb40aadb9f960845a85, type: 3}
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--- !u!1001 &8689034387179525829
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PrefabInstance:
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@@ -1,22 +1,39 @@
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using UnityEngine;
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using RPG.Movement;
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using UnityEngine.Rendering;
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namespace RPG.Combat
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{
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public class Fighter : MonoBehaviour
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{
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[SerializeField]
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private float weaponRange = 2f;
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Transform target;
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private void Update()
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{
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if(target != null)
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if (target == null) return;
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if (!GetIsInRange())
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{
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GetComponent<Mover>().MoveTo(target.position);
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target = null;
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}
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else
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{
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GetComponent<Mover>().Stop();
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}
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}
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private bool GetIsInRange()
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{
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return Vector3.Distance(transform.position, target.position) <= weaponRange;
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}
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public void Attack(CombatTarget combatTarget)
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{
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target = combatTarget.transform;
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}
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public void Cancel()
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{
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target = null;
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}
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}
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}
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@@ -61,7 +61,7 @@ namespace RPG.Control
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if (hasHit)
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{
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if (moveAction.IsPressed())
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GetComponent<Mover>().MoveTo(hit.point);
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GetComponent<Mover>().StartMoveAction(hit.point);
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return true;
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}
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return false;
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@@ -1,3 +1,4 @@
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using RPG.Combat;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.InputSystem;
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@@ -23,16 +24,24 @@ namespace RPG.Movement
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{
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UpdateAnimator();
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}
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public void StartMoveAction(Vector3 destination)
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{
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GetComponent<Fighter>().Cancel();
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MoveTo(destination);
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}
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public void MoveTo(Vector3 destination)
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{
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navMeshAgent.destination = destination;
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navMeshAgent.isStopped = false;
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}
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public void Stop()
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{
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navMeshAgent.isStopped = true;
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}
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private void UpdateAnimator()
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{
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// This is your original code, which is correct!
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// It just uses the cached variables now.
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Vector3 velocity = navMeshAgent.velocity;
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Vector3 localVelocity = transform.InverseTransformDirection(velocity);
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float speed = localVelocity.z;
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