added: initial seperation of movement from gravity and rotation

This commit is contained in:
Chris
2025-08-08 15:13:48 -04:00
parent a7006d8dae
commit 0e71be73da
8 changed files with 245 additions and 119 deletions

View File

@@ -0,0 +1,102 @@
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")]
public class ProcessRotation : 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;
}
//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() {
// Calculate rotation speed
currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime);
// Set ingitial rotation power
currentRotSpeed = rotationSpeed.value;
switch (playerFacingDirection.value) {
case PlayerFacingDirection.Target:
// Set rotation to just the direction of the target
targetRotation = Quaternion.LookRotation((agent.transform.position.DirectionTo(rotationTargetPosition)).Flatten(null, 0));
break;
case PlayerFacingDirection.Movement:
// Check magnitude to avoid the "Look rotation viewing vector is zero" debug
// Set desired rotation to input direction, with respect to camera rotation
if (agent.isGrounded){
if (controls.rawMoveInput.magnitude == 0) { break; }
targetRotation = Quaternion.LookRotation(currentMoveDir) *
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
} else {
if (moveDirection.value.magnitude == 0) { break; }
targetRotation = Quaternion.LookRotation(moveDirection.value);
}
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);
EndAction(true);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}