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- boneName: bip L Toe0
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rotation: {x: 0, y: -0, z: -0.7071063, w: 0.70710725}
scale: {x: 1, y: 1, z: 1}
- name: bip Pelvis
parentName: bip
position: {x: -0, y: 0, z: 0}
rotation: {x: 0.5, y: -0.5, z: -0.5, w: -0.5}
scale: {x: 1, y: 1, z: 1}
- name: bip R Thigh
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rotation: {x: 0, y: 1, z: 0, w: -0.00000004371139}
scale: {x: 1.0000001, y: 1.0000002, z: 1.0000004}
- name: bip R Calf
parentName: bip R Thigh
position: {x: -0.3929408, y: -0.0000000023841857, z: 0.000000019073486}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 0.9999999, z: 0.9999998}
- name: bip R Foot
parentName: bip R Calf
position: {x: -0.435107, y: 0.0000000047683715, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1.0000002, z: 1}
- name: bip R Toe0
parentName: bip R Foot
position: {x: -0.09391959, y: 0.15456937, z: 0.0015977478}
rotation: {x: 0, y: 0, z: 0.7071068, w: -0.7071068}
scale: {x: 1.0000002, y: 0.9999998, z: 1.0000004}
- name: bip R Toe0Nub
parentName: bip R Toe0
position: {x: -0.06739686, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1.0000001, z: 1.0000001}
- name: bip Spine
parentName: bip Pelvis
position: {x: -0.078311995, y: 0.009816911, z: 0.00000004092304}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: bip Spine1
parentName: bip Spine
position: {x: -0.21190566, y: -0.00020587444, z: -5.5104465e-10}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1.0000001, z: 1.0000001}
- name: bip R Clavicle
parentName: bip Spine1
position: {x: -0.26412544, y: -0.00043190003, z: -0.048220057}
rotation: {x: 0.7071068, y: -0.000000030908623, z: 0.7071068, w: -0.000000030908623}
scale: {x: 1.0000004, y: 1.0000002, z: 1.0000001}
- name: bip R UpperArm
parentName: bip R Clavicle
position: {x: -0.13903283, y: 0.000000019073486, z: 0.00000015258789}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1.0000002, z: 1.0000004}
- name: bip R Forearm
parentName: bip R UpperArm
position: {x: -0.2653607, y: -0.000000009536743, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000008, y: 1.0000005, z: 1.0000006}
- name: bip R Hand
parentName: bip R Forearm
position: {x: -0.26020524, y: 0.000000019073486, z: -0.00000015258789}
rotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068}
scale: {x: 1.0000006, y: 1.0000005, z: 1.0000001}
- name: bip R Finger0
parentName: bip R Hand
position: {x: -0.05617321, y: 0.026529998, z: 0.06027069}
rotation: {x: 0, y: 0.38268346, z: 0, w: 0.9238795}
scale: {x: 1.0000006, y: 1.0000005, z: 1.0000002}
- name: bip R Finger01
parentName: bip R Finger0
position: {x: -0.0477573, y: -0.000000019073486, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000002, y: 1, z: 1.0000001}
- name: bip R Finger0Nub
parentName: bip R Finger01
position: {x: -0.047757376, y: 0.000000019073486, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: -1.0000001, y: -1, z: -1}
- name: bip R Finger1
parentName: bip R Hand
position: {x: -0.12350139, y: -0.0068058777, z: 0.000430336}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000006, y: 1.0000007, z: 1.0000001}
- name: bip R Finger11
parentName: bip R Finger1
position: {x: -0.041452255, y: 0.00000015258789, z: -0.000000019073486}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999994, y: 1, z: 0.9999998}
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parentName: bip R Finger11
position: {x: -0.041452102, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: -1, y: -1, z: -1}
- name: bip Neck
parentName: bip Spine1
position: {x: -0.31976035, y: 0.030303802, z: 0.000000053765614}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1.0000001, z: 0.99999994}
- name: bip Head
parentName: bip Neck
position: {x: -0.05725357, y: 0, z: -1.4551915e-13}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: bip HeadNub
parentName: bip Head
position: {x: -0.22217315, y: 0, z: -3.6379787e-14}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1.0000001, z: 1}
- name: bip L Clavicle
parentName: bip Spine1
position: {x: -0.26412544, y: -0.00043218612, z: 0.048220046}
rotation: {x: 0.7071068, y: -0.000000030908623, z: -0.7071068, w: 0.000000030908623}
scale: {x: 1, y: 1.0000005, z: 1.0000005}
- name: bip L UpperArm
parentName: bip L Clavicle
position: {x: -0.13903283, y: -0.000000019073486, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999994, y: 1.0000002, z: 1.0000002}
- name: bip L Forearm
parentName: bip L UpperArm
position: {x: -0.2653607, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999994, y: 1.0000006, z: 1.0000005}
- name: bip L Hand
parentName: bip L Forearm
position: {x: -0.2602054, y: 0, z: 0.00000015258789}
rotation: {x: 0.7071068, y: 0, z: 0, w: -0.7071068}
scale: {x: 0.9999998, y: 1, z: 1.0000001}
- name: bip L Finger0
parentName: bip L Hand
position: {x: -0.05617313, y: 0.026529998, z: -0.06027069}
rotation: {x: 0, y: 0.3826835, z: 0, w: -0.9238795}
scale: {x: 1, y: 1.0000004, z: 1.0000006}
- name: bip L Finger01
parentName: bip L Finger0
position: {x: -0.0477573, y: 0.000000038146972, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1.0000006, z: 1.0000005}
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parentName: bip L Finger01
position: {x: -0.04775734, y: -0.000000019073486, z: 0.00000015258789}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: bip L Finger1
parentName: bip L Hand
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rotation: {x: 0, y: 0, z: 0, w: 1}
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parentName: bip L Finger1
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rotation: {x: 0, y: 0, z: 0, w: 1}
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rotation: {x: 0, y: 0, z: 0, w: 1}
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rotation: {x: 0, y: 0, z: 0, w: 1}
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scale: {x: -1, y: -1, z: -1}
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foreArmTwist: 0.5
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legTwist: 0.5
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace CityPeople
{
public class SwapAndToolController : MonoBehaviour
{
private Animator animator;
[Tooltip("Swap animation state name")]
public string swapState = "swap";
[Tooltip("Loop duration for tool animations")]
public float toolDuration = 5f;
[Tooltip("Reference to the ToolConfig asset containing clip-to-prefab mappings")]
public ToolConfig toolConfig;
[Tooltip("Name of the child transform to attach tools to (e.g. 'bip Xtra_tool')")]
public string attachPointName = "bip Xtra_tool";
private const float fadeDuration = 0.2f;
private float halfSwapTime;
private List<ToolConfig.ToolEntry> toolEntries;
private GameObject currentTool;
private Transform toolParent;
void Awake()
{
animator = GetComponent<Animator>();
// Calculate half of swap animation duration
float swapLength = GetClipLength(swapState) * 0.8f ;
halfSwapTime = swapLength * 0.5f;
// Prepare tool entries excluding swap state
toolEntries = toolConfig.entries
.Where(e => e.clipName != swapState)
.ToList();
// Find attach point anywhere in the hierarchy
toolParent = FindChildByName(transform, attachPointName)?.transform;
if (toolParent == null)
Debug.LogWarning($"SwapAndToolController: Attach point '{attachPointName}' not found in hierarchy.");
}
void Start()
{
StartCoroutine(PlayCycle());
}
IEnumerator PlayCycle()
{
while (true)
{
animator.CrossFade(swapState, fadeDuration);
yield return new WaitForSeconds(halfSwapTime);
if (currentTool != null)
Destroy(currentTool);
var entry = toolEntries[Random.Range(0, toolEntries.Count)];
if (entry.prefab != null && toolParent != null)
{
currentTool = Instantiate(entry.prefab, toolParent.position, toolParent.rotation, toolParent);
}
yield return new WaitForSeconds(halfSwapTime);
animator.CrossFade(entry.clipName, fadeDuration);
yield return new WaitForSeconds(toolDuration*2f);
}
}
/// <summary>
/// Recursively finds a child GameObject by name.
/// </summary>
public GameObject FindChildByName(Transform parent, string name)
{
foreach (Transform child in parent)
{
if (child.name == name)
return child.gameObject;
var result = FindChildByName(child, name);
if (result != null)
return result;
}
return null;
}
float GetClipLength(string stateName)
{
foreach (var clip in animator.runtimeAnimatorController.animationClips)
if (clip.name == stateName)
return clip.length;
return 0.5f;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace CityPeople
{
[CreateAssetMenu(menuName = "ScriptableObjects/ToolConfig")]
public class ToolConfig : ScriptableObject
{
[System.Serializable]
public class ToolEntry
{
[Tooltip("Animation clip state name")]
public string clipName;
[Tooltip("Prefab tool model")]
public GameObject prefab;
}
[Tooltip("List of clip-to-prefab mappings for tools")]
public List<ToolEntry> entries = new List<ToolEntry>();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace CityPeople
{
/// <summary>
/// Provides references to additional Unity objects that should be explicitly included during package export.
/// </summary>
/// <remarks> This helper script is only relevant for the developer of this package. The user is safe to delete this file.</remarks>
public class PackageExporterRefs : MonoBehaviour
{
[Header("Force Include These Objects")]
public GameObject[] extraPrefabs;
[Header("Force Include These Textures")]
public Texture[] textureVariants;
[Header("Force Include These Materials")]
public Material[] altMaterials;
[Header("Force Include These Animations")]
public AnimationClip[] extraAnims;
[Header("Documentation & Extras")]
// "Object" is the universal type. It accepts PDFs, Text, HTML, etc.
public Object[] extraFiles;
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
namespace CityPeople
{
public class CityPeople : MonoBehaviour
{
[SerializeField]
[Tooltip("Autoplay random animation clips")]
private bool AutoPlayAnimations = true;
[SerializeField]
[Tooltip("Show all available animations in console")]
private bool ShowAvailableAnimations = true;
[SerializeField]
[Tooltip("Overrides palette materials, skips other objects")]
private Material PaletteOverride;
public string CurrentPaletteName { get; private set; }
private AnimationClip[] myClips;
private Animator animator;
public const string people_pal_prefix = "people_pal";
private List<Renderer> _paletteMeshes;
private void Awake()
{
var AllRenderers = gameObject.GetComponentsInChildren<Renderer>();
_paletteMeshes = new List<Renderer>();
foreach (Renderer r in AllRenderers)
{
var matName = r.sharedMaterial.name;
var len = Math.Min(people_pal_prefix.Length, matName.Length);
if (matName[0..len] == CityPeople.people_pal_prefix)
{
_paletteMeshes.Add(r);
}
}
if (_paletteMeshes.Count > 0)
{
CurrentPaletteName = _paletteMeshes[0].sharedMaterial.name;
}
if (PaletteOverride != null)
{
SetPalette(PaletteOverride);
}
}
void Start()
{
animator = GetComponent<Animator>();
if (animator != null)
{
myClips = animator.runtimeAnimatorController.animationClips;
// Âèâîäèìî âñ³ äîñòóïí³ àí³ìàö³¿ â Console
if (ShowAvailableAnimations)
{
Debug.Log("=== Available animations for: " + gameObject.name + " ===");
for (int i = 0; i < myClips.Length; i++)
{
Debug.Log($"[{i}] {myClips[i].name} (length: {myClips[i].length:F2}s)");
}
Debug.Log("=== Total animations: " + myClips.Length + " ===");
}
if (AutoPlayAnimations)
{
PlayAnyClip();
StartCoroutine(ShuffleClips());
}
}
if (AutoPlayAnimations)
{
//collider for detect clicks near the character
CapsuleCollider collider = gameObject.AddComponent<CapsuleCollider>();
//average character dimentions
collider.center = new Vector3(0f, 0.8f, 0f);
collider.radius = 0.3f;
collider.height = 1.77f;
collider.direction = 1;
}
}
public void SetPalette(Material mat)
{
if (mat != null)
{
if (mat.name[0..people_pal_prefix.Length] == CityPeople.people_pal_prefix)
{
CurrentPaletteName = mat.name;
foreach (Renderer r in _paletteMeshes)
{
r.material = mat;
}
}
else
{
Debug.Log("Material name should start with 'palete_pal...' by convention.");
}
}
}
public void PlayAnyClip()
{
if (myClips.Length > 0)
{
var cl = myClips[Random.Range(0, myClips.Length)];
animator.CrossFadeInFixedTime(cl.name, 1.0f, -1, Random.value * cl.length);
}
else Debug.LogWarning("Missing animations clips.");
}
IEnumerator ShuffleClips()
{
while (true)
{
yield return new WaitForSeconds(15.0f + Random.value * 5.0f);
PlayAnyClip();
}
}
}
}

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