Added 3D player model, added better cam movement
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36
Assets/Scripts/Behaviours/ChoppingBehaviour.cs
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36
Assets/Scripts/Behaviours/ChoppingBehaviour.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ChoppingBehaviour : StateMachineBehaviour
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{
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// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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Debug.Log("Started animation " + stateInfo.ToString());
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}
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// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
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//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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Debug.Log("Stopped animation " + stateInfo.ToString());
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}
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// OnStateMove is called right after Animator.OnAnimatorMove()
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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// // Implement code that processes and affects root motion
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//}
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// OnStateIK is called right after Animator.OnAnimatorIK()
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//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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// // Implement code that sets up animation IK (inverse kinematics)
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//}
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}
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11
Assets/Scripts/Behaviours/ChoppingBehaviour.cs.meta
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11
Assets/Scripts/Behaviours/ChoppingBehaviour.cs.meta
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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