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commit 2781f7f874d8b595397c9bc5108186d845fe6bb0 Merge: 2faf844 b262e57 Author: Roman <1325980292@qq.com> Date: Mon Aug 9 23:15:43 2021 +0800 详情见最新RomanVers Merge Request: ? Created By: @Roman Accepted By: @Roman URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/74 commit b262e579b24c8ffba6f08a5b79b9577b6d850d8b Author: Roman <1325980292@qq.com> Date: Mon Aug 9 23:14:55 2021 +0800 任务:以动画实现移动 *:实验场景:【各种系统测试与陈列】 1.创建测试小孩游戏物体 2.创建新的AC 3.编写步行动画逻辑 *:遇到问题,动画似乎不行,移动方式暂时换回原来的。 *:其余场景没有受到影响 commit 2faf844f461da8740a63e25413657b264e4eec22 Merge: 7749e35 0bc1c97 Author: Roman <1325980292@qq.com> Date: Mon Aug 9 21:24:20 2021 +0800 合并了麒哥的动画包2 Merge Request: ?? Created By: @Roman Accepted By: @Roman URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/73 commit 0bc1c970e5ec4d993a0c81c7149901408664df76 Author: Roman <1325980292@qq.com> Date: Mon Aug 9 21:23:33 2021 +0800 合并了麒哥的动画包2 commit 7749e35c85f697a28234892cef01b369ef1b8c9c Merge: a4d3c53 9b7dbdf Author: Roman <1325980292@qq.com> Date: Sat Aug 7 01:32:57 2021 +0800 详情见RomanVersion最新提交 commit 9b7dbdf941327c1c891d19e82dc0460abfdb39c4 Author: Roman <1325980292@qq.com> Date: Sat Aug 7 01:31:29 2021 +0800 任务:搭建“序章-战场”的整体流程框架 1.创建可交互电报机这个逻辑物体 *.在所有脚本首行添加说明方便查看 2.编写假电报机类,因为这个电报机没有电报机功能,而是一个类似事件的物体。 3.使假电报机可以分清场景中电话线断裂和修复的情况,并对其做出不同反应。 4.没修完电报机的反馈等待策划,修完了的等待我明天编写场景的多态系统 5.均通过了程序简单测试,请各位尽快拉取寻找问题 下班,别摸了,兄弟们 commit a4d3c53f64887ad36dd7cdfce6ca8dda59471e8f Merge: 2dd6b3a b1dc321 Author: Roman <1325980292@qq.com> Date: Mon Jul 26 19:31:18 2021 +0800 傻逼coding,草你妈 Merge Request: 傻逼coding,草你妈 Created By: @Roman Accepted By: @Roman URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/52 commit b1dc32196aedf51326078a004361078fde8589ca Author: Roman <1325980292@qq.com> Date: Mon Jul 26 19:30:24 2021 +0800 傻逼coding commit d816886a9d13de83ff96d0e96358433b95dbcc17 Author: Roman <1325980292@qq.com> Date: Mon Jul 26 19:28:51 2021 +0800 ? commit 86f446eb05a5150a3933f47f77c28099179a7291 Author: Roman <1325980292@qq.com> Date: Mon Jul 26 19:26:14 2021 +0800 测试 # Conflicts: # UserSettings/EditorUserSettings.asset
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@ -4,6 +4,7 @@ using UnityEngine;
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public class BombingArea : MonoBehaviour
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||||
{
|
||||
//这是轰炸区的脚本,控制轰炸区相关的所有逻辑💣
|
||||
// Start is called before the first frame update
|
||||
private bool bombing = false;//是否正在轰炸
|
||||
public GameObject shell;//炮弹游戏物体
|
||||
|
@ -5,6 +5,7 @@ using UnityEngine;
|
||||
|
||||
public class BoomShader : MonoBehaviour
|
||||
{
|
||||
//这是控制炸弹爆炸后冲击波产生的脚本,是霄酱写的🤔
|
||||
public Material boomMaterial;//爆炸shader的材质
|
||||
private Vector2 boomPos;//爆炸坐标
|
||||
private bool isBoom = false;//是否爆炸
|
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|
@ -6,6 +6,7 @@ using Fungus;
|
||||
public class NormalInvestableItems : Interactive
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
//普通可调查对象的类,用在按F可以触发调查对话的对象上💬
|
||||
public string itemName;
|
||||
void Start()
|
||||
{
|
||||
|
@ -5,6 +5,7 @@ using UnityEngine;
|
||||
public class Sentence : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
//句子类,其对象是电报机中的一个句子
|
||||
[Tooltip("这个句子的内容是什么?")]
|
||||
public string content;
|
||||
[Tooltip("这个句子对应的数字序列是?")]
|
||||
|
@ -5,6 +5,7 @@ using UnityEngine;
|
||||
public class Event : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
//事件的基类
|
||||
void Start()
|
||||
{
|
||||
|
||||
|
@ -5,6 +5,7 @@ using Fungus;
|
||||
public class WhenFinishFathersCode : Event
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
//具体事件:当玩家打完了父亲教的电码
|
||||
void Start()
|
||||
{
|
||||
|
||||
|
@ -4,6 +4,7 @@ using UnityEngine;
|
||||
|
||||
public class AllLinesInfo : MonoBehaviour
|
||||
{
|
||||
//总线信息类,用来存储场景中电话线断裂的总体信息,
|
||||
// Start is called before the first frame update
|
||||
public int needCount;
|
||||
public int OKCount = 0;
|
||||
@ -17,4 +18,6 @@ public class AllLinesInfo : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public bool AreYouOK(){return (needCount == OKCount);}//返回完成量是不是等于需求量
|
||||
}
|
||||
|
@ -4,6 +4,7 @@ using UnityEngine;
|
||||
|
||||
public class IndexRecoder : MonoBehaviour
|
||||
{
|
||||
//策划接口类,储存了所有易变的数值,每一项都写了toolTip,谁叫我是小棉袄呢❤对了,电报的字典也写在这里
|
||||
// Start is called before the first frame update
|
||||
[Tooltip("角色普通移动速度")]
|
||||
public float playerMoveSpeed;//角色普通移动速度
|
||||
|
38
Assets/Scripts/Item/AFakeMachine.cs
Normal file
38
Assets/Scripts/Item/AFakeMachine.cs
Normal file
@ -0,0 +1,38 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AFakeMachine : Interactive
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
//一个假的电报机类,因为“序章-战场”中的电报机不需要实际打码功能,为了方便我这里单独写一些代码
|
||||
//继承可交互物体基类
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void OnCall()
|
||||
{
|
||||
//当这个假的电报机被唤醒
|
||||
//1.检查总线
|
||||
AllLinesInfo info = FindObjectOfType<AllLinesInfo>();
|
||||
if(info.AreYouOK())
|
||||
{
|
||||
//若所有线路OK
|
||||
//转到场景“序章-家中”,给记录员发信息,让“序章-家中”表现为正确状态
|
||||
Debug.Log("转到场景“序章-家中”,给记录员发信息,让“序章-家中”表现为正确状态");
|
||||
}
|
||||
else
|
||||
{
|
||||
//若还没OK,之后等策划编写新的内容
|
||||
Debug.Log("还有线路没有联通");
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Item/AFakeMachine.cs.meta
Normal file
11
Assets/Scripts/Item/AFakeMachine.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -6,6 +6,7 @@ using Fungus;
|
||||
public class Father : NormalInvestableItems
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
//父亲类,控制父亲作为可对话对象那会儿的父亲
|
||||
void Start()
|
||||
{
|
||||
|
||||
|
@ -5,6 +5,7 @@ using UnityEngine.UI;
|
||||
|
||||
public class Machine : Interactive
|
||||
{
|
||||
//电报机类。控制电报机的信息和各种功能,非常关键🤖
|
||||
private Text codeTextView;//电码TextView,显示目前打了打码
|
||||
private IndexRecoder indexRecoder;//策划数值接口
|
||||
private AllLinesInfo linesChecker;//路线信息
|
||||
|
@ -4,6 +4,7 @@ using UnityEngine;
|
||||
|
||||
public class Mine : MonoBehaviour
|
||||
{
|
||||
//地雷系统的地雷类,因为系统还十分不完善,所以没有什么内容🥔
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
@ -4,6 +4,7 @@ using UnityEngine;
|
||||
|
||||
public class Missile : Interactive
|
||||
{
|
||||
//投掷物类,控制投掷。系统还十分不完善。
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
@ -4,6 +4,7 @@ using UnityEngine;
|
||||
|
||||
public class Shell : MonoBehaviour
|
||||
{
|
||||
//炮弹类,控制轰炸区内的炮弹和炮弹的阴影🎇
|
||||
// Start is called before the first frame update
|
||||
public GameObject shadow;//阴影游戏物体
|
||||
private Transform ground;//地面的位置信息
|
||||
|
@ -5,6 +5,7 @@ using UnityEngine.UI;
|
||||
|
||||
public class TelephoneLine : Interactive
|
||||
{
|
||||
//电话线类,控制每一处断裂的电话线
|
||||
// Start is called before the first frame update
|
||||
private float allNeedTime;
|
||||
private float hasReparedTime = 0f;
|
||||
|
@ -26,12 +26,14 @@ public class M_Player : MonoBehaviour
|
||||
public GameObject missile;//投掷物的预制体
|
||||
[Tooltip("投掷物抛出点")]
|
||||
public Transform throwOffset;//记录一下抛出点的位置
|
||||
private Animator M_Animator;
|
||||
void Start()
|
||||
{
|
||||
indexRecoder = FindObjectOfType<IndexRecoder>();//获取数值记录组件,方便策划修改暴露参数
|
||||
m_rigidbody = GetComponent<Rigidbody2D>();//获取自身刚体组件
|
||||
faceDir = 1;//默认面部朝右
|
||||
playerInput = GetComponent<PlayerInput>(); //获取自身输入组件
|
||||
//M_Animator = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -45,6 +47,7 @@ public class M_Player : MonoBehaviour
|
||||
Move();
|
||||
}
|
||||
|
||||
//调整投掷角度的函数
|
||||
private void AdjustTheAngle()
|
||||
{
|
||||
if(canAdjustTheAngle)//如果玩家正在调整角度
|
||||
@ -77,7 +80,7 @@ public class M_Player : MonoBehaviour
|
||||
inputDir = -1;
|
||||
faceDir = -1;
|
||||
}
|
||||
else inputDir = 0;
|
||||
else {inputDir = 0;}
|
||||
//修改面部朝向
|
||||
transform.localScale = new Vector3(
|
||||
Mathf.Abs(transform.localScale.x)*faceDir,
|
||||
@ -95,7 +98,15 @@ public class M_Player : MonoBehaviour
|
||||
);
|
||||
|
||||
}
|
||||
// void OnAnimatorMove()//Unity的回调函数,这样做能解决模型无法转向的问题,每帧调用一次
|
||||
// {
|
||||
// m_rigidbody.MovePosition(m_rigidbody.position + faceDir*M_Animator.deltaPosition.magnitude*Vector2.right);
|
||||
// Debug.Log(M_Animator.deltaPosition.magnitude);
|
||||
// //m_RigidBody.MoveRotation(m_Rotation);//当物体有物理组件rigidbody的时候,再修改位置和旋转信息就不要用transfrom了,用刚体自带的Move等方法
|
||||
// }
|
||||
|
||||
|
||||
//监听投掷按键的函数
|
||||
public void OnThrow(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.started)//如果按下投掷键,表示可以开始控制角度了
|
||||
@ -108,9 +119,11 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//监听修改投掷角度的函数
|
||||
public void OnAdjustTheAngle(InputAction.CallbackContext context)
|
||||
{throwingAngleDir = context.ReadValue<float>();}//把收到的轴的值交给角度变化的大小和方向
|
||||
|
||||
//控制投掷相关的具体函数
|
||||
private void Throw()
|
||||
{
|
||||
//Debug.Log("我投出手上拿着的东西了");
|
||||
@ -133,6 +146,7 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//监听交互按键的函数
|
||||
public void OnInteraction(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.started)
|
||||
@ -154,6 +168,7 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//监听打电码的函数
|
||||
public void OnCoding(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.canceled)
|
||||
@ -173,6 +188,7 @@ public class M_Player : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
//使自身进入投掷状态的函数
|
||||
public void EnterThrowingState()
|
||||
{
|
||||
throwingState = true;//修改自身记录状态变量,表示正式进入投掷状态
|
||||
@ -181,9 +197,11 @@ public class M_Player : MonoBehaviour
|
||||
//2.动画相关
|
||||
//
|
||||
}
|
||||
|
||||
//等待完善投掷系统
|
||||
public void QuitThrowingsState(){}
|
||||
|
||||
//绘制曲线的函数,非常🐂
|
||||
//绘制投掷曲线的函数,非常🐂
|
||||
public void DrawPath()
|
||||
{
|
||||
//
|
||||
@ -208,6 +226,5 @@ public class M_Player : MonoBehaviour
|
||||
line.SetPosition(i, segments[i]); //把算好的点传入线的点集
|
||||
}
|
||||
}
|
||||
//
|
||||
|
||||
}
|
||||
|
@ -7,6 +7,7 @@ using UnityEngine;
|
||||
使用方式:将类挂载到需要视差的背景上,将主摄像机赋值给Cam,调节视差率即可
|
||||
注意 移动的背景一定要比不移动的面积大
|
||||
*/
|
||||
//视差类,霄酱写的🤔
|
||||
public class Parallax : MonoBehaviour
|
||||
{
|
||||
|
||||
|
@ -4,6 +4,7 @@ using UnityEngine;
|
||||
|
||||
public class ScreenShader : MonoBehaviour
|
||||
{
|
||||
//大概是镜子的反射类?妈的这样写谁看得懂?操你妈 F U C K Y O U
|
||||
public Material material;
|
||||
private void OnRenderImage(RenderTexture source,RenderTexture destination){
|
||||
Graphics.Blit(source, destination, material);
|
||||
|
@ -11,17 +11,18 @@ AnimatorStateMachine:
|
||||
m_ChildStates:
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: 1259281646917324526}
|
||||
m_Position: {x: 140, y: 120, z: 0}
|
||||
m_Position: {x: 210, y: 120, z: 0}
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: 3926615483802031973}
|
||||
m_Position: {x: -10, y: 60, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
m_AnyStateTransitions: []
|
||||
m_EntryTransitions: []
|
||||
m_EntryTransitions:
|
||||
- {fileID: 351989570621910821}
|
||||
m_StateMachineTransitions: {}
|
||||
m_StateMachineBehaviours: []
|
||||
m_AnyStatePosition: {x: -110, y: -30, z: 0}
|
||||
m_EntryPosition: {x: -60, y: 180, z: 0}
|
||||
m_EntryPosition: {x: -40, y: 190, z: 0}
|
||||
m_ExitPosition: {x: 800, y: 120, z: 0}
|
||||
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
||||
m_DefaultState: {fileID: 1259281646917324526}
|
||||
@ -47,6 +48,20 @@ AnimatorController:
|
||||
m_IKPass: 0
|
||||
m_SyncedLayerAffectsTiming: 0
|
||||
m_Controller: {fileID: 9100000}
|
||||
--- !u!1109 &351989570621910821
|
||||
AnimatorTransition:
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name:
|
||||
m_Conditions: []
|
||||
m_DstStateMachine: {fileID: 0}
|
||||
m_DstState: {fileID: 3926615483802031973}
|
||||
m_Solo: 0
|
||||
m_Mute: 0
|
||||
m_IsExit: 0
|
||||
serializedVersion: 1
|
||||
--- !u!1102 &1259281646917324526
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
|
@ -2,7 +2,7 @@
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!1102 &-5481511477900700387
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 5
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
@ -28,7 +28,7 @@ AnimatorState:
|
||||
m_TimeParameter:
|
||||
--- !u!1102 &-3660802073315185107
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 5
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
@ -76,7 +76,7 @@ AnimatorController:
|
||||
m_Controller: {fileID: 9100000}
|
||||
--- !u!1102 &429271347515795469
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 5
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
@ -102,7 +102,7 @@ AnimatorState:
|
||||
m_TimeParameter:
|
||||
--- !u!1107 &2735281586871154179
|
||||
AnimatorStateMachine:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 5
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
@ -114,13 +114,13 @@ AnimatorStateMachine:
|
||||
m_Position: {x: 200, y: 0, z: 0}
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: -5481511477900700387}
|
||||
m_Position: {x: 300, y: 60, z: 0}
|
||||
m_Position: {x: 235, y: 65, z: 0}
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: 5671058436772492650}
|
||||
m_Position: {x: 430, y: 130, z: 0}
|
||||
m_Position: {x: 270, y: 130, z: 0}
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: 8033208513622415575}
|
||||
m_Position: {x: 390, y: 190, z: 0}
|
||||
m_Position: {x: 305, y: 195, z: 0}
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: 429271347515795469}
|
||||
m_Position: {x: 340, y: 260, z: 0}
|
||||
@ -145,7 +145,7 @@ AnimatorStateMachine:
|
||||
m_DefaultState: {fileID: 8147200386770861203}
|
||||
--- !u!1102 &4290427244686223265
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 5
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
@ -171,7 +171,7 @@ AnimatorState:
|
||||
m_TimeParameter:
|
||||
--- !u!1102 &5671058436772492650
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 5
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
@ -197,7 +197,7 @@ AnimatorState:
|
||||
m_TimeParameter:
|
||||
--- !u!1102 &8033208513622415575
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 5
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
@ -223,7 +223,7 @@ AnimatorState:
|
||||
m_TimeParameter:
|
||||
--- !u!1102 &8147200386770861203
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 5
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
@ -249,7 +249,7 @@ AnimatorState:
|
||||
m_TimeParameter:
|
||||
--- !u!1102 &8438016665438056779
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 5
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
|
@ -259,6 +259,15 @@ AnimationClip:
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.23333333
|
||||
value: {x: 0, y: 0, z: 65.976}
|
||||
inSlope: {x: 0, y: 0, z: 80.299095}
|
||||
outSlope: {x: 0, y: 0, z: 80.299095}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.5
|
||||
value: {x: 0, y: 0, z: 82.775}
|
||||
@ -278,7 +287,7 @@ AnimationClip:
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.8333333
|
||||
time: 0.8666667
|
||||
value: {x: 0, y: 0, z: 80.733}
|
||||
inSlope: {x: 0, y: 0, z: 0}
|
||||
outSlope: {x: 0, y: 0, z: 0}
|
||||
@ -357,7 +366,7 @@ AnimationClip:
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.8333333
|
||||
time: 0.8666667
|
||||
value: {x: 0, y: 0, z: -23.283}
|
||||
inSlope: {x: 0, y: 0, z: 163.224}
|
||||
outSlope: {x: 0, y: 0, z: 163.224}
|
||||
@ -601,14 +610,14 @@ AnimationClip:
|
||||
- serializedVersion: 3
|
||||
time: 0.6666667
|
||||
value: {x: 0, y: 0, z: -168.265}
|
||||
inSlope: {x: 0, y: 0, z: 122.43}
|
||||
outSlope: {x: 0, y: 0, z: 122.43}
|
||||
inSlope: {x: 0, y: 0, z: 111.29999}
|
||||
outSlope: {x: 0, y: 0, z: 111.29999}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.8333333
|
||||
time: 0.8666667
|
||||
value: {x: 0, y: 0, z: -152.187}
|
||||
inSlope: {x: 0, y: 0, z: 0}
|
||||
outSlope: {x: 0, y: 0, z: 0}
|
||||
@ -969,7 +978,7 @@ AnimationClip:
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.8333333
|
||||
time: 0.8666667
|
||||
value: {x: 1.8169591, y: -0.019465405, z: 0}
|
||||
inSlope: {x: 0, y: 0, z: 0}
|
||||
outSlope: {x: 0, y: 0, z: 0}
|
||||
@ -1256,14 +1265,14 @@ AnimationClip:
|
||||
- serializedVersion: 3
|
||||
time: 0.75
|
||||
value: {x: 0.6054773, y: 0.87830406, z: 0}
|
||||
inSlope: {x: 0, y: 0.91338146, z: 0}
|
||||
outSlope: {x: 0, y: 0.91338146, z: 0}
|
||||
inSlope: {x: 0, y: 0.7611511, z: 0}
|
||||
outSlope: {x: 0, y: 0.7611511, z: 0}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.8333333
|
||||
time: 0.8666667
|
||||
value: {x: 0.66883564, y: 0.9416353, z: 0}
|
||||
inSlope: {x: 0, y: 0, z: 0}
|
||||
outSlope: {x: 0, y: 0, z: 0}
|
||||
@ -1400,36 +1409,81 @@ AnimationClip:
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.13333334
|
||||
value: {x: 0.48, y: 4.17, z: 0}
|
||||
inSlope: {x: 3.6600075, y: 0.45454094, z: 0}
|
||||
outSlope: {x: 3.6600075, y: 0.45454094, z: 0}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.23333333
|
||||
value: {x: 0.22525907, y: 4.221789, z: 0}
|
||||
inSlope: {x: 0.17594665, y: 0, z: 0}
|
||||
outSlope: {x: 0.17594665, y: 0, z: 0}
|
||||
value: {x: 1.04, y: 4.21, z: 0}
|
||||
inSlope: {x: 5.018182, y: 0, z: 0}
|
||||
outSlope: {x: 5.018182, y: 0, z: 0}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.31666666
|
||||
value: {x: 1.4, y: 4.18, z: 0}
|
||||
inSlope: {x: 4.56, y: -0.72000504, z: 0}
|
||||
outSlope: {x: 4.56, y: -0.72000504, z: 0}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.4
|
||||
value: {x: 1.8, y: 4.04, z: 0}
|
||||
inSlope: {x: 1.7454555, y: -1.2545443, z: 0}
|
||||
outSlope: {x: 1.7454555, y: -1.2545443, z: 0}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.5
|
||||
value: {x: 0.27397153, y: 4.11267, z: 0}
|
||||
inSlope: {x: 0, y: 0, z: 0}
|
||||
outSlope: {x: 0, y: 0, z: 0}
|
||||
value: {x: 1.88, y: 3.95, z: 0}
|
||||
inSlope: {x: 1.2000006, y: 0, z: 0}
|
||||
outSlope: {x: 1.2000006, y: 0, z: 0}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.6666667
|
||||
value: {x: 2.36, y: 4.12, z: 0}
|
||||
inSlope: {x: 3.4, y: 0.80000305, z: 0}
|
||||
outSlope: {x: 3.4, y: 0.80000305, z: 0}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
- serializedVersion: 3
|
||||
time: 0.75
|
||||
value: {x: 0.22998485, y: 4.2034197, z: 0}
|
||||
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Loading…
x
Reference in New Issue
Block a user