Removed footstep sounds and cleaned up falling animation a bit. The footstep sounds have got a bit annoying and have to take a break until we get better sound effects for the game. Will come back soon but maybe less prominent. To disable the footstep sounds, I simply disabled the script that created the sounds on the main player prefab being used now, PlayerVariation.
Falling and turning animations have always been a bit of a bother in how they didn't quite work how I want them to. For now the turning animations have mostly been removed (might be added back in the future, maybe a blend tree between turning and idle that has a smooth slider between the two... that actually sounds pretty nice).
Additionally two new files for falling animation were added. before the player's feet would lock together during the falling animation. Now the falling animation has two phases (controlled by the PropHunt.Character.CharacterAnimator file at Assets\Scripts\Character\CharacterAnimator.cs). Falling and Long Falling. Falling represents whenever the player's feet leave the ground, their knees bend and arms start trying to make them balance. Long Falling is after the player has been falling for a longer threshold of time (right now 1.5 seconds) they start to lean forward and face towards the ground with their arms stretched out in front of them. Just a start for now, many more ideas to improve the animation in the future and make the player experience smoother.
How Has This Been Tested?
Has been tested locally to ensure that the animator has the expected result when running around the basic big fans level.
Checklist:
[x] My code follows the style guidelines of this project
[x] I have performed a self-review of my own code
[x] I have commented my code, particularly in hard-to-understand areas
[x] I have made corresponding changes to the documentation
Description
Removed footstep sounds and cleaned up falling animation a bit. The footstep sounds have got a bit annoying and have to take a break until we get better sound effects for the game. Will come back soon but maybe less prominent. To disable the footstep sounds, I simply disabled the script that created the sounds on the main player prefab being used now, PlayerVariation.
Falling and turning animations have always been a bit of a bother in how they didn't quite work how I want them to. For now the turning animations have mostly been removed (might be added back in the future, maybe a blend tree between turning and idle that has a smooth slider between the two... that actually sounds pretty nice).
Additionally two new files for falling animation were added. before the player's feet would lock together during the falling animation. Now the falling animation has two phases (controlled by the PropHunt.Character.CharacterAnimator file at Assets\Scripts\Character\CharacterAnimator.cs). Falling and Long Falling. Falling represents whenever the player's feet leave the ground, their knees bend and arms start trying to make them balance. Long Falling is after the player has been falling for a longer threshold of time (right now 1.5 seconds) they start to lean forward and face towards the ground with their arms stretched out in front of them. Just a start for now, many more ideas to improve the animation in the future and make the player experience smoother.
How Has This Been Tested?
Has been tested locally to ensure that the animator has the expected result when running around the basic big fans level.
Checklist: