change: separated all functions of movement into separate tasks
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126
Assets/Scripts/Core/Graph Tasks/UpdateMovementDirection.cs
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126
Assets/Scripts/Core/Graph Tasks/UpdateMovementDirection.cs
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using System;
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using System.Collections;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using ParadoxNotion.Services;
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using Unity.Cinemachine;
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using Unity.Mathematics;
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using UnityEngine;
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using Reset.Movement;
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namespace Reset.Movement{
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public enum PlayerFacingDirection{
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TowardsTarget = 0,
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MatchForward,
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MatchCamera,
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Static
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}
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}
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset/Movement")]
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[Description("Finalizes movement and sends the final move commands to the controller")]
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// TODO: Rename to UpdateMovementDirection
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public class UpdateMovementDirection : ActionTask<CharacterController>{
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[ParadoxNotion.Design.Header("References")]
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public BBParameter<Vector3> moveDirection;
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// TODO: Remove this reference and let each copy of this use their own settings.
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public BBParameter<PlayerFacingDirection> playerFacingDirection;
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[ParadoxNotion.Design.Header("Settings")]
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public BBParameter<float> accelerationSmoothing = 5f;
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public BBParameter<float> deaccelerationSmoothing = 5f;
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public BBParameter<AnimationCurve> deaccelerationCurve;
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public BBParameter<float> directionChangeMinimumMagnitude; // Unused. Use to only make input change if it's over a certain input threshold. Maybe smoothing can affect this?
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private float lastLookMagnitude;
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private Vector3 currentMoveDir;
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// References
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private PlayerControls controls;
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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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protected override string OnInit() {
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// Reference to controls
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controls = agent.GetComponent<PlayerControls>();
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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// Initialize the smoothed direction with the value as is on input
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// currentMoveDir = new Vector3(moveDirection.value.x, moveDirection.value.y, moveDirection.value.z);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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// Construct move direction
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Vector3 targetDirection = moveDirection.value;
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// Get input value
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Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
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if (inputMovement.magnitude < .1f) {
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inputMovement = Vector3.zero;
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}
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// Change how movement is managed based on facing state
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switch (playerFacingDirection.value) {
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case PlayerFacingDirection.TowardsTarget:
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break;
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case PlayerFacingDirection.MatchForward: // TODO: Recomment
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// targetDirection = agent.transform.forward * inputMovement.magnitude;
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targetDirection = inputMovement;
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break;
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case PlayerFacingDirection.MatchCamera:
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targetDirection = Quaternion.Euler(Camera.main.transform.forward.DirectionTo(agent.transform.forward)) * inputMovement; // NOTE: This used to be t: currentRotSpeed * Time.deltaTime.
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// See how it feels with a hard set value and go fro there.
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break;
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case PlayerFacingDirection.Static:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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// Remove Y from variables
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Vector3 targetNoY = new Vector3(targetDirection.x, 0f, targetDirection.z);
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Vector3 currentNoY = new Vector3(currentMoveDir.x, 0f, currentMoveDir.z);
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// Smooth movement
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if (targetNoY.magnitude > currentNoY.magnitude) {
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currentMoveDir = Vector3.Lerp(currentMoveDir, targetNoY,accelerationSmoothing.value * Time.deltaTime);
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} else {
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float deaccelValue = deaccelerationCurve.value.Evaluate(inputMovement.magnitude);
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currentMoveDir = Vector3.Lerp(currentMoveDir, targetNoY, deaccelerationSmoothing.value * Time.deltaTime);
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}
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currentMoveDir.y = moveDirection.value.y;
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// Commit move direction
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moveDirection.value = currentMoveDir;
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// Debug.Log(moveDirection.value);
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EndAction(true);
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}
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// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())
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//Called when the task is disabled.
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protected override void OnStop() {
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EndAction(true);
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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