refactor: PlayerFacingDirection.cs renamed to UnitFacingDirection.cs

This commit is contained in:
Chris
2025-10-23 21:56:58 -04:00
parent fd06b6c45b
commit 2203b0323b
5 changed files with 11 additions and 11 deletions

View File

@@ -8,7 +8,7 @@ namespace Reset.Units {
[Category("Reset/Movement")] [Category("Reset/Movement")]
public class ChangeRotationSettings : ActionTask<UnitMovementHandler> { public class ChangeRotationSettings : ActionTask<UnitMovementHandler> {
[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"); [SerializeField] public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
//Use for initialization. This is called only once in the lifetime of the task. //Use for initialization. This is called only once in the lifetime of the task.

View File

@@ -1,5 +1,5 @@
namespace Reset.Units{ namespace Reset.Units{
public enum PlayerFacingDirection{ public enum UnitFacingDirection{
TowardsTarget = 0, TowardsTarget = 0,
MatchInput, MatchInput,
MatchCamera, MatchCamera,

View File

@@ -31,7 +31,7 @@ namespace Reset.Units{
[Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue<float> gravityScale = new SettingValue<float>(1f); [Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue<float> gravityScale = new SettingValue<float>(1f);
// Rotation // Rotation
[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<PlayerFacingDirection> facingDirection = new SettingValue<PlayerFacingDirection>(initValue: PlayerFacingDirection.Momentum); [Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<UnitFacingDirection> facingDirection = new SettingValue<UnitFacingDirection>(initValue: UnitFacingDirection.Momentum);
[Title("Rotation Speed"), HideLabel, InlineProperty] public SettingValue<float> rotationSpeed = new SettingValue<float>(5f); [Title("Rotation Speed"), HideLabel, InlineProperty] public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);

View File

@@ -141,12 +141,12 @@ namespace Reset.Units{
// Switch the desired rotation based on current movement setting // Switch the desired rotation based on current movement setting
switch (data.facingDirection.Value) { switch (data.facingDirection.Value) {
// Just look at target // Just look at target
case PlayerFacingDirection.TowardsTarget: case UnitFacingDirection.TowardsTarget:
// Look directly at the target // Look directly at the target
if (targetProvider.UnitTarget == null) { if (targetProvider.UnitTarget == null) {
Debug.LogError("Trying to rotate towards a target but there is no target. Forcing rotation to Static and continuing"); 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.Value = UnitFacingDirection.Static;
data.facingDirection.currentValue = PlayerFacingDirection.Static; data.facingDirection.currentValue = UnitFacingDirection.Static;
targetRotation = transform.rotation; targetRotation = transform.rotation;
break; break;
@@ -154,23 +154,23 @@ namespace Reset.Units{
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(targetProvider.UnitTarget.transform.position)); targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(targetProvider.UnitTarget.transform.position));
break; break;
case PlayerFacingDirection.Momentum: case UnitFacingDirection.Momentum:
// Look towards the current direction the agent is moving // Look towards the current direction the agent is moving
if (inputMovement.magnitude > .05f){ if (inputMovement.magnitude > .05f){
targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up); targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up);
} }
break; break;
case PlayerFacingDirection.MatchInput: case UnitFacingDirection.MatchInput:
// Look towards the input direction- similar to Momentum but snappier // Look towards the input direction- similar to Momentum but snappier
if (directionProvider.Direction.magnitude < 0.05f) { break; } if (directionProvider.Direction.magnitude < 0.05f) { break; }
targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement); targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
break; break;
case PlayerFacingDirection.MatchCamera: case UnitFacingDirection.MatchCamera:
// Look the same direction as the camera // Look the same direction as the camera
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0)); targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
break; break;
case PlayerFacingDirection.Static: case UnitFacingDirection.Static:
// Don't change // Don't change
targetRotation = resolvedMovement.rotation; targetRotation = resolvedMovement.rotation;
break; break;
@@ -179,7 +179,7 @@ namespace Reset.Units{
DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles); DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
// Add the current input into the created rotation // 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; resolvedMovement.rotation = targetRotation;
} else if (directionProvider.Direction.sqrMagnitude > .1){ } else if (directionProvider.Direction.sqrMagnitude > .1){
resolvedMovement.rotation = targetRotation; resolvedMovement.rotation = targetRotation;