fixed: changed how rotation is handled in transition from grounded to air to account for becoming grounded without jumping

This commit is contained in:
Chris
2025-07-15 17:00:45 -04:00
parent 920e36ca89
commit 103ffce69b
7 changed files with 99 additions and 10 deletions

View File

@@ -0,0 +1,56 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset")]
[Description("Hard set the air direction to a certain direction")]
public class SetAirMovement : ActionTask<Transform>{
public BBParameter<Vector3> airMoveDirection;
public BBParameter<Vector3> inputVector3;
public Space fromSpace;
public Space toSpace;
//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(){
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
if (fromSpace == toSpace) {
airMoveDirection.value = inputVector3.value;
}
// NOTE: I swear to God these absolutely do not work and nobody could convince me otherwise
if (fromSpace == Space.World){
airMoveDirection.value = Camera.main.transform.rotation.Flatten(0, null, 0) * inputVector3.value;
} else {
airMoveDirection.value = Camera.main.transform.rotation.Flatten(0, null, 0) * agent.InverseTransformVector(inputVector3.value);
}
EndAction(true);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}