update こけたときの跳ね軌道を AnimationCurve方式に変更
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8297c1e493
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@ -550,6 +550,39 @@ MonoBehaviour:
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m_PreInfinity: 2
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m_PreInfinity: 2
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m_PostInfinity: 0
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m_PostInfinity: 0
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m_RotationOrder: 4
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m_RotationOrder: 4
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hitAnimationCurve:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 1
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inSlope: 6.026828
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outSlope: 6.026828
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tangentMode: 0
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weightedMode: 0
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inWeight: 0
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outWeight: 0.08312589
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- serializedVersion: 3
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time: 0.30518538
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value: 1.9853464
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 1
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value: 0
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inSlope: -2.3362193
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outSlope: -2.3362193
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tangentMode: 0
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weightedMode: 0
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inWeight: 0.05080726
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outWeight: 0
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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level1: {fileID: 775281020594132328}
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level1: {fileID: 775281020594132328}
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level2: {fileID: 7545235244005095164}
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level2: {fileID: 7545235244005095164}
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level3: {fileID: 3741799588110921262}
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level3: {fileID: 3741799588110921262}
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@ -12,6 +12,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
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[SerializeField] private float hitTime = 1.5f;
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[SerializeField] private float hitTime = 1.5f;
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[SerializeField] private float hitWaitTime = 1f;
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[SerializeField] private float hitWaitTime = 1f;
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[SerializeField] private AnimationCurve jumpAnimationCurve;
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[SerializeField] private AnimationCurve jumpAnimationCurve;
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[SerializeField] private AnimationCurve hitAnimationCurve;
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[SerializeField] private GameObject level1;
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[SerializeField] private GameObject level1;
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[SerializeField] private GameObject level2;
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[SerializeField] private GameObject level2;
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[SerializeField] private GameObject level3;
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[SerializeField] private GameObject level3;
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@ -91,8 +92,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
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var diffHeight = transform.localPosition.y - basePos.y;
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var diffHeight = transform.localPosition.y - basePos.y;
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jumpCoroutine = this.CallLerp(diffHeight == 0f ? 0f : fallTime, t =>
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jumpCoroutine = this.CallLerp(diffHeight == 0f ? 0f : fallTime, t =>
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{
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{
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var half = 0.5f + t / 2;
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transform.SetLocalPositionY(basePos.y + hitAnimationCurve.Evaluate(t) * diffHeight);
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transform.SetLocalPositionY(basePos.y + Mathf.Sin(Mathf.PI * half) * diffHeight);
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}, () =>
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}, () =>
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{
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{
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isJump = false;
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isJump = false;
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