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awesome asset but mine is throwing this error
{
Debug.Log("Player Flying UP");
}
///Set Velocity do Move UP
flyDownInterpolate = 0f;
flyUpInterpolate += Time.deltaTime * flyUpDownSmooth;
flyUpInterpolate = Mathf.Clamp(flyUpInterpolate, 0f, 1f);
var vel = tpInput.cc._rigidbody.velocity;
vel.y = Mathf.Lerp(vel.y, flyUpSpeed, updownSmoothCurve.Evaluate(flyUpInterpolate));
tpInput.cc._rigidbody.velocity = vel;
///Set input Y to force character movement;
tpInput.cc.input.y = 1f;
///Change Action State to fly Down
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 4);
else if (flyDownInput.GetButton())//Conditions to Move Down
if (debugMode)
Debug.Log("Player Flying Down");
flyUpInterpolate = 0f;
flyDownInterpolate += Time.deltaTime * flyUpDownSmooth;
flyDownInterpolate = Mathf.Clamp(flyDownInterpolate, 0f, 1f);
vel.y = Mathf.Lerp(vel.y, flyDownSpeed, updownSmoothCurve.Evaluate(flyDownInterpolate));
///Set input Y to force charter movement;
tpInput.cc.input.y = -1f;
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 3);
else
///Reset Input Y and Character Vel Y;
tpInput.cc.input.y = 0f;
vel.y = Mathf.Lerp(vel.y, 0f, flyUpDownSmooth * Time.deltaTime);
if (isFlyingSprintState)
Debug.Log("Player Flying Sprint1");
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 2);
tpInput.cc.moveSpeed = flySprintForwardSpeed;
tpInput.cc.moveSpeed = flyForwardSpeed;
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 1);
Hey there HC. Purchased the Animations and imported them prior to importing your package. But none of the animations are assigned in the animation controller .
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awesome asset but mine is throwing this error
{
Debug.Log("Player Flying UP");
}
///Set Velocity do Move UP
flyDownInterpolate = 0f;
flyUpInterpolate += Time.deltaTime * flyUpDownSmooth;
flyUpInterpolate = Mathf.Clamp(flyUpInterpolate, 0f, 1f);
var vel = tpInput.cc._rigidbody.velocity;
vel.y = Mathf.Lerp(vel.y, flyUpSpeed, updownSmoothCurve.Evaluate(flyUpInterpolate));
tpInput.cc._rigidbody.velocity = vel;
///Set input Y to force character movement;
tpInput.cc.input.y = 1f;
///Change Action State to fly Down
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 4);
}
else if (flyDownInput.GetButton())//Conditions to Move Down
{
if (debugMode)
{
Debug.Log("Player Flying Down");
}
flyUpInterpolate = 0f;
flyDownInterpolate += Time.deltaTime * flyUpDownSmooth;
flyDownInterpolate = Mathf.Clamp(flyDownInterpolate, 0f, 1f);
var vel = tpInput.cc._rigidbody.velocity;
vel.y = Mathf.Lerp(vel.y, flyDownSpeed, updownSmoothCurve.Evaluate(flyDownInterpolate));
tpInput.cc._rigidbody.velocity = vel;
///Set input Y to force charter movement;
tpInput.cc.input.y = -1f;
///Change Action State to fly Down
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 3);
}
else
{
///Reset Input Y and Character Vel Y;
tpInput.cc.input.y = 0f;
flyDownInterpolate = 0f;
flyUpInterpolate = 0f;
var vel = tpInput.cc._rigidbody.velocity;
vel.y = Mathf.Lerp(vel.y, 0f, flyUpDownSmooth * Time.deltaTime);
tpInput.cc._rigidbody.velocity = vel;
if (isFlyingSprintState)
{
if (debugMode)
{
Debug.Log("Player Flying Sprint1");
}
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 2);
tpInput.cc.moveSpeed = flySprintForwardSpeed;
}
else
{
tpInput.cc.moveSpeed = flyForwardSpeed;
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 1);
Hey there HC. Purchased the Animations and imported them prior to importing your package. But none of the animations are assigned in the animation controller .