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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 Unity.Mathematics;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {
[Category("Core/Movement")]
[Description("Finalizes movement and sends the final move commands to the controller")]
public class ProcessMovement : ActionTask<CharacterController>{
public BBParameter<Vector3> groundMoveDirection;
public BBParameter<Vector3> airMoveDirection;
[Space(5)]
public BBParameter<float> gravityAcceleration = 1f;
public BBParameter<float> gravityMax = 8f;
public BBParameter<float> jumpPower;
public BBParameter<float> jumpPowerDecay;
public BBParameter<float> rotationSpeed = 5f;
public BBParameter<float> rotationSmoothing;
private float currentRotSpeed;
private Vector3 rotationNoY;
public BBParameter<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;
currentRotSpeed = rotationSpeed.value;
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(){
// Get input values
Vector2 rawLookInputVector3 = agent.GetComponent<PlayerControls>().rawLookInput;
Vector2 rawMoveInputVector3 = agent.GetComponent<PlayerControls>().rawMoveInput;
gravityPower.value += gravityAcceleration.value * Time.deltaTime;
gravityPower.value = Mathf.Min(gravityPower.value, gravityMax.value);
// Calculate rotation speed
currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime);
// Process input rotation
agent.transform.Rotate(new Vector3(0, agent.GetComponent<PlayerControls>().rawLookInput.x * rotationSpeed.value * 360f * Time.deltaTime)); // *360 to account for a full circle taking a long ass time
// Process movement rotation
if (agent.isGrounded){
// Quaternion cameraRotNoY = Quaternion.Euler(0f, Camera.main.transform.rotation.eulerAngles.y , 0f);
// agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, Quaternion.LookRotation(agent.transform.position + groundMoveDirection.value), 10f * Time.deltaTime);
} else {
// rotationNoY = airMoveDirection.value;
// rotationNoY.x = 0f;
// rotationNoY.z = 0f;
// agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, Quaternion.Euler(rotationNoY), 5f * Time.deltaTime);
}
// Construct move direction
Vector3 finalMoveDir = Vector3.zero;
Vector3 gravityMoveDirection;
// Create movement direction for ground movement based on move direction, facing direction, and input
// Start by lerping facing direction towards move direction based on input power
rotationNoY = airMoveDirection.value;
rotationNoY.x = 0f;
rotationNoY.z = 0f;
// agent.transform.rotation = Quaternion.RotateTowards(agent.transform.rotation, Quaternion.Euler(rotationNoY), )
// Vector3 groundMoveDirModified = Vector3.Lerp();
// Add input movement
if (agent.isGrounded){
Quaternion cameraRotNoY = Quaternion.Euler(0f, Camera.main.transform.rotation.eulerAngles.y , 0f);
finalMoveDir += groundMoveDirection.value + Vector3.down * .03f;
gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.08f), 0f);
} else {
finalMoveDir += airMoveDirection.value;
gravityMoveDirection = new(0f, jumpPower.value + Physics.gravity.y * gravityPower.value, 0f);
}
// Do final movement
if (agent.isGrounded) {
agent.Move((Camera.main.transform.rotation * finalMoveDir + gravityMoveDirection) * Time.deltaTime);
} else {
agent.Move((finalMoveDir + gravityMoveDirection) * Time.deltaTime);
}
// Reset gravity power when grounded
if (agent.isGrounded) {
gravityPower.value = 0f;
}
if (agent.isGrounded) {
jumpPower.value = 0f;
}
}
// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())
public void LateUpdate(){
// Decay jump power
jumpPower.value = Mathf.Lerp(jumpPower.value, 0f, jumpPowerDecay.value * Time.deltaTime);
}
//Called when the task is disabled.
protected override void OnStop() {
EndAction(true);
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}