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Chris
2025-03-12 14:22:16 -04:00
commit 0ad0c01249
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using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Services;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {
[Category("Core/Movement")]
public class ProcessGravity : ActionTask<CharacterController>{
public BBParameter<float> gravityScale = 1f;
public BBParameter<float> gravityAcceleration = 1f;
public BBParameter<float> gravityMax = 8f;
private Vector3 currentVelocity;
private bool freezeVelocity;
private float gravityPower;
//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(){
MonoManager.current.onLateUpdate += LateUpdate;
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.
protected override void OnUpdate() {
if (!freezeVelocity && agent.velocity != Vector3.zero){
currentVelocity = new Vector3(agent.velocity.x, 0f, agent.velocity.y);
}
}
void LateUpdate(){
if (agent.isGrounded) {
gravityPower = 0f;
currentVelocity = Vector3.zero;
freezeVelocity = true;
agent.Move(Physics.gravity * .1f * Time.deltaTime);
} else {
if (currentVelocity == Vector3.zero && agent.velocity.y < 0f) {
freezeVelocity = false;
}
Debug.Log(currentVelocity);
agent.Move((Physics.gravity * gravityPower * Time.deltaTime));
}
}
//Called when the task is disabled.
protected override void OnStop() {
EndAction(true);
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}