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129
Assets/Scripts/Core/Graph Tasks/ProcessMovement.cs
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129
Assets/Scripts/Core/Graph Tasks/ProcessMovement.cs
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using ParadoxNotion.Services;
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using Unity.Mathematics;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Core/Movement")]
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[Description("Finalizes movement and sends the final move commands to the controller")]
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public class ProcessMovement : ActionTask<CharacterController>{
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public BBParameter<Vector3> groundMoveDirection;
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public BBParameter<Vector3> airMoveDirection;
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[Space(5)]
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public BBParameter<float> gravityAcceleration = 1f;
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public BBParameter<float> gravityMax = 8f;
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public BBParameter<float> jumpPower;
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public BBParameter<float> jumpPowerDecay;
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public BBParameter<float> rotationSpeed = 5f;
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public BBParameter<float> rotationSmoothing;
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private float currentRotSpeed;
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private Vector3 rotationNoY;
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public BBParameter<float> gravityPower;
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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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MonoManager.current.onLateUpdate += LateUpdate;
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currentRotSpeed = rotationSpeed.value;
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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 input values
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Vector2 rawLookInputVector3 = agent.GetComponent<PlayerControls>().rawLookInput;
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Vector2 rawMoveInputVector3 = agent.GetComponent<PlayerControls>().rawMoveInput;
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gravityPower.value += gravityAcceleration.value * Time.deltaTime;
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gravityPower.value = Mathf.Min(gravityPower.value, gravityMax.value);
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// Calculate rotation speed
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currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime);
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// Process input rotation
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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
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// Process movement rotation
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if (agent.isGrounded){
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// Quaternion cameraRotNoY = Quaternion.Euler(0f, Camera.main.transform.rotation.eulerAngles.y , 0f);
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// agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, Quaternion.LookRotation(agent.transform.position + groundMoveDirection.value), 10f * Time.deltaTime);
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} else {
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// rotationNoY = airMoveDirection.value;
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// rotationNoY.x = 0f;
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// rotationNoY.z = 0f;
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// agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, Quaternion.Euler(rotationNoY), 5f * Time.deltaTime);
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}
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// Construct move direction
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Vector3 finalMoveDir = Vector3.zero;
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Vector3 gravityMoveDirection;
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// Create movement direction for ground movement based on move direction, facing direction, and input
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// Start by lerping facing direction towards move direction based on input power
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rotationNoY = airMoveDirection.value;
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rotationNoY.x = 0f;
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rotationNoY.z = 0f;
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// agent.transform.rotation = Quaternion.RotateTowards(agent.transform.rotation, Quaternion.Euler(rotationNoY), )
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// Vector3 groundMoveDirModified = Vector3.Lerp();
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// Add input movement
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if (agent.isGrounded){
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Quaternion cameraRotNoY = Quaternion.Euler(0f, Camera.main.transform.rotation.eulerAngles.y , 0f);
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finalMoveDir += groundMoveDirection.value + Vector3.down * .03f;
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gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.08f), 0f);
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} else {
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finalMoveDir += airMoveDirection.value;
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gravityMoveDirection = new(0f, jumpPower.value + Physics.gravity.y * gravityPower.value, 0f);
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}
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// Do final movement
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if (agent.isGrounded) {
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agent.Move((Camera.main.transform.rotation * finalMoveDir + gravityMoveDirection) * Time.deltaTime);
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} else {
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agent.Move((finalMoveDir + gravityMoveDirection) * Time.deltaTime);
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}
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// Reset gravity power when grounded
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if (agent.isGrounded) {
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gravityPower.value = 0f;
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}
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if (agent.isGrounded) {
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jumpPower.value = 0f;
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}
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}
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// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())
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public void LateUpdate(){
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// Decay jump power
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jumpPower.value = Mathf.Lerp(jumpPower.value, 0f, jumpPowerDecay.value * Time.deltaTime);
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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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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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