maint: deleted old and now unused movement tasks/graphs
This commit is contained in:
@@ -1,121 +0,0 @@
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using System;
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using System.Linq;
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using NodeCanvas.Framework;
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using ParadoxNotion;
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using ParadoxNotion.Design;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Reset.Player.Movement;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset/Movement")]
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public class AddJump : ActionTask<CharacterController> {
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public BBParameter<Vector3> airMoveDirection;
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public BBParameter<float> jumpPower;
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[Space(5)]
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public BBParameter<float> jumpStrength;
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[SliderField(0, 1)]
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public BBParameter<float> standStillJumpStrength;
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[Tooltip("Determines how much current movement vectors into jump direction")]
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[SliderField(0, 1)]
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public BBParameter<float> currentVelocityInheritence;
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public BBParameter<Vector3> directionalForce;
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[SliderField(0, 1)]
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public BBParameter<float> directionalForceStrength;
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protected override string info {
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get{
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string dirStrength = "";
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if (directionalForce.value != Vector3.zero && directionalForceStrength.value > 0f) {
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dirStrength = $", towards <i>{directionalForce.value}</i> * {directionalForceStrength.value}";
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}
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return string.Format($"<b>Start Jump</b>, <i>{jumpStrength.value}</i> strength" + dirStrength);
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}
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}
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit(){
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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// Set jump power
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jumpPower.value = jumpStrength.value;
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// Save current velocity and get current input direction
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Vector3 currentVelocityVector3 = new Vector3(agent.velocity.x, 0f, agent.velocity.z);
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Vector2 currentInput = agent.GetComponent<PlayerControls>().rawMoveInput;
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Vector3 currentInputVector3 = new Vector3(currentInput.x, 0f, currentInput.y);
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// Ignore rotation for the current velocity
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Vector3 currentVelocityWorld = agent.transform.InverseTransformDirection(currentVelocityVector3.normalized);
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// Get the dot product between current velocity's direction and current input (UNUSED FOR NOW)
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float velocityInputDot = Vector3.Dot(currentVelocityWorld, currentInputVector3);
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// Set air move direction
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if (agent.isGrounded) {
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airMoveDirection.value = currentVelocityVector3;
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} else {
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// Hold new desired air direction and Dot against the existing air moving directioin
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Vector3 desiredAirMoveDirection = currentInputVector3;
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float airMoveDirectionDot = Vector3.Dot(desiredAirMoveDirection.normalized, airMoveDirection.value.normalized);
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// Check threshold of current XZ velocity- if it's too close to zero, use the jumpStrength for jumping velocity. If it's not, use the current velocity
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float velocityThreshold = 4f;
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float magnitudeZeroDifference = Mathf.Clamp(currentVelocityVector3.magnitude - velocityThreshold, 0f, Mathf.Infinity) / velocityThreshold; // Divided by maximum to return a 0-1 value. Clamping not required.
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float outputHoritontalVelocity = Mathf.Lerp(jumpStrength.value, currentVelocityVector3.magnitude, Math.Clamp(magnitudeZeroDifference, 0f, 1f));
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outputHoritontalVelocity = Mathf.Min(outputHoritontalVelocity, Mathf.Lerp(standStillJumpStrength.value * jumpStrength.value, jumpStrength.value * .4f, magnitudeZeroDifference));
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// Do the same for directional jump strength
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outputHoritontalVelocity = Mathf.Lerp(outputHoritontalVelocity, jumpStrength.value, directionalForceStrength.value);
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// Remap the dot to set -1 (opposing direction) to -.5f, and 1 (same direciton) to 1.2f
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// This is done to allow some sideways jumping direction change, but none backwards, and all forwards
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float remappedAirDirectionDot = Mathf.Lerp(.1f, 1.2f, airMoveDirectionDot);
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remappedAirDirectionDot = Mathf.Clamp(remappedAirDirectionDot, 0f, 1f);
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// Lerp between the current direction and the inputted direction based on the previous dot product
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Vector3 outputDirection = Vector3.Lerp(currentInputVector3.normalized, currentVelocityVector3.normalized, remappedAirDirectionDot);
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// If there is a directional force (such as the Wall Climb jump going straight upward) supplied in the task, lean into that based on it's strength
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outputDirection = Vector3.Lerp(outputDirection, directionalForce.value.normalized, directionalForceStrength.value).normalized;
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// Extra math to degrade current air move direction by velocity inheritence, before applying new air direction
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airMoveDirection.value *= currentVelocityInheritence.value;
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// Account for the camera's rotation before setting it as the air move direction
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outputDirection = Camera.main.transform.rotation.Flatten(0, null, 0) * outputDirection;
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// Set air move direction
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airMoveDirection.value += outputDirection * outputHoritontalVelocity;
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}
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 86e5b037e41d5bb4b8805890ee72ad29
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@@ -1,56 +0,0 @@
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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using Reset.Player.Movement;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset/Movement")]
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public class CalculateAirMovement : ActionTask<Transform>{
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public BBParameter<Vector3> airMoveDirection;
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public BBParameter<Vector3> groundMoveDirection; // Unused on 7/29/25, delete if still unusued later
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private float airControlPower = 1f;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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airControlPower = 1f;
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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// Decay Current Air Movement
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airMoveDirection.value = Vector3.Lerp(airMoveDirection.value, Vector3.zero, .7f * Time.deltaTime);
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// Decay Air Control power
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airControlPower = Mathf.Lerp(airControlPower, 0f, 2f * Time.deltaTime);
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// Add air control
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Vector3 inputVector3 = new(agent.GetComponent<PlayerControls>().rawMoveInput.x, 0f, agent.GetComponent<PlayerControls>().rawMoveInput.y);
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float originalMagnitude = airMoveDirection.value.magnitude;
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airMoveDirection.value += Camera.main.transform.rotation.Flatten(0, null, 0) *
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inputVector3 * airControlPower;
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airMoveDirection.value = Vector3.ClampMagnitude(airMoveDirection.value, originalMagnitude);
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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// groundMoveDirection.value = agent.GetComponent<CharacterController>().velocity;
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EndAction(true);
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 38d61a72cc7757448b3db6c04395cf91
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@@ -1,78 +0,0 @@
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset/Movement")]
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[Description("Unit flat ground movement")]
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public class CalculateGroundedLocomotion : ActionTask<CharacterController>{
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public BBParameter<float> moveSpeed;
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public BBParameter<Vector3> moveDirection;
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protected override string info {
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get{
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return string.Format($"<b>Set ground movement</b>, <i>{moveSpeed.value}</i> speed");
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}
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}
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private float sprintPower;
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private bool sprinting;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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// Get current input direction
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Vector3 flatSurfaceDirection = Vector3.zero;
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if (agent.isGrounded) {
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Vector2 rawInput = agent.transform.GetComponent<PlayerControls>().rawMoveInput;
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flatSurfaceDirection = new(rawInput.x, 0, rawInput.y);
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}
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float CalculateSpeed(){
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// Calculate sprinting speed
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float outputSpeed = 0f;
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// Add base speed
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outputSpeed += moveSpeed.value;
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return outputSpeed;
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}
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// Rotate input to forward direction for flat surface
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// flatSurfaceDirection = agent.transform.rotation * flatSurfaceDirection;
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// Finalize flat surface direction by adding speed
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flatSurfaceDirection *= CalculateSpeed();
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moveDirection.value = flatSurfaceDirection;
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EndAction(true);
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 808dc54c4ce75e846890125a4f87e516
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@@ -1,121 +0,0 @@
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using System;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using ParadoxNotion.Serialization.FullSerializer;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset")]
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[Description("Update the agent's position and rotation (scale too, sure whynot) either instantly or over time.")]
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public class ChangeAgentTransform : ActionTask<CharacterController>{
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public enum TransformProperty{
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Position,
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Rotation,
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Scale
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}
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protected override string info {
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get{
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string basicText = string.Format($"Player {targetProperty.ToString()} to {(targetValue.isPresumedDynamic ? targetValue.name : targetValue.value)}");
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basicText += relativeToSelf.value ? ", relative to Self" : "";
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return basicText;
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}
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}
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public TransformProperty targetProperty;
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[ParadoxNotion.Design.ShowIf("targetProperty", 1), Space(5)]
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public BBParameter<bool> forcePositionChange;
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public BBParameter<Vector3> targetValue;
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public BBParameter<bool> relativeToSelf;
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[Tooltip("Set this to the current position if you're trying to rotate by 'this much'. Keep it zero for world space values.")]
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public BBParameter<Vector3> relativeValue;
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public BBParameter<bool> changeInstantly;
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public BBParameter<float> smoothing;
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private Vector3 currentVel;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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switch (targetProperty) {
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case TransformProperty.Position:
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Vector3 relativeUseValue = relativeValue.value;
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if (relativeToSelf.value) {
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relativeUseValue = agent.transform.position;
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}
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if (changeInstantly.value) {
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agent.Move(agent.transform.position.DirectionTo(relativeUseValue + targetValue.value));
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}
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break;
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case TransformProperty.Rotation:
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agent.transform.rotation = Quaternion.LookRotation(relativeValue.value) * Quaternion.Euler(targetValue.value);
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break;
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case TransformProperty.Scale:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (changeInstantly.value) {
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EndAction(true);
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}
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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switch (targetProperty) {
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case TransformProperty.Position:
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Vector3 relativeUseValue = relativeValue.value;
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if (relativeToSelf.value) {
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relativeUseValue = agent.transform.position;
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}
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if (!changeInstantly.value) {
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Vector3 targetPosition = relativeUseValue + targetValue.value;
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// agent.transform.position = Vector3.SmoothDamp(agent.transform.position, targetPosition,
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// ref currentVel, smoothing.value * Time.deltaTime);
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agent.Move((agent.transform.position.DirectionTo(targetPosition)).normalized * .5f * Mathf.Lerp(0, 1, Vector3.Distance(agent.transform.position, targetPosition)) * smoothing.value * Time.deltaTime);
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EndAction();
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}
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break;
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case TransformProperty.Rotation:
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agent.transform.rotation = Quaternion.Euler(relativeValue.value) * Quaternion.Euler(targetValue.value);
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break;
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case TransformProperty.Scale:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: b77e2b9ac9aad644480508d5a86f4006
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@@ -1,48 +0,0 @@
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace Reset.Movement {
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[Category("Reset/Movement")]
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[Description("Finalize the move direction to the agent's CharacterController")]
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public class FinalizeMovement : ActionTask<CharacterController>{
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public BBParameter<Vector3> moveDirection;
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public BBParameter<float> currentSpeed;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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if (currentSpeed == null || !currentSpeed.useBlackboard) {
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Debug.LogError("This <b>Finalize Movement</b> does not have it's current value attached to a Blackboard variable. Nothing will happen.", agent.gameObject);
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}
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return null;
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}
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//This is called once each time the task is enabled.
|
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//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
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protected override void OnExecute(){
|
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|
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}
|
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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Vector3 usableVector3 = new Vector3(moveDirection.value.x * currentSpeed.value, moveDirection.value.y, moveDirection.value.z * currentSpeed.value);
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agent.Move(Camera.main.transform.rotation * usableVector3 * Time.deltaTime);
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Debug.Log("Finalize Done");
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// EndAction(true);
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}
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//Called when the task is disabled.
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protected override void OnStop() {
|
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|
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}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
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fileFormatVersion: 2
|
||||
guid: fea4d34f26d30b24e8cb99acf1766b6f
|
||||
@@ -1,56 +0,0 @@
|
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
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|
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|
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namespace NodeCanvas.Tasks.Actions {
|
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|
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[Category("Reset")]
|
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[Description("Hard set the air direction to a certain direction")]
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public class SetAirMovement : ActionTask<Transform>{
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public BBParameter<Vector3> airMoveDirection;
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public BBParameter<Vector3> inputVector3;
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public Space fromSpace;
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public Space toSpace;
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|
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//Use for initialization. This is called only once in the lifetime of the task.
|
||||
//Return null if init was successfull. Return an error string otherwise
|
||||
protected override string OnInit() {
|
||||
return null;
|
||||
}
|
||||
|
||||
//This is called once each time the task is enabled.
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute(){
|
||||
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
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protected override void OnUpdate() {
|
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if (fromSpace == toSpace) {
|
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airMoveDirection.value = inputVector3.value;
|
||||
}
|
||||
|
||||
// NOTE: I swear to God these absolutely do not work and nobody could convince me otherwise
|
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if (fromSpace == Space.World){
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airMoveDirection.value = Camera.main.transform.rotation.Flatten(0, null, 0) * inputVector3.value;
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||||
} else {
|
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airMoveDirection.value = Camera.main.transform.rotation.Flatten(0, null, 0) * agent.InverseTransformVector(inputVector3.value);
|
||||
}
|
||||
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1db555b92ed94543beab7a2106bc2a3
|
||||
@@ -1,88 +0,0 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using Reset.Movement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TextCore.Text;
|
||||
|
||||
|
||||
namespace Reset.Player.Movement {
|
||||
[Category("Reset/Movement")]
|
||||
[Description("Finalizes the character rotation and commits it to the Transform")]
|
||||
// TODO: Rename to UpdateRotation
|
||||
public class UpdateRotation : ActionTask<CharacterController> {
|
||||
// Rotation
|
||||
public BBParameter<Vector3> moveDirection;
|
||||
|
||||
public BBParameter<PlayerFacingDirection> playerFacingDirection;
|
||||
public BBParameter<float> rotationSpeed = 5f;
|
||||
public BBParameter<float> rotationSmoothing;
|
||||
|
||||
private Vector3 currentMoveDir;
|
||||
private PlayerControls controls;
|
||||
|
||||
private Quaternion targetRotation;
|
||||
private float currentRotSpeed;
|
||||
|
||||
[ShowIf("playerFacingDirection", 0)]
|
||||
public Vector3 rotationTargetPosition;
|
||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
//Return null if init was successfull. Return an error string otherwise
|
||||
protected override string OnInit() {
|
||||
controls = agent.GetComponent<PlayerControls>();
|
||||
return null;
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
// Calculate rotation speed
|
||||
currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime);
|
||||
|
||||
// Set ingitial rotation power
|
||||
currentRotSpeed = rotationSpeed.value;
|
||||
|
||||
// Get input value
|
||||
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
|
||||
|
||||
switch (playerFacingDirection.value) {
|
||||
case PlayerFacingDirection.TowardsTarget:
|
||||
// Set rotation to just the direction of the target
|
||||
targetRotation = Quaternion.LookRotation((agent.transform.position.DirectionTo(rotationTargetPosition)).Flatten(null, 0));
|
||||
|
||||
break;
|
||||
case PlayerFacingDirection.MatchForward:
|
||||
if (controls.rawMoveInput.magnitude < 0.01f) { break; }
|
||||
|
||||
targetRotation = Quaternion.LookRotation(inputMovement) *
|
||||
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
|
||||
|
||||
break;
|
||||
case PlayerFacingDirection.MatchCamera:
|
||||
// Craft a new rotation that flattens the camera's rotation to the ground
|
||||
// Needed to keep the character from inheriting the camera's height-rotation
|
||||
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
||||
break;
|
||||
case PlayerFacingDirection.Static:
|
||||
targetRotation = agent.transform.rotation;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
// Set final rotation
|
||||
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime).Flatten(0, null, 0);
|
||||
|
||||
Debug.Log("Rotation Done");
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7a0fd0ebfb8888b4e8ab4c81fb3aa6c0
|
||||
Reference in New Issue
Block a user