diff --git a/Assets/Scripts/Core/Graph Tasks/Movement Settings Changes/ChangeRotationSettings.cs b/Assets/Scripts/Core/Graph Tasks/Movement Settings Changes/ChangeRotationSettings.cs index c729778..e1f0866 100644 --- a/Assets/Scripts/Core/Graph Tasks/Movement Settings Changes/ChangeRotationSettings.cs +++ b/Assets/Scripts/Core/Graph Tasks/Movement Settings Changes/ChangeRotationSettings.cs @@ -8,7 +8,7 @@ namespace Reset.Units { [Category("Reset/Movement")] public class ChangeRotationSettings : ActionTask { - [SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget); + [SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", UnitFacingDirection.TowardsTarget); [SerializeField] public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed"); //Use for initialization. This is called only once in the lifetime of the task. diff --git a/Assets/Scripts/Units/PlayerFacingDirection.cs b/Assets/Scripts/Units/UnitFacingDirection.cs similarity index 80% rename from Assets/Scripts/Units/PlayerFacingDirection.cs rename to Assets/Scripts/Units/UnitFacingDirection.cs index fceb707..4c89ce7 100644 --- a/Assets/Scripts/Units/PlayerFacingDirection.cs +++ b/Assets/Scripts/Units/UnitFacingDirection.cs @@ -1,5 +1,5 @@ namespace Reset.Units{ - public enum PlayerFacingDirection{ + public enum UnitFacingDirection{ TowardsTarget = 0, MatchInput, MatchCamera, diff --git a/Assets/Scripts/Units/PlayerFacingDirection.cs.meta b/Assets/Scripts/Units/UnitFacingDirection.cs.meta similarity index 100% rename from Assets/Scripts/Units/PlayerFacingDirection.cs.meta rename to Assets/Scripts/Units/UnitFacingDirection.cs.meta diff --git a/Assets/Scripts/Units/UnitMovementData.cs b/Assets/Scripts/Units/UnitMovementData.cs index 85c7d7e..4a01760 100644 --- a/Assets/Scripts/Units/UnitMovementData.cs +++ b/Assets/Scripts/Units/UnitMovementData.cs @@ -31,7 +31,7 @@ namespace Reset.Units{ [Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue gravityScale = new SettingValue(1f); // Rotation - [Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue facingDirection = new SettingValue(initValue: PlayerFacingDirection.Momentum); + [Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue facingDirection = new SettingValue(initValue: UnitFacingDirection.Momentum); [Title("Rotation Speed"), HideLabel, InlineProperty] public SettingValue rotationSpeed = new SettingValue(5f); diff --git a/Assets/Scripts/Units/UnitMovementHandler.cs b/Assets/Scripts/Units/UnitMovementHandler.cs index 2389af5..09def88 100644 --- a/Assets/Scripts/Units/UnitMovementHandler.cs +++ b/Assets/Scripts/Units/UnitMovementHandler.cs @@ -141,12 +141,12 @@ namespace Reset.Units{ // Switch the desired rotation based on current movement setting switch (data.facingDirection.Value) { // Just look at target - case PlayerFacingDirection.TowardsTarget: + case UnitFacingDirection.TowardsTarget: // Look directly at the target if (targetProvider.UnitTarget == null) { Debug.LogError("Trying to rotate towards a target but there is no target. Forcing rotation to Static and continuing"); - data.facingDirection.Value = PlayerFacingDirection.Static; - data.facingDirection.currentValue = PlayerFacingDirection.Static; + data.facingDirection.Value = UnitFacingDirection.Static; + data.facingDirection.currentValue = UnitFacingDirection.Static; targetRotation = transform.rotation; break; @@ -154,23 +154,23 @@ namespace Reset.Units{ targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(targetProvider.UnitTarget.transform.position)); break; - case PlayerFacingDirection.Momentum: + case UnitFacingDirection.Momentum: // Look towards the current direction the agent is moving if (inputMovement.magnitude > .05f){ targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up); } break; - case PlayerFacingDirection.MatchInput: + case UnitFacingDirection.MatchInput: // Look towards the input direction- similar to Momentum but snappier if (directionProvider.Direction.magnitude < 0.05f) { break; } targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement); break; - case PlayerFacingDirection.MatchCamera: + case UnitFacingDirection.MatchCamera: // Look the same direction as the camera targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0)); break; - case PlayerFacingDirection.Static: + case UnitFacingDirection.Static: // Don't change targetRotation = resolvedMovement.rotation; break; @@ -179,7 +179,7 @@ namespace Reset.Units{ DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles); // Add the current input into the created rotation - if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera || data.facingDirection.Value == PlayerFacingDirection.TowardsTarget) { + if (data.facingDirection.Value == UnitFacingDirection.MatchCamera || data.facingDirection.Value == UnitFacingDirection.TowardsTarget) { resolvedMovement.rotation = targetRotation; } else if (directionProvider.Direction.sqrMagnitude > .1){ resolvedMovement.rotation = targetRotation;