change: more alterations to movement, settingvalues, valuegroup, etc.
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@@ -1,19 +1,21 @@
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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 Reset.Core;
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using UnityEngine;
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namespace Reset.Units {
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[Category("Reset/Movement")]
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public class ChangeGravitySettings : ActionTask<UnitMovementHandler>{
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public FloatValueGroup jumpPower = new FloatValueGroup("Jump Power");
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public FloatValueGroup jumpPowerDecay = new FloatValueGroup("Jump Power Decay");
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[SerializeField] public FloatValueGroup jumpPower = new FloatValueGroup("Jump Power");
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[SerializeField] public FloatValueGroup jumpPowerDecay = new FloatValueGroup("Jump Power Decay");
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public FloatValueGroup gravityPower = new FloatValueGroup("Jump Power");
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public FloatValueGroup gravityMax = new FloatValueGroup("Jump Power");
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public FloatValueGroup gravityAcceleration = new FloatValueGroup("Jump Power");
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public FloatValueGroup gravityScale = new FloatValueGroup("Jump Power");
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[SerializeField] public FloatValueGroup gravityPower = new FloatValueGroup("Gravity Power");
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[SerializeField] public FloatValueGroup gravityMax = new FloatValueGroup("Gravity Max");
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[SerializeField] public FloatValueGroup gravityAcceleration = new FloatValueGroup("Gravity Acceleration");
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[SerializeField] public FloatValueGroup gravityScale = new FloatValueGroup("Gravity Scale");
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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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@@ -26,14 +28,30 @@ namespace Reset.Units {
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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// Jump
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FloatValueGroup.UpdateValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
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FloatValueGroup.UpdateValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
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FloatValueGroup.UpdateValue(jumpPower, ref agent.data.jumpPower.value, ref agent.defaultData.jumpPower.value);
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ValueGroup.ChangeSmoothingEasing(jumpPower, ref agent.data.jumpPower.currentSmoothing,
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ref agent.data.jumpPower.easing, ref agent.defaultData.jumpPower.smoothing, ref agent.defaultData.jumpPower.easing);
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FloatValueGroup.UpdateValue(jumpPowerDecay, ref agent.data.jumpPowerDecay.value, ref agent.defaultData.jumpPowerDecay.value);
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ValueGroup.ChangeSmoothingEasing(jumpPowerDecay, ref agent.data.jumpPowerDecay.currentSmoothing,
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ref agent.data.jumpPowerDecay.easing, ref agent.defaultData.jumpPowerDecay.smoothing, ref agent.defaultData.jumpPowerDecay.easing);
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// Gravity
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FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
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FloatValueGroup.UpdateValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
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FloatValueGroup.UpdateValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
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FloatValueGroup.UpdateValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
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FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower.value, ref agent.defaultData.gravityPower.value);
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ValueGroup.ChangeSmoothingEasing(gravityPower, ref agent.data.gravityPower.currentSmoothing,
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ref agent.data.gravityPower.easing, ref agent.defaultData.gravityPower.smoothing, ref agent.defaultData.gravityPower.easing);
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FloatValueGroup.UpdateValue(gravityMax, ref agent.data.gravityMax.value, ref agent.defaultData.gravityMax.value);
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ValueGroup.ChangeSmoothingEasing(gravityMax, ref agent.data.gravityMax.currentSmoothing,
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ref agent.data.gravityMax.easing, ref agent.defaultData.gravityMax.smoothing, ref agent.defaultData.gravityMax.easing);
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FloatValueGroup.UpdateValue(gravityAcceleration, ref agent.data.gravityAcceleration.value, ref agent.defaultData.gravityAcceleration.value);
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ValueGroup.ChangeSmoothingEasing(gravityAcceleration, ref agent.data.gravityAcceleration.currentSmoothing,
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ref agent.data.gravityAcceleration.easing, ref agent.defaultData.gravityAcceleration.smoothing, ref agent.defaultData.gravityAcceleration.easing);
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FloatValueGroup.UpdateValue(gravityScale, ref agent.data.gravityScale.value, ref agent.defaultData.gravityScale.value);
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ValueGroup.ChangeSmoothingEasing(gravityScale, ref agent.data.gravityScale.currentSmoothing,
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ref agent.data.gravityScale.easing, ref agent.defaultData.gravityScale.smoothing, ref agent.defaultData.gravityScale.easing);
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}
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//Called once per frame while the action is active.
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