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Iglesias -- +// This script ensures correct animation display when mixing upper and lower body animations using Unity Avatar Masks. +// Attach this script to the 'B-spineProxy' transform, which is a sibling of the 'B-hips' bone. +// In the 'originalSpine' field, assign the 'B-spine' bone (child of 'B-hips' and parent of 'B-chest'). +// By default it will automatically find the 'B-spine' and assign it to the 'originalSpine' field (OnValidate). +// When using a different character rig, manually assign the corresponding spine bone to the 'originalSpine' field and recreate +// 'Rig > B-root > B-spine' structure in your character hierarchy with empty GameObjects. + +// More information: https://www.keviniglesias.com/spine-proxy.html +// Contact Support: support@keviniglesias.com + +using UnityEngine; + +namespace KevinIglesias +{ + public class SpineProxy : MonoBehaviour + { + //Assign 'B-spine' (or equivalent) here: + [SerializeField] private Transform originalSpine; + + private Quaternion rotationOffset = Quaternion.identity; + +#if UNITY_EDITOR + //Attempting to find the original spine bone. + void OnValidate() + { + if(originalSpine == null) + { + Transform parent = transform.parent; + if(parent != null) + { + Transform hips = parent.Find("B-hips"); + if(hips != null) + { + Transform spine = hips.Find("B-spine"); + if(spine != null) + { + originalSpine = spine; + } + } + } + } + } +#endif + + //Match correct orientation on different character rigs + void Awake() + { + if(originalSpine != null) + {//originalSpine.rotation must be the default rotation in your character T-pose when this happens: + rotationOffset = Quaternion.Inverse(transform.rotation) * originalSpine.rotation; + } + } + + //Copy rotations from spine proxy bone to the original spine bone. + void LateUpdate() + { + if(originalSpine == null) + { + return; + } + originalSpine.rotation = transform.rotation * rotationOffset; + } + } +} diff --git a/Assets/Kevin Iglesias/Human 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("Smoothness", Range(0,1)) = 0.5 + _SpecStrength ("Specular Strength", Range(0,2)) = 1 + + _UVRotation ("UV Rotation", Float) = 0 + } + + SubShader + { + Tags { "RenderType"="Opaque" } + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + sampler2D _MainTex; + float4 _MainTex_ST; + fixed4 _Color; + + float4 _LightDir; + fixed4 _LightColor; + float _Ambient; + float _Metallic; + float _Smoothness; + float _SpecStrength; + + float _UVRotation; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float3 normalWS : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float2 uv : TEXCOORD2; + }; + + v2f vert(appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.normalWS = UnityObjectToWorldNormal(v.normal); + o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + float2 uv = v.uv; + + // Rotate around real UV center + float angle = radians(_UVRotation); + float s = sin(angle); + float c = cos(angle); + + float2 pivot = float2(0.5, 0.5); + + uv -= pivot; + uv = float2( + uv.x * c - uv.y * s, + uv.x * s + uv.y * c + ); + uv += pivot; + + // Apply texture tiling + offset AFTER rotation + o.uv = uv * _MainTex_ST.xy + _MainTex_ST.zw; + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + fixed4 tex = tex2D(_MainTex, i.uv) * _Color; + + float3 N = normalize(i.normalWS); + float3 L = normalize(_LightDir.xyz); + float3 V = normalize(_WorldSpaceCameraPos - i.worldPos); + float3 H = normalize(L + V); + + float NdotL = saturate(dot(N, L)); + float NdotH = saturate(dot(N, H)); + + float specPower = lerp(8.0, 256.0, _Smoothness); + float spec = pow(NdotH, specPower) * _SpecStrength; + + float3 dielectricSpec = float3(0.04, 0.04, 0.04); + float3 metalSpec = tex.rgb; + + float3 specColor = lerp(dielectricSpec, metalSpec, _Metallic); + + float3 diffuseColor = tex.rgb * (1.0 - _Metallic); + + float3 diffuse = + diffuseColor * + _LightColor.rgb * + (_Ambient + NdotL); + + float3 specular = + specColor * + _LightColor.rgb * + spec * + NdotL; + + float3 finalColor = diffuse + specular; + + return fixed4(finalColor, tex.a); + } + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/Kevin Iglesias/Human Animations/Unity Demo Scenes/Human Melee Animations/Shaders/HumanMeleeAnimationsScene.shader.meta b/Assets/Kevin Iglesias/Human Animations/Unity Demo Scenes/Human Melee Animations/Shaders/HumanMeleeAnimationsScene.shader.meta new file mode 100644 index 0000000..d11c943 --- /dev/null +++ b/Assets/Kevin Iglesias/Human Animations/Unity Demo Scenes/Human Melee Animations/Shaders/HumanMeleeAnimationsScene.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 7d525b5cde79af04391bdc19690dafce +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 151650 + 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assetPath: Assets/Kevin Iglesias/Human Animations/Unity Demo Scenes/Human Melee + Animations/Textures/HumanMeleeAnimationsTexture.png + uploadId: 909592 diff --git a/Assets/Scenes/GameScene.unity b/Assets/Scenes/GameScene.unity index 6242db3..15c311e 100644 --- a/Assets/Scenes/GameScene.unity +++ b/Assets/Scenes/GameScene.unity @@ -3661,7 +3661,7 @@ Rigidbody: m_UseGravity: 1 m_IsKinematic: 0 m_Interpolate: 0 - m_Constraints: 0 + m_Constraints: 112 m_CollisionDetection: 0 --- !u!114 &438681047 MonoBehaviour: @@ -3689,7 +3689,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 88407b9f9a6654436b641cce64611731, type: 3} m_Name: m_EditorClassIdentifier: Assembly-CSharp::EnemyAI - currentState: 1 + currentState: 0 detectionRange: 10 loseRange: 15 playerTag: Player @@ -651835,6 +651835,22 @@ PrefabInstance: propertyPath: m_Name value: Skin_1 objectReference: {fileID: 0} + - target: {fileID: 7357282918109969512, guid: 935264455f4b40f4ab5ea045bf9d7a3c, type: 3} + propertyPath: m_Controller + value: + objectReference: {fileID: 9100000, guid: 00743b1e9c8fd4b80b6bd2205c49690a, type: 2} + - target: {fileID: 7357282918109969512, guid: 935264455f4b40f4ab5ea045bf9d7a3c, type: 3} + propertyPath: m_UpdateMode + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 7357282918109969512, guid: 935264455f4b40f4ab5ea045bf9d7a3c, type: 3} + propertyPath: m_CullingMode + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 7357282918109969512, guid: 935264455f4b40f4ab5ea045bf9d7a3c, type: 3} + propertyPath: m_AnimatePhysics + value: 1 + objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] diff --git a/Assets/Scripts/EnemyAI.cs b/Assets/Scripts/EnemyAI.cs index 0dfc0eb..42a8aa1 100644 --- a/Assets/Scripts/EnemyAI.cs +++ b/Assets/Scripts/EnemyAI.cs @@ -28,17 +28,31 @@ public class EnemyAI : MonoBehaviour [SerializeField] private float wanderTimeout = 7f; private NavMeshAgent agent; + private Animator anim; private Transform playerTransform; private bool isWandering = false; void Start() { agent = GetComponent(); + anim = GetComponent(); // 負荷軽減のため、AIの思考ループをコルーチンで開始(毎フレーム Update で処理しない) StartCoroutine(AILoop()); } + void Update() + { + // 1. NavMeshAgentの現在の速度(Vector3)の「大きさ(長さ)」を計算してフロート値にする + // これにより、前後左右どの向きに動いていても「進んでいるスピード」が正の数値として取れます + float currentSpeed = agent.velocity.magnitude; + + Debug.Log($"[アニメデバッグ] 敵の計算速度: {currentSpeed:F2} | Animatorコンポーネント: {anim != null}"); + + // 2. Animatorの"Speed"パラメーターに数値を送る + anim.SetFloat("Speed", currentSpeed); + } + // AIの意思決定を行うメインループ(0.2秒ごとに実行して負荷を劇的に下げる) private IEnumerator AILoop() { diff --git a/Assets/XR/AndroidXR/AndroidXRSettingsInitializer b/Assets/XR/AndroidXR/AndroidXRSettingsInitializer index ba1ef72..f9a9372 100644 --- a/Assets/XR/AndroidXR/AndroidXRSettingsInitializer +++ b/Assets/XR/AndroidXR/AndroidXRSettingsInitializer @@ -11,5 +11,5 @@ MonoBehaviour: m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: d7e9a0ba2b7f40ebbb3dad8385aa807b, type: 3} m_Name: - m_EditorClassIdentifier: + m_EditorClassIdentifier: Unity.XR.AndroidOpenXR.Editor::UnityEditor.XR.OpenXR.Features.Android.AndroidXRSettingsInitializer isInitialized: 0 diff --git a/Assets/XR/Settings/OpenXRPackageSettings.asset b/Assets/XR/Settings/OpenXRPackageSettings.asset index 3343cf2..a00ada1 100644 --- a/Assets/XR/Settings/OpenXRPackageSettings.asset +++ b/Assets/XR/Settings/OpenXRPackageSettings.asset @@ -377,7 +377,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 90ae1e8c3c7a542bba339faf2e771c5a, type: 3} - m_Name: AndroidXRSupportFeature Standalone + m_Name: AndroidXRSupportFeature Android m_EditorClassIdentifier: Unity.XR.AndroidOpenXR::UnityEngine.XR.OpenXR.Features.Android.AndroidXRSupportFeature m_enabled: 0 nameUi: Android XR Support @@ -1240,7 +1240,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 6c36843bac48b29469f79baf3c98f9b6, type: 3} - m_Name: AndroidXRHandMeshData Standalone + m_Name: AndroidXRHandMeshData Android m_EditorClassIdentifier: Unity.XR.AndroidOpenXR::UnityEngine.XR.OpenXR.Features.Android.AndroidXRHandMeshData m_enabled: 0 nameUi: 'Android XR: Hand Mesh Data' @@ -2101,7 +2101,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 12d3bf61b014a48a2b7564c61da9d7ad, type: 3} - m_Name: AndroidXRPerformanceMetrics Standalone + m_Name: AndroidXRPerformanceMetrics Android m_EditorClassIdentifier: Unity.XR.AndroidOpenXR::UnityEngine.XR.OpenXR.Features.Android.AndroidXRPerformanceMetrics m_enabled: 0 nameUi: Android XR Performance Metrics