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