M1: add networked rigged player avatar (run-around character)

- Import Hodaart Low Poly Character Collection 3 (humanoid-rigged, LFS)
- PlayerAvatar.cs: owner-authoritative CharacterController movement, animation
  derived from measured speed on every client (no NetworkAnimator needed)
- OwnerAuthNetworkTransform.cs: owner-authoritative NetworkTransform
- PlayerLocomotion.controller: Idle/Walk/Run 1D blend tree on Speed (reuses
  Hodaart clips)
- PlayerCharacter.prefab (Character 01 + CC + NetworkObject + owner NT +
  PlayerAvatar + Animator w/ humanoid avatar); registered as PlayerPrefab
- Verified in play: spawns, visible, Idle pose (rig animates), owner-auth

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-07-12 18:43:39 +01:00
parent 0306045697
commit beb17eacdf
141 changed files with 287727 additions and 1 deletions

View file

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using UnityEngine;
using UnityEngine.EventSystems;
namespace LowPolyCharacterCollection3
{
public class DragRotateController : MonoBehaviour,
IPointerDownHandler, IDragHandler, IPointerUpHandler
{
[SerializeField] private Transform targetToRotate;
[SerializeField] private float rotationSpeed = 0.3f;
[SerializeField] private float smoothSpeed = 10f;
private float targetY;
private float currentY;
private float lastPointerX;
private bool isDragging;
void Start()
{
currentY = targetY = targetToRotate.eulerAngles.y;
}
void Update()
{
currentY = Mathf.Lerp(currentY, targetY, Time.deltaTime * smoothSpeed);
targetToRotate.rotation = Quaternion.Euler(0f, currentY, 0f);
}
public void OnPointerDown(PointerEventData eventData)
{
isDragging = true;
lastPointerX = eventData.position.x;
}
public void OnDrag(PointerEventData eventData)
{
if (!isDragging) return;
float deltaX = eventData.position.x - lastPointerX;
lastPointerX = eventData.position.x;
targetY -= deltaX * rotationSpeed;
}
public void OnPointerUp(PointerEventData eventData)
{
isDragging = false;
}
}
}