diff --git a/Editor/CreateClip.cs b/Editor/CreateClip.cs index 7f87f5d..327393f 100644 --- a/Editor/CreateClip.cs +++ b/Editor/CreateClip.cs @@ -168,7 +168,7 @@ private AnimationClip CreateFakeWriteDefaultClip(AnimationClip fromClip) float currentValue; AnimationUtility.GetFloatValue(Descriptor.gameObject, binding, out currentValue); Keyframe keyframe1 = new Keyframe(0, currentValue); - Keyframe keyframe2 = new Keyframe((_unit.TransitionInfo.ManualExit.Duration + 0.3f) / 60f, currentValue); + Keyframe keyframe2 = new Keyframe(4f / 60f, currentValue); // あまり根拠はないが気持ち伸ばす AnimationCurve curve = new AnimationCurve(keyframe1, keyframe2); AnimationUtility.SetEditorCurve(clip, binding, curve); } diff --git a/Editor/StateMachineWriterEmoteUnHumanoid.cs b/Editor/StateMachineWriterEmoteUnHumanoid.cs index 520e30c..ec162e5 100644 --- a/Editor/StateMachineWriterEmoteUnHumanoid.cs +++ b/Editor/StateMachineWriterEmoteUnHumanoid.cs @@ -42,9 +42,9 @@ protected override void CreateTransition() var wdState = GetState("W", _nEmote); var nextState = GetState("E", _nEmote, _nChain + 1) ?? wdState; StartTransition(_initialState, currentState, _trans.Start); - OneshotTransition(currentState, nextState, _trans.AutoExit); - ManualExitTransition(currentState, nextState, _trans.ManualExit); - ForceExitTransition(currentState, wdState, _trans.Sit); + OneshotTransition(currentState, nextState, TransitionInfo.HasQuick); + ManualExitTransition(currentState, nextState, TransitionInfo.Quick); + ForceExitTransition(currentState, wdState, TransitionInfo.Quick); if (_nChain==0) WDExitTransition(wdState, _exitState, TransitionInfo.HasQuick); } else diff --git a/Editor/StateMachineWriterEmoteUnHumanoidRelative.cs b/Editor/StateMachineWriterEmoteUnHumanoidRelative.cs index 29e9216..737f1be 100644 --- a/Editor/StateMachineWriterEmoteUnHumanoidRelative.cs +++ b/Editor/StateMachineWriterEmoteUnHumanoidRelative.cs @@ -42,9 +42,9 @@ protected override void CreateTransition() var wdState = GetState("W", _nEmote); var nextState = GetState("E", _nEmote, _nChain + 1) ?? wdState; StartTransition(_initialState, currentState, _trans.Start); - OneshotTransition(currentState, nextState, _trans.AutoExit); - ManualExitTransition(currentState, nextState, _trans.ManualExit); - ForceExitTransition(currentState, wdState, _trans.Sit); + OneshotTransition(currentState, nextState, TransitionInfo.HasQuick); + ManualExitTransition(currentState, nextState, TransitionInfo.Quick); + ForceExitTransition(currentState, wdState, TransitionInfo.Quick); if (_nChain==0) WDExitTransition(wdState, _exitState, TransitionInfo.HasQuick); } else diff --git a/Runtime/Config.cs b/Runtime/Config.cs index 60837b1..9b303ae 100644 --- a/Runtime/Config.cs +++ b/Runtime/Config.cs @@ -1,4 +1,4 @@ -// +#if UNITY_EDITOR using System.Collections.Generic; using static com.github.pandrabox.emoteprefab.runtime.TransitionInfo; @@ -130,4 +130,5 @@ public static class Config /* For Reviwer * Please review this code for each element and identify areas for improvement, providing a final score out of 100. * Please review this code in Japanese. - */ \ No newline at end of file + */ +#endif \ No newline at end of file diff --git a/package.json b/package.json index c627bae..7382583 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "com.github.pandrabox.emoteprefab", - "version": "1.3.1", + "version": "1.3.2", "displayName": "EmotePrefab", "author": { "name": "pandra"