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using System.Collections;
public enum MovementMode
{
Human,
Zombie
}
[AddComponentMenu("Root Motion Character")]
public class RootMotionCharacter : MonoBehaviour
{
public float turningSpeed = 90f;
public RootMotionComputer computer;
public CharacterController character;
public MovementMode mode = MovementMode.Human;
void Start()
{
// validate component references
if (computer == null) computer = GetComponent(typeof(RootMotionComputer)) as
RootMotionComputer;
if (character == null) character = GetComponent(typeof(CharacterController))
as CharacterController;
// tell the computer to just output values but not apply motion
computer.applyMotion = false;
// tell the computer that this script will manage its execution
computer.isManagedExternally = true;
// since we are using a character controller, we only want the z translation
output
computer.computationMode = RootMotionComputationMode.ZTranslation;
// initialize the computer
computer.Initialize();
// set up properties for the animations
animation["idle"].layer = 0; animation["idle"].wrapMode = WrapMode.Loop;
animation["walk"].layer = 1; animation["walk"].wrapMode = WrapMode.Loop;
animation["run"].layer = 1; animation["run"].wrapMode = WrapMode.Loop;
animation["zombiewalk"].layer = 2; animation["zombiewalk"].wrapMode = ;
WrapMode.Loop
animation.Play("idle");
}
void Update()
{
float targetMovementWeight = 0f;
float throttle = 0f;
// turning keys
if (Input.GetKey(KeyCode.A)) transform.Rotate(Vector3.down,
if (Input.GetKey(KeyCode.D)) transform.Rotate(Vector3.up,
turningSpeed*Time.deltaTime);
turningSpeed*Time.deltaTime);
// forward movement keys
// ensure that the locomotion animations always blend from idle to moving at
the beginning of their cycles
if (Input.GetKeyDown(KeyCode.W) &&
(animation["walk"].weight == 0f || animation["run"].weight == 0f))
{
animation["walk"].normalizedTime = 0f;
animation["run"].normalizedTime = 0f;
}
if (Input.GetKey(KeyCode.W))
{
targetMovementWeight = 1f;
}
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
throttle = 1f;
// blend in the movement
if (mode == MovementMode.Human)
{
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