fix: modifications to direction handling for when move stick is pressed lightly

This commit is contained in:
Chris
2025-10-04 15:39:10 -04:00
parent d033b655cc
commit 19f8662bad

View File

@@ -64,8 +64,8 @@ namespace Reset.Units{
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2(); targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
// Deadzone // Deadzone
if (targetDirection.magnitude < .08f) { if (targetDirection.magnitude < .1f) {
targetDirection = Vector2.zero; targetDirection = resolvedMovement.moveDirection.RawWorld;
} }
// Set Raw Direction (this is used by the camera later) // Set Raw Direction (this is used by the camera later)
@@ -96,6 +96,8 @@ namespace Reset.Units{
newDirection = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * data.airDirectionDecay.Value * Time.deltaTime); newDirection = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * data.airDirectionDecay.Value * Time.deltaTime);
} }
newDirection = Vector3.Slerp(resolvedMovement.moveDirection.World, newDirection, controls.rawMoveInput.magnitude);
// Commit the new direction // Commit the new direction
resolvedMovement.moveDirection.World = newDirection; resolvedMovement.moveDirection.World = newDirection;
} }