change: SetNewRotation now takes in Vector3s instead

This commit is contained in:
Chris
2025-10-03 19:40:49 -04:00
parent 61d23cb5e2
commit 182b3b001b
2 changed files with 7 additions and 7 deletions

View File

@@ -29,9 +29,9 @@ namespace Reset.Units {
//EndAction can be called from anywhere.
protected override void OnExecute() {
if (relativeToIsDirection.value) {
agent.SetNewRotation(Quaternion.Euler(newRotation.value), relativity.value, absolute.value, Quaternion.Euler(relativeTo.value));
agent.SetNewRotation(newRotation.value, relativity.value, absolute.value, relativeTo.value);
} else {
agent.SetNewRotation(Quaternion.Euler(newRotation.value), relativity.value, absolute.value, Quaternion.LookRotation(relativeTo.value));
agent.SetNewRotation(newRotation.value, relativity.value, absolute.value, relativeTo.value);
}
EndAction(true);
}

View File

@@ -51,7 +51,6 @@ namespace Reset.Units{
// Apply movement
DoMovement(resolvedMovement.moveDirection.World, resolvedMovement.gravity, resolvedMovement.moveSpeed, data.gravityScale.Value);
Debug.Log(controller.isGrounded);
DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (Local)", resolvedMovement.moveDirection.Local);
DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World);
}
@@ -246,13 +245,14 @@ namespace Reset.Units{
}
}
public void SetNewRotation(Quaternion value, float relativity, bool absolute, Quaternion relativeTo = default){ // new
Quaternion relativeValue = relativeTo * value;
public void SetNewRotation(Vector3 value, float relativity, bool absolute, Vector3 relativeTo = default){ // new
Vector3 relativeValue = Quaternion.LookRotation(relativeTo) * value;
Quaternion valueAsQuaternion = Quaternion.Euler(relativeValue);
if (absolute){
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, relativeValue, relativity);
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, valueAsQuaternion, relativity);
} else {
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * relativeValue, relativity);
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * valueAsQuaternion, relativity);
}
}