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New agent movement controller #37

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@SebastianMeinberger SebastianMeinberger commented Jan 23, 2022

The ThirdPersonCharacterController from the Unity standart assets is no longer used. Instead, all movment is handeld directly by the Unity native NavmeshAgent. The only thing that has to be handeld seperatly is the updating of animations, which is done by the new AgentAnimationUpdater.

The AgentAnimationUpdater can handle every animator and animation, as long as idle,walking and running is done via one blend tree that uses a parameter called "Speed". This includes for example the animator from the Starter Assets Controller or from the deprecated Standart Assets.

Other animation parameters than speed are currently not updated, therfore more complex blend trees will work, but can only utelise states that can be reached from changing only the speed parameter.

The standard assets are now completly removed, but if whished, they can be installed by indivudal users through the asset store in order to use their animations.

This PR depents on PR #34

Closes #36

Danylo Bekhter added 30 commits October 7, 2021 13:22
One folder for basic tasks and one folder for complex tasks
Complex agent tasks include subtasks
It's not working perfectly yet
...which makes use of subtasks instead of coroutines
This way, code repetition for subtask queue management is avoided. Still, Execute() and Update() functionality is extendible using override thanks to the virtual property of these methods. Nevertheless, encapsulation is provided thanks to protected attributes and methods.
…pdate() and Execute() functions when they are not needed
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ThirdPersonCharacter is Oudated
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