change: more alterations to movement, settingvalues, valuegroup, etc.

This commit is contained in:
Chris
2025-09-18 19:58:37 -04:00
parent aad8b78c22
commit 0fbef6aeee
12 changed files with 1286 additions and 597 deletions

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currentSmoothing: 0
currentValue: 0
refVel: 0
gravityScale:
value: 1
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotateFacing:
rid: -2
rotationSpeed: 5
rotationSmoothing: 1
rotationInputBlending: 0.3
rotationSpeed:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotationInputBlending:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
smoothing:
acceleration:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
airDirectionDecay:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 0
smoothing: 10
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
jumpPower:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
jumpPowerDecay:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityPower:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityMax:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityAcceleration:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityScale:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotateFacing:
rid: -2
rotationSpeed:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotationInputBlending:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
easing:
acceleration:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
airDirectionDecay:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 0
smoothing: 10
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
jumpPower:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
jumpPowerDecay:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityPower:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityMax:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityAcceleration:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityScale:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotateFacing:
rid: -2
rotationSpeed:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotationInputBlending:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
defaultData:
accelerationSmoothing: 5
deaccelerationSmoothing: 5
airDirectionDecay: 0
moveSpeed: 15
moveSpeedSoothing: 10
jumpPower: 0
jumpPowerDecay: 3
gravityPower: 0
gravityMax: 8
gravityAcceleration: 1
gravityScale: 1
settingsChangeSmoothing: 6
acceleration:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
airDirectionDecay:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 0
smoothing: 10
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
jumpPower:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
jumpPowerDecay:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityPower:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityMax:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityAcceleration:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityScale:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotateFacing:
rid: -2
rotationSpeed: 5
rotationSmoothing: 1
rotationInputBlending: 0.3
rotationSpeed:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotationInputBlending:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
defaultSmoothing:
acceleration:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
airDirectionDecay:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 0
smoothing: 10
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
jumpPower:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
jumpPowerDecay:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityPower:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityMax:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityAcceleration:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityScale:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotateFacing:
rid: -2
rotationSpeed:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotationInputBlending:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
defaultEasing:
acceleration:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
airDirectionDecay:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 0
smoothing: 10
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
jumpPower:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
jumpPowerDecay:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityPower:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityMax:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityAcceleration:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
gravityScale:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotateFacing:
rid: -2
rotationSpeed:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
rotationInputBlending:
value: 0
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
references:
version: 2
RefIds:
@@ -438,7 +923,7 @@ MonoBehaviour:
offset: {x: 0, y: 0.8, z: 0}
ignoreLayers:
serializedVersion: 2
m_Bits: 64
m_Bits: 0
width: 0
size: {x: 2.1, y: 2.9, z: 0.4}
rotation: {x: 9, y: 0, z: 0}

View File

@@ -60,7 +60,6 @@ namespace NodeCanvas.Tasks.Actions {
BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.value, ref CameraSettingsProcessor.original.axisLookEnabledX.value);
BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.value, ref CameraSettingsProcessor.original.axisLookEnabledY.value);
EndAction(true);
}

View File

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

View File

@@ -0,0 +1,47 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Units {
[Category("Reset/Movement")]
[Description("Sets a new value for gravity. Additively, or absolutely.")]
public class SetNewGravity : ActionTask<UnitMovementHandler>{
public BBParameter<float> newGravity;
[Tooltip("Setting absolute to true will cause the current gravity to snap to the new gravity value. Keeping it false will make it apply additively to the current gravity. Both options use relativty for linear interpolation.")]
public BBParameter<bool> absolute;
[SliderField(0, 1)]
public BBParameter<float> relativity;
//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() {
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() {
agent.SetNewGravity(newGravity.value, relativity.value, absolute.value);
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ebaf22f2865425e4c8f10f444ae83c21

View File

@@ -1,22 +1,25 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Serialization.FullSerializer;
using UnityEngine;
namespace Reset.Core{
[Serializable]
public abstract class ValueGroup{
public interface ISmoothable{
public interface ISmoothable{
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
public BBParameter<float> smoothing { get; set; }
public BBParameter<float> easing{ get; set; }
public BBParameter<float> Smoothing { get; set; }
public BBParameter<float> Easing{ get; set; }
}
public static void ChangeSmoothingEasing(ISmoothable valueGroup, ref float targetSmoothing,
ref float targetEasing, ref float defaultSmoothing, ref float defaultEasing){
switch (valueGroup.changeSmoothing.value) {
case ValueChangeAction.NewValue:
targetSmoothing = valueGroup.smoothing.value;
targetSmoothing = valueGroup.Smoothing.value;
break;
case ValueChangeAction.ResetValue:
targetSmoothing = defaultSmoothing;
@@ -25,7 +28,7 @@ namespace Reset.Core{
switch (valueGroup.changeEasing.value) {
case ValueChangeAction.NewValue:
targetEasing = valueGroup.easing.value;
targetEasing = valueGroup.Easing.value;
break;
case ValueChangeAction.ResetValue:
targetEasing = defaultEasing;
@@ -43,7 +46,7 @@ namespace Reset.Core{
}
// Individual bool setting for each ring. Three of these will be used.
public struct OrbitalFollowValueGroup : ValueGroup.ISmoothable{
public class OrbitalFollowValueGroup : ValueGroup.ISmoothable{
public string label;
public BBParameter<ValueChangeAction> changeHeight;
@@ -52,10 +55,33 @@ namespace Reset.Core{
public BBParameter<ValueChangeAction> changeRadius;
public BBParameter<float> radius;
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
public BBParameter<float> smoothing{ get; set; }
public BBParameter<float> easing{ get; set; }
// Smoothing
[SerializeField] private BBParameter<ValueChangeAction> _changeSmoothing;
[SerializeField] public BBParameter<float> _smoothing;
public BBParameter<ValueChangeAction> changeSmoothing{
get => _changeSmoothing;
set => _changeSmoothing = value.value;
}
public BBParameter<float> Smoothing{
get => _smoothing;
set => _smoothing = value.value;
}
// Easing
[SerializeField] private BBParameter<ValueChangeAction> _changeEasing;
[SerializeField] public BBParameter<float> _easing;
public BBParameter<ValueChangeAction> changeEasing{
get => _changeEasing;
set => _changeEasing = value.value;
}
public BBParameter<float> Easing{
get => _easing;
set => _easing = value.value;
}
public OrbitalFollowValueGroup(string newLabel){
label = newLabel;
@@ -64,12 +90,14 @@ namespace Reset.Core{
height = 0f;
changeRadius = ValueChangeAction.NoChange;
radius = 0f;
changeSmoothing = new BBParameter<ValueChangeAction>();
Smoothing = new BBParameter<float>().value = 0f;
changeSmoothing = ValueChangeAction.NoChange;
smoothing = .1f;
changeEasing = ValueChangeAction.NoChange;
easing = 1f;
changeEasing = new BBParameter<ValueChangeAction>();
Easing = new BBParameter<float>().value = 0f;
}
public static void UpdateValue(OrbitalFollowValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
@@ -143,14 +171,46 @@ namespace Reset.Core{
}
}
public struct Vector3ValueGroup{ // Done
public class Vector3ValueGroup : ValueGroup.ISmoothable{ // Done
public string label;
// Value
public BBParameter<Vector3> value;
public BBParameter<ValueChangeAction> changeX;
public BBParameter<ValueChangeAction> changeY;
public BBParameter<ValueChangeAction> changeZ;
// Smoothing
[SerializeField] private BBParameter<ValueChangeAction> _changeSmoothing;
[SerializeField] public BBParameter<float> _smoothing;
public BBParameter<ValueChangeAction> changeSmoothing{
get => _changeSmoothing;
set => _changeSmoothing = value.value;
}
public BBParameter<float> Smoothing{
get => _smoothing;
set => _smoothing = value.value;
}
// Easing
[SerializeField] private BBParameter<ValueChangeAction> _changeEasing;
[SerializeField] public BBParameter<float> _easing;
public BBParameter<ValueChangeAction> changeEasing{
get => _changeEasing;
set => _changeEasing = value.value;
}
public BBParameter<float> Easing{
get => _easing;
set => _easing = value.value;
}
// Constructor
public Vector3ValueGroup(string newLabel){
changeX = ValueChangeAction.NoChange;
changeY = ValueChangeAction.NoChange;
@@ -161,6 +221,12 @@ namespace Reset.Core{
};
label = newLabel;
changeSmoothing = new BBParameter<ValueChangeAction>();
Smoothing = new BBParameter<float>().value = 0f;
changeEasing = new BBParameter<ValueChangeAction>();
Easing = new BBParameter<float>().value = 0f;
}
public static void UpdateValue(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){
@@ -193,21 +259,47 @@ namespace Reset.Core{
}
}
public struct Vector2ValueGroup : ValueGroup.ISmoothable{ // Done
[Serializable]
public class Vector2ValueGroup : ValueGroup.ISmoothable{ // Done
public string label;
// Value
public BBParameter<Vector2> value;
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
public BBParameter<float> smoothing{ get; set; }
public BBParameter<float> easing{ get; set; }
public BBParameter<ValueChangeAction> changeX;
public BBParameter<ValueChangeAction> changeY;
public BBParameter<ValueChangeAction> changeY;
// Smoothing
[SerializeField] private BBParameter<ValueChangeAction> _changeSmoothing;
[SerializeField] public BBParameter<float> _smoothing;
public BBParameter<ValueChangeAction> changeSmoothing{
get => _changeSmoothing;
set => _changeSmoothing = value.value;
}
public BBParameter<float> Smoothing{
get => _smoothing;
set => _smoothing = value.value;
}
// Easing
[SerializeField] private BBParameter<ValueChangeAction> _changeEasing;
[SerializeField] public BBParameter<float> _easing;
public BBParameter<ValueChangeAction> changeEasing{
get => _changeEasing;
set => _changeEasing = value.value;
}
public BBParameter<float> Easing{
get => _easing;
set => _easing = value.value;
}
// Constructor
public Vector2ValueGroup(string newLabel){
changeX = ValueChangeAction.NoChange;
changeY = ValueChangeAction.NoChange;
changeX = new BBParameter<ValueChangeAction>().value = ValueChangeAction.NoChange;
changeY = new BBParameter<ValueChangeAction>().value = ValueChangeAction.NoChange;
value = new BBParameter<Vector2>{
value = Vector2.zero
@@ -215,10 +307,11 @@ namespace Reset.Core{
label = newLabel;
changeEasing = ValueChangeAction.NoChange;
changeSmoothing = ValueChangeAction.NoChange;
smoothing = 0;
easing = 0;
changeSmoothing = new BBParameter<ValueChangeAction>();
Smoothing = new BBParameter<float>().value = 0f;
changeEasing = new BBParameter<ValueChangeAction>();
Easing = new BBParameter<float>().value = 0f;
}
public static void UpdateValue(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){
@@ -229,7 +322,6 @@ namespace Reset.Core{
case ValueChangeAction.ResetValue:
targetProperty.x = defaultProperty.x;
break;
}
switch (valueGroup.changeY.value) {
@@ -241,32 +333,55 @@ namespace Reset.Core{
break;
}
}
}
public class FloatValueGroup : ValueGroup.ISmoothable{ // Done
[Serializable]
public class FloatValueGroup : ValueGroup.ISmoothable{ // Done, fixed
public string label;
// Value
public BBParameter<ValueChangeAction> changeValue;
public BBParameter<float> value;
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
public BBParameter<float> smoothing { get; set; }
public BBParameter<float> easing{ get; set; }
// Smoothing
[SerializeField] private BBParameter<ValueChangeAction> _changeSmoothing;
[SerializeField] public BBParameter<float> _smoothing;
public BBParameter<ValueChangeAction> changeSmoothing{
get => _changeSmoothing;
set => _changeSmoothing = value.value;
}
public BBParameter<float> Smoothing{
get => _smoothing;
set => _smoothing = value.value;
}
// Easing
[SerializeField] private BBParameter<ValueChangeAction> _changeEasing;
[SerializeField] public BBParameter<float> _easing;
public BBParameter<ValueChangeAction> changeEasing{
get => _changeEasing;
set => _changeEasing = value.value;
}
public BBParameter<float> Easing{
get => _easing;
set => _easing = value.value;
}
// Constructor
public FloatValueGroup(string newLabel){
label = newLabel;
value = new BBParameter<float>().value = 0f;
changeValue = ValueChangeAction.NoChange;
changeValue = new BBParameter<ValueChangeAction>();
changeSmoothing = ValueChangeAction.NoChange;
smoothing = 0f;
changeSmoothing = new BBParameter<ValueChangeAction>();
Smoothing = new BBParameter<float>().value = 0f;
changeEasing = ValueChangeAction.NoChange;
easing = 0f;
changeEasing = new BBParameter<ValueChangeAction>();
Easing = new BBParameter<float>().value = 0f;
}
public static void UpdateValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
@@ -277,6 +392,9 @@ namespace Reset.Core{
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
case ValueChangeAction.RelativeValue:
targetProperty += valueGroup.value.value;
break;
}
}
}

View File

@@ -32,6 +32,10 @@ using UnityEngine;
// Create the value/disabled information field
if (_instance.changeValue.value == ValueChangeAction.NewValue){
_instance.value = EditorGUILayout.Toggle(_instance.value.value, floatOptions);
} else if (_instance.changeValue.value == ValueChangeAction.RelativeValue){
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField("Not Available", floatOptions);
EditorGUI.EndDisabledGroup();
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
@@ -176,8 +180,7 @@ using UnityEngine;
BBParameterEditor.ParameterField("", _instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue.value == ValueChangeAction.NewValue){
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
if (_instance.changeValue.value == ValueChangeAction.NewValue || _instance.changeValue.value == ValueChangeAction.RelativeValue){
BBParameterEditor.ParameterField("", _instance.value);
} else {
EditorGUI.BeginDisabledGroup(true);
@@ -187,65 +190,9 @@ using UnityEngine;
// Close this line up with the variables
GUILayout.EndHorizontal();
// Start the smoothing and easing section
GUILayout.BeginHorizontal();
GUIStyle smallText= new GUIStyle{
fontSize = 10,
padding = new RectOffset(8, 0, 0,0),
normal ={
textColor = Color.gray
}
};
// Start the left side for easing
GUILayout.BeginVertical();
// Draw the label
GUILayout.BeginHorizontal();
GUILayout.Label("Easing", smallText);
GUILayout.EndHorizontal();
ValueGroupEditorUtilities.DrawEasingAndSmoothingSection(_instance);
// Easing
_instance.changeEasing.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeEasing.value);
if (_instance.changeEasing.value == ValueChangeAction.NewValue){
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
BBParameterEditor.ParameterField("", _instance.easing);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeEasing.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close easing
GUILayout.EndVertical();
// Start the right for smoothing
GUILayout.BeginVertical();
// Draw the label
GUILayout.BeginHorizontal();
GUILayout.Label("Smoothing", smallText);
GUILayout.EndHorizontal();
// Easing
_instance.changeSmoothing.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeSmoothing.value);
if (_instance.changeSmoothing.value == ValueChangeAction.NewValue){
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
BBParameterEditor.ParameterField("", _instance.smoothing);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeSmoothing.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close easing
GUILayout.EndVertical();
GUILayout.Space(8);
GUILayout.EndHorizontal();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
@@ -323,6 +270,9 @@ using UnityEngine;
// Close this line up
GUILayout.EndHorizontal();
ValueGroupEditorUtilities.DrawEasingAndSmoothingSection(_instance);
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
@@ -385,6 +335,9 @@ using UnityEngine;
// Close this line up
GUILayout.EndHorizontal();
ValueGroupEditorUtilities.DrawEasingAndSmoothingSection(_instance);
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
@@ -445,10 +398,84 @@ using UnityEngine;
// Close this line up
GUILayout.EndHorizontal();
ValueGroupEditorUtilities.DrawEasingAndSmoothingSection(_instance);
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public static class ValueGroupEditorUtilities{
public static void DrawEasingAndSmoothingSection(ValueGroup.ISmoothable _instance){
// Start the smoothing and easing section
GUILayout.BeginHorizontal();
GUIStyle smallText= new GUIStyle{
fontSize = 10,
padding = new RectOffset(8, 0, 0,0),
normal ={
textColor = Color.gray
}
};
// Start the left side for easing
GUILayout.BeginVertical();
// Draw the label
GUILayout.BeginHorizontal();
GUILayout.Label("Easing", smallText);
GUILayout.EndHorizontal();
// Easing
// _instance.changeEasing.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeEasing.value);
BBParameterEditor.ParameterField("", _instance.changeEasing);
if (_instance.changeEasing.value == ValueChangeAction.NewValue){
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
BBParameterEditor.ParameterField("", _instance.Easing);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeEasing.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close easing
GUILayout.EndVertical();
// Start the right for smoothing
GUILayout.BeginVertical();
// Draw the label
GUILayout.BeginHorizontal();
GUILayout.Label("Smoothing", smallText);
GUILayout.EndHorizontal();
// Smoothing
BBParameterEditor.ParameterField("", _instance.changeSmoothing);
if (_instance.changeSmoothing.value == ValueChangeAction.NewValue){
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
BBParameterEditor.ParameterField("", _instance.Smoothing);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeSmoothing.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close easing
GUILayout.EndVertical();
GUILayout.Space(8);
GUILayout.EndHorizontal();
}
static GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
}
#endif

View File

@@ -4,26 +4,6 @@ using Sirenix.OdinInspector;
using Unity.Cinemachine;
using UnityEngine;
public struct SettingValue<T>{
public T value;
public float smoothing; // Smoothing changes how fast value is changed.
public float easing; // Easing changes how fast smoothing is changed, when given a new value.
public float currentSmoothing; // Actively eased and accessed value
public float currentValue; // Actively smoothed and accessed value
public T refVel; // For use with SmoothDamp
public SettingValue(float defaultEasing = 2f, float defaultSmoothing = 1f){
easing = defaultEasing;
value = default;
smoothing = defaultSmoothing;
currentSmoothing = 0;
currentValue = 0;
refVel = default;
}
}
public struct CameraSettingData : ICloneable{
public SettingValue<float> mainFieldOfView;

View File

@@ -0,0 +1,24 @@
using System;
[Serializable]
public struct SettingValue<T>{
public T value;
public float smoothing; // Smoothing changes how fast value is changed.
public float easing; // Easing changes how fast smoothing is changed, when given a new value.
public float currentSmoothing; // Actively eased and accessed value
public float currentValue; // Actively smoothed and accessed value
public T refVel; // For use with SmoothDamp
public SettingValue(T initValue, float defaultEasing = 2f, float defaultSmoothing = 1f){
value = initValue;
easing = defaultEasing;
value = default;
smoothing = defaultSmoothing;
currentSmoothing = 0;
currentValue = 0;
refVel = default;
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 03e2aa4743404e9fbf8b14033c5eda7b
timeCreated: 1758126336

View File

@@ -22,32 +22,29 @@ namespace Reset.Units{
[Serializable]
public class UnitMovementData : ICloneable{
// Movement Direction
public float accelerationSmoothing = 5f;
public float deaccelerationSmoothing = 5f;
public SettingValue<float> acceleration = new SettingValue<float>(5f);
public SettingValue<float> deaccerlation = new SettingValue<float>(5f);
[SliderField(0,1)]
public float airDirectionDecay;
public SettingValue<float> airDirectionDecay = new SettingValue<float>(1f); // TODO: Check default value
// Move Speed
public float moveSpeed = 15f;
public float moveSpeedSoothing = 10f;
public SettingValue<float> moveSpeed = new SettingValue<float>(15f, defaultSmoothing: 10f);
// Jumping
[ShowInInspector, ReadOnly] public float jumpPower;
public float jumpPowerDecay = 3f;
[ShowInInspector] public SettingValue<float> jumpPower = new SettingValue<float>(0f);
public SettingValue<float> jumpPowerDecay = new SettingValue<float>(3f); // TODO: Check default value
// Gravity
[ShowInInspector, ReadOnly] public float gravityPower;
public float gravityMax = 8f;
public float gravityAcceleration = 1f;
public float gravityScale = 1f;
public float settingsChangeSmoothing = 6f;
[ShowInInspector] public SettingValue<float> gravityPower = new SettingValue<float>(1f);
public SettingValue<float> gravityMax = new SettingValue<float>(8f);
public SettingValue<float> gravityAcceleration = new SettingValue<float>(1f);
public SettingValue<float> gravityScale = new SettingValue<float>(1f);
// Rotation
[ShowInInspector, SerializeReference] public Enum rotateFacing;
public float rotationSpeed = 5f;
public float rotationSmoothing = 1f;
public float rotationInputBlending = .3f;
public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);
public SettingValue<float> rotationInputBlending = new SettingValue<float>(.3f);
public object Clone(){
return MemberwiseClone();
@@ -85,6 +82,9 @@ namespace Reset.Units{
}
}
[ShowInInspector]
public ResolvedMovement resolvedMovement;
// class MovementFloatModifier{
// // IBuffSource source
// public float value;
@@ -99,12 +99,6 @@ namespace Reset.Units{
[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private Quaternion specifiedRotation;
[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private float outputRotationSpeed;
// Used by graph to gradually shift into new values rather than dump them. Even if they're smoothed values they need to be eased into
[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float smoothedJumpDecay;
[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float smoothedGravityAccel;
[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float smoothedGravityScale;
[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float settingsChangeRotationSpeed;
// Lerps
private float directionChangeDotLerp;
private Vector3 moveSmoothVelocityRef;
@@ -134,28 +128,29 @@ namespace Reset.Units{
defaultData = (UnitMovementData)data.Clone();
defaultSmoothing = (UnitMovementData)smoothing.Clone();
defaultEasing = (UnitMovementData)easing.Clone();
resolvedMovement = new ResolvedMovement();
}
void Update(){
UpdateCurrentDirection();
UpdateCurrentGravity();
UpdateCurrentSpeed();
UpdateCurrentRotation();
// UpdateCurrentRotation();
DoMovement();
}
// Add directly to the direction
public void AddToCurrentDirection(Vector3 inputDirection, float power){
public void AddToCurrentDirection(Vector3 inputDirection, float power){ // Old
additionalMoveDirection += inputDirection.normalized;
additionalSpeed = power;
}
public void SmoothToSpeed(float desiredSpeed, float smoothing){
public void SmoothToSpeed(float desiredSpeed, float smoothing){ // Old
additionalSpeed = Mathf.Lerp(additionalSpeed, desiredSpeed, smoothing * Time.deltaTime);
}
public void SetNewDirection(Vector3 inputDirection){ // NOTE: If smoothing desired add a default bool for smoothing maybe?
public void SetNewDirection(Vector3 inputDirection){ // NOTE: If smoothing desired add a default bool for smoothing maybe? // Old
additionalMoveDirection = inputDirection.Flatten(null, 0f, null);
}
@@ -163,13 +158,13 @@ namespace Reset.Units{
additionalMoveDirection.y = value;
}
// Hold a new rotation to be moved to during PlayerFacingDirection.SpecifiedRotation
public void SetSpecifiedRotation(Quaternion inputRotation){
// Hold a new rotation to be moved to during PlayerFacingDirection.SpecifiedRotation
public void SetSpecifiedRotation(Quaternion inputRotation){ // Old
specifiedRotation = inputRotation;
}
// Blend between the current direction and an input direction, based on the current controller input
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old
// Create a new direction that is the current controller input * the amount of power they should have
Vector3 dirToAdd = new Vector3(controls.rawMoveInput.x * value.x, 0f, controls.rawMoveInput.y * value.y);
@@ -187,7 +182,17 @@ namespace Reset.Units{
return;
}
outputSpeed = Mathf.Lerp(outputSpeed, Mathf.Max(data.moveSpeed, speed), priority);
outputSpeed = Mathf.Lerp(outputSpeed, Mathf.Max(data.moveSpeed.value, speed), priority);
}
// Setting absolute to true will cause the current gravity to snap to the new gravity value.
// Keeping it false will make it apply additively to the current gravity. Both options use relativty for linear interpolation.
public void SetNewGravity(float value, float relativity, bool absolute){ // new
if (absolute){
resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, value, relativity);
} else {
resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, resolvedMovement.gravity + value, relativity);
}
}
// Update the direction, called every frame
@@ -220,47 +225,50 @@ namespace Reset.Units{
// Also checks when grounded to only use Slerp on the ground
if (targetNoY.magnitude > currentNoY.magnitude) {
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.acceleration.value * Time.deltaTime);
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.acceleration.value * Time.deltaTime);
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDotLerp);
} else {
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.acceleration.value * Time.deltaTime);
}
} else {
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.deaccerlation.value * Time.deltaTime);
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.deaccerlation.value * Time.deltaTime);
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDotLerp);
} else {
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * data.airDirectionDecay * Time.deltaTime);
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.deaccerlation.value * data.airDirectionDecay.value * Time.deltaTime);
}
}
// Commit move direction
outputMoveDirection = Vector3.SmoothDamp(outputMoveDirection, new Vector3(currentNoY.x, outputMoveDirection.y, currentNoY.z),ref moveSmoothVelocityRef , .5f *Time.deltaTime);
outputMoveDirection = Vector3.SmoothDamp(outputMoveDirection, new Vector3(currentNoY.x, outputMoveDirection.y, currentNoY.z),ref moveSmoothVelocityRef , .5f *Time.deltaTime); // TODO: Check this smoothing
}
// Update the speed, called every frame
private void UpdateCurrentSpeed(){
Debug.Log(data.moveSpeed);
outputSpeed = Mathf.Lerp(outputSpeed, data.moveSpeed, data.moveSpeedSoothing * Time.deltaTime);
resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, data.moveSpeed.value, data.moveSpeed.smoothing * Time.deltaTime);
}
// Update the gravity, called every frame
private void UpdateCurrentGravity(){
// Accelerate gravity
data.gravityPower += smoothedGravityAccel * Time.deltaTime;
data.gravityPower = Mathf.Clamp(data.gravityPower, Mathf.NegativeInfinity, data.gravityMax);
if (!controller.isGrounded){
resolvedMovement.gravity -= data.gravityAcceleration.value * Time.deltaTime;
}
// resolvedMovement.gravity = Mathf.Clamp(resolvedMovement.gravity, Mathf.NegativeInfinity, data.gravityMax.value);
// Apply a constant gravity if the player is grounded
if (controller.isGrounded) {
data.gravityPower = .1f;
// resolvedMovement.gravity = -.3f;
}
// Create the final gravity value
float gravityMoveDirection = data.jumpPower + (Physics.gravity.y * data.gravityPower);
float gravityMoveDirection = data.jumpPower.value + (Physics.gravity.y * resolvedMovement.gravity);
// resolvedMovement.gravity = data.jumpPower.value + (Physics.gravity.y * data.gravityPower.currentValue);
// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmoothVelocityRef, .1f * Time.deltaTime);
@@ -306,11 +314,11 @@ namespace Reset.Units{
// Add the current input into the created rotation
if (inputMovement.magnitude > .05){
outputRotation = Quaternion.Lerp(outputRotation, Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement), data.rotationInputBlending);
outputRotation = Quaternion.Lerp(outputRotation, Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement), data.rotationInputBlending.value);
}
// Calculate rotation speed, as in how fast the fella rotates. This value has it's own smoothing to allow for gradual increasing/decreasing of the speed till it reaches the target
outputRotationSpeed = Mathf.Lerp(outputRotationSpeed, data.rotationSpeed, settingsChangeRotationSpeed * Time.deltaTime);
outputRotationSpeed = Mathf.Lerp(outputRotationSpeed, data.rotationSpeed.value, data.rotationSpeed.smoothing * Time.deltaTime);
// Set final rotation
transform.rotation = Quaternion.Slerp(transform.rotation, outputRotation, outputRotationSpeed * Time.deltaTime).Flatten(0, null, 0);
@@ -318,7 +326,7 @@ namespace Reset.Units{
// Move with default settings
public void DoMovement(){
DoMovement(outputMoveDirection, outputSpeed, data.gravityScale);
DoMovement(outputMoveDirection, outputSpeed, data.gravityScale.value); // TODO: Gets multiplied a second time in DoMovement by gravity scale????
}
// Custom move from input
@@ -327,12 +335,12 @@ namespace Reset.Units{
// Seperate the different move directions. Additonal becomes it's own because it needs to be added independently of the other two
Vector3 moveXZDir = new Vector3(moveDir.x, 0f, moveDir.z);
Vector3 moveYDir = new Vector3(0f, moveDir.y, 0f);
Vector3 moveYDir = new Vector3(0f, resolvedMovement.gravity, 0f);
Vector3 addDir = additionalMoveDirection;
// Add their related speeds
moveXZDir *= speed * Time.deltaTime;
moveYDir *= smoothedGravityScale * Time.deltaTime;
moveYDir *= data.gravityScale.value * Time.deltaTime;
addDir *= additionalSpeed * Time.deltaTime;
// Construct the direction and move
@@ -343,14 +351,6 @@ namespace Reset.Units{
void LateUpdate(){
UpdateGravityLate();
DecayAdditionalDirection();
SmoothingSettingsChanges();
}
private void SmoothingSettingsChanges(){
smoothedJumpDecay = Mathf.Lerp(smoothedJumpDecay, data.jumpPowerDecay, data.settingsChangeSmoothing * Time.deltaTime);
smoothedGravityAccel = Mathf.Lerp(smoothedGravityAccel, data.gravityAcceleration, data.settingsChangeSmoothing * Time.deltaTime);
smoothedGravityScale = Mathf.Lerp(smoothedGravityScale, data.gravityScale, data.settingsChangeSmoothing * Time.deltaTime);
settingsChangeRotationSpeed = Mathf.Lerp(settingsChangeRotationSpeed, data.rotationSpeed, data.settingsChangeSmoothing * Time.deltaTime);
}
void DecayAdditionalDirection(){
@@ -367,21 +367,21 @@ namespace Reset.Units{
// Decay the direction
if (inputMovement.magnitude < currentNoY.magnitude) {
additionalMoveDirection = Vector3.Slerp(additionalMoveDirection, Vector3.zero,data.accelerationSmoothing * Time.deltaTime);
additionalMoveDirection = Vector3.Slerp(additionalMoveDirection, Vector3.zero,data.acceleration.value * Time.deltaTime);
} else {
// float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
additionalMoveDirection = Vector3.Lerp(additionalMoveDirection, Vector3.zero, data.deaccelerationSmoothing * Time.deltaTime);
additionalMoveDirection = Vector3.Lerp(additionalMoveDirection, Vector3.zero, data.deaccerlation.value * Time.deltaTime);
}
// Decay the gravity
additionalMoveDirection.y -= data.gravityPower;
additionalMoveDirection.y -= data.gravityPower.value;
additionalMoveDirection.y = Mathf.Max(0f, additionalMoveDirection.y);
}
private void UpdateGravityLate(){
// Decay jump power
data.jumpPower -= smoothedJumpDecay * Time.deltaTime;
data.jumpPower = Mathf.Max(0f, data.jumpPower);
data.jumpPower.value -= data.jumpPowerDecay.value * Time.deltaTime;
data.jumpPower.value = Mathf.Max(0f, data.jumpPower.value);
}
}
}