maint: cleaned up some files and tweaked some movement
This commit is contained in:
@@ -12,7 +12,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 7a686a47eee2fa44cb0a34b5d86e4d5e, type: 3}
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m_Name: GroundedCheckBT
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m_EditorClassIdentifier:
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_serializedGraph: '{"type":"NodeCanvas.BehaviourTrees.BehaviourTree","nodes":[{"repeaterMode":2,"repeatTimes":{"_value":1},"_position":{"x":476.0,"y":327.0},"$type":"NodeCanvas.BehaviourTrees.Repeater","$id":"0"},{"_position":{"x":550.0,"y":433.0},"$type":"NodeCanvas.BehaviourTrees.Sequencer","$id":"1"},{"_condition":{"valueA":{"_name":"isGrounded","_targetVariableID":"09b3259f-8b50-439a-ab86-ea3d8a4916f1"},"valueB":{},"$type":"NodeCanvas.Tasks.Conditions.CheckBoolean"},"_position":{"x":458.0,"y":521.0},"$type":"NodeCanvas.BehaviourTrees.WaitUntil","$id":"2"},{"_position":{"x":522.0,"y":632.0},"$type":"NodeCanvas.BehaviourTrees.Sequencer","$id":"3"},{"_action":{"airMoveDirection":{"_name":"airMoveDirection","_targetVariableID":"2fc91db6-09dd-4a1f-9195-426a0c44de31"},"inputVector3":{"_name":"groundMoveDirection","_targetVariableID":"a2c4fe25-9549-4bdd-8cec-2dbfc4a8856f"},"$type":"NodeCanvas.Tasks.Actions.SetAirMovement"},"_position":{"x":399.0,"y":775.0},"$type":"NodeCanvas.BehaviourTrees.ActionNode","$id":"4"},{"_action":{"airMoveDirection":{"_name":"groundMoveDirection","_targetVariableID":"a2c4fe25-9549-4bdd-8cec-2dbfc4a8856f"},"inputVector3":{},"$type":"NodeCanvas.Tasks.Actions.SetAirMovement"},"_position":{"x":576.0,"y":776.0},"$type":"NodeCanvas.BehaviourTrees.ActionNode","$id":"5"},{"_condition":{"valueA":{"_name":"isGrounded","_targetVariableID":"09b3259f-8b50-439a-ab86-ea3d8a4916f1"},"valueB":{"_value":true},"$type":"NodeCanvas.Tasks.Conditions.CheckBoolean"},"_position":{"x":715.0,"y":523.0},"$type":"NodeCanvas.BehaviourTrees.WaitUntil","$id":"6"}],"connections":[{"_sourceNode":{"$ref":"0"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.BehaviourTrees.BTConnection"},{"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.BehaviourTrees.BTConnection"},{"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"6"},"$type":"NodeCanvas.BehaviourTrees.BTConnection"},{"_sourceNode":{"$ref":"2"},"_targetNode":{"$ref":"3"},"$type":"NodeCanvas.BehaviourTrees.BTConnection"},{"_sourceNode":{"$ref":"3"},"_targetNode":{"$ref":"4"},"_isDisabled":true,"$type":"NodeCanvas.BehaviourTrees.BTConnection"},{"_sourceNode":{"$ref":"3"},"_targetNode":{"$ref":"5"},"$type":"NodeCanvas.BehaviourTrees.BTConnection"}],"canvasGroups":[],"localBlackboard":{"_variables":{}},"derivedData":{"repeat":true,"$type":"NodeCanvas.BehaviourTrees.BehaviourTree+DerivedSerializationData"}}'
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_serializedGraph: '{"type":"NodeCanvas.BehaviourTrees.BehaviourTree","nodes":[{"repeaterMode":2,"repeatTimes":{"_value":1},"_position":{"x":476.0,"y":327.0},"$type":"NodeCanvas.BehaviourTrees.Repeater","$id":"0"},{"_position":{"x":550.0,"y":433.0},"$type":"NodeCanvas.BehaviourTrees.Sequencer","$id":"1"},{"_condition":{"valueA":{"_name":"isGrounded","_targetVariableID":"09b3259f-8b50-439a-ab86-ea3d8a4916f1"},"valueB":{},"$type":"NodeCanvas.Tasks.Conditions.CheckBoolean"},"_position":{"x":458.0,"y":521.0},"$type":"NodeCanvas.BehaviourTrees.WaitUntil","$id":"2"},{"_position":{"x":478.0,"y":709.0},"$type":"NodeCanvas.BehaviourTrees.Sequencer","$id":"3"},{"_action":{"airMoveDirection":{"_name":"airMoveDirection","_targetVariableID":"2fc91db6-09dd-4a1f-9195-426a0c44de31"},"inputVector3":{"_name":"groundMoveDirection","_targetVariableID":"a2c4fe25-9549-4bdd-8cec-2dbfc4a8856f"},"$type":"NodeCanvas.Tasks.Actions.SetAirMovement"},"_position":{"x":294.0,"y":816.0},"$type":"NodeCanvas.BehaviourTrees.ActionNode","$id":"4"},{"_action":{"airMoveDirection":{"_name":"groundMoveDirection","_targetVariableID":"a2c4fe25-9549-4bdd-8cec-2dbfc4a8856f"},"inputVector3":{},"$type":"NodeCanvas.Tasks.Actions.SetAirMovement"},"_position":{"x":471.0,"y":817.0},"$type":"NodeCanvas.BehaviourTrees.ActionNode","$id":"5"},{"_condition":{"valueA":{"_name":"isGrounded","_targetVariableID":"09b3259f-8b50-439a-ab86-ea3d8a4916f1"},"valueB":{"_value":true},"$type":"NodeCanvas.Tasks.Conditions.CheckBoolean"},"_position":{"x":715.0,"y":523.0},"$type":"NodeCanvas.BehaviourTrees.WaitUntil","$id":"6"}],"connections":[{"_sourceNode":{"$ref":"0"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.BehaviourTrees.BTConnection"},{"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.BehaviourTrees.BTConnection"},{"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"6"},"$type":"NodeCanvas.BehaviourTrees.BTConnection"},{"_sourceNode":{"$ref":"2"},"_targetNode":{"$ref":"3"},"_isDisabled":true,"$type":"NodeCanvas.BehaviourTrees.BTConnection"},{"_sourceNode":{"$ref":"3"},"_targetNode":{"$ref":"4"},"_isDisabled":true,"$type":"NodeCanvas.BehaviourTrees.BTConnection"},{"_sourceNode":{"$ref":"3"},"_targetNode":{"$ref":"5"},"$type":"NodeCanvas.BehaviourTrees.BTConnection"}],"canvasGroups":[],"localBlackboard":{"_variables":{}},"derivedData":{"repeat":true,"$type":"NodeCanvas.BehaviourTrees.BehaviourTree+DerivedSerializationData"}}'
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_objectReferences: []
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_graphSource:
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_version: 3.31
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@@ -8,19 +8,27 @@ namespace Reset.Core {
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[Category("Reset")]
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[Description("Commits movement unit changes to the handler.")]
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public class ChangeMovementSettings : ActionTask<UnitMovementHandler> {
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//Use for initialization. This is called only once in the lifetime of the task.
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// Move Speed
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[ParadoxNotion.Design.Header("Speed")]
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public FloatValueGroup moveSpeedTarget = new (newLabel: "Move Speed");
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public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
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public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing");
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[ParadoxNotion.Design.Header("Speed")]
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public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
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public float newDirectionPower;
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[ParadoxNotion.Design.Header("Direction")]
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public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay");
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public FloatValueGroup accelerationSmoothing = new (newLabel: "Acceleration Smoothing");
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public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing");
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public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve");
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// public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve"); // Currently unused, may return
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// Direction
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[Space(5)]
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public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
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public float newDirectionStrength;
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[Space(5)]
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public Vector2 addDirectionFromInput;
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public float addInputStrength;
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[SliderField(0,1)]
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public float addInputPriorty;
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// Jumping
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[ParadoxNotion.Design.Header("Jumping")]
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@@ -37,16 +45,16 @@ namespace Reset.Core {
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// Rotation
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[ParadoxNotion.Design.Header("Rotation")]
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public EnumValueGroup rotateFacing = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
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public FloatValueGroup rotationSpeedTarget = new (newLabel: "Rotation Speed");
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public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
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public FloatValueGroup rotationSmoothing = new (newLabel: "Rotation Smoothing");
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public FloatValueGroup rotationInputBlending = new("Rotation Input Blending");
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[Space(5)]
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public BBParameter<Vector3> feedNewRotation;
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public BBParameter<Vector3> feedRelativeTo;
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public Space rotationRelativeSpace;
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private Vector3 feedDir;
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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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return null;
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}
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@@ -55,35 +63,49 @@ namespace Reset.Core {
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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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// Direction
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UpdateFloatValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.data.airDirectionDecay);
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UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing);
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UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing);
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UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve);
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// UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return
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UpdateFloatValue(moveSpeedTarget, ref agent.data.moveSpeedTarget, ref agent.defaultData.moveSpeedTarget);
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// Direction from value
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// Check that feedDir is not changed
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UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir);
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// If there's a direciton add it to the player for a frame
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if (feedDir != Vector3.zero) {
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agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength);
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// Reset the fed direction after it's added so future runs don't have
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feedDir = Vector3.zero;
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}
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// Direction from controller input
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if (addDirectionFromInput != Vector2.zero){
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agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength);
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}
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// Move Speed
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UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed);
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UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing);
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// Jump
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UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
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UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
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// Gravity
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UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
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UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
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UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
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UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
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// Rotation
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UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
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UpdateFloatValue(rotationSpeedTarget, ref agent.data.rotationSpeedTarget, ref agent.defaultData.rotationSpeedTarget);
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UpdateFloatValue(rotationSpeed, ref agent.data.rotationSpeed, ref agent.defaultData.rotationSpeed);
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UpdateFloatValue(rotationSmoothing, ref agent.data.rotationSmoothing, ref agent.defaultData.rotationSmoothing);
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UpdateFloatValue(rotationInputBlending, ref agent.data.rotationInputBlending, ref agent.defaultData.rotationInputBlending);
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UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir);
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// Debug.Log(feedDir);
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if (feedDir != Vector3.zero) {
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agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionPower);
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feedDir = Vector3.zero;
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}
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// Rotation from value
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if (feedNewRotation.value != Vector3.zero) {
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if (rotationRelativeSpace == Space.World) {
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Debug.Log(Quaternion.LookRotation(feedRelativeTo.value));
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@@ -91,10 +113,8 @@ namespace Reset.Core {
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} else {
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agent.SetSpecifiedRotation(agent.transform.rotation * Quaternion.Euler(feedNewRotation.value) * Quaternion.LookRotation(feedRelativeTo.value));
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}
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}
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EndAction(true);
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}
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@@ -29,8 +29,7 @@ public class LockOnManager : MonoBehaviour{
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// Lock On Tracking
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[Space(10)]
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[ShowInInspector]
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ActiveLockOnTarget mainTarget;
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public ActiveLockOnTarget mainTarget;
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public List<ActiveLockOnTarget> activeTargets = new List<ActiveLockOnTarget>();
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@@ -54,7 +53,6 @@ public class LockOnManager : MonoBehaviour{
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return;
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}
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// Quick check for things in lock-on target that aren't lock-onable
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if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
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mainTarget.gameObject.AddComponent<GenericLockOnTarget>();
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@@ -1,6 +1,5 @@
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using System;
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using ParadoxNotion.Design;
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using Reset.Core;
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using UnityEditor;
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using UnityEngine;
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@@ -483,6 +482,6 @@ namespace Reset.Core{
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return _instance;
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}
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}
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#endif
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#endif
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}
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@@ -1,9 +1,8 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Drawing;
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using Reset.Movement;
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using ParadoxNotion.Design;
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using Sirenix.OdinInspector;
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using UnityEngine.Serialization;
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public enum PlayerFacingDirection{
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TowardsTarget = 0,
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@@ -25,10 +24,13 @@ namespace Reset.Units{
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// Movement Direction
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public float accelerationSmoothing = 5f;
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public float deaccelerationSmoothing = 5f;
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public AnimationCurve deaccelerationCurve;
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// public AnimationCurve deaccelerationCurve; // Currently unused, may return
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[SliderField(0,1)]
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public float airDirectionDecay;
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// Move Speed
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public float moveSpeedTarget = 15f;
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public float moveSpeed = 15f;
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public float moveSpeedSoothing = 10f;
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// Jumping
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@@ -44,11 +46,12 @@ namespace Reset.Units{
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// Rotation
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[ShowInInspector, SerializeReference]
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public Enum rotateFacing;
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public float rotationSpeedTarget = 5f;
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[FormerlySerializedAs("rotationSpeedTarget")] public float rotationSpeed = 5f;
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public float rotationSmoothing = 1f;
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public float rotationInputBlending = .3f;
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public object Clone(){
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return this.MemberwiseClone();
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return MemberwiseClone();
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}
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}
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@@ -59,32 +62,28 @@ namespace Reset.Units{
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// }
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// Debug viewing
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// Smoothed Values
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[ShowInInspector, ReadOnly] private float outputSpeed;
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[ShowInInspector, ReadOnly] private float additionalSpeed;
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[ShowInInspector, ReadOnly] private Vector3 outputMoveDirection;
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[ShowInInspector, ReadOnly] public Vector3 outputMoveDirection;
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[ShowInInspector, ReadOnly] private Vector3 additionalMoveDirection;
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[ShowInInspector, ReadOnly] private Quaternion outputRotation;
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[ShowInInspector, ReadOnly] private Quaternion specifiedRotation;
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[ShowInInspector, ReadOnly] private float outputRotationSpeed;
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private CharacterController controller;
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public PlayerControls controls;
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private PlayerControls controls;
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private LockOnManager lockOnManager;
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[ShowInInspector, PropertyOrder(2)]
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public UnitMovementData data = new UnitMovementData();
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public UnitMovementData data = new();
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[HideInInspector]
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public UnitMovementData defaultData;
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[Button, PropertyOrder(1)]
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void ResetMovementData(){
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data = new UnitMovementData();
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}
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void Awake(){
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controller = GetComponent<CharacterController>();
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controls = GetComponent<PlayerControls>();
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lockOnManager = GetComponent<LockOnManager>();
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}
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private void Start(){
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@@ -100,15 +99,40 @@ namespace Reset.Units{
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DoMovement();
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}
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// Add directly to the direction
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public void AddToCurrentDirection(Vector3 inputDirection, float power){
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additionalMoveDirection += inputDirection.normalized;
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additionalSpeed = power;
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}
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// Hold a new rotation to be moved to during PlayerFacingDirection.SpecifiedRotation
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public void SetSpecifiedRotation(Quaternion inputRotation){
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specifiedRotation = inputRotation;
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}
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// Blend between the current direction and an input direction, based on the current controller input
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public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){
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// Create a new direction that is the current controller input * the amount of power they should have
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Vector3 dirToAdd = new Vector3(controls.rawMoveInput.x * value.x, 0f, controls.rawMoveInput.y * value.y);
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// Multiply it by the current magnitude (why? i forgor)
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dirToAdd *= controls.rawMoveInput.magnitude;
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// Blend the existing direction into it
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dirToAdd = Vector3.Lerp(outputMoveDirection, dirToAdd, priority * controls.rawMoveInput.magnitude);
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// Set the new direction
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outputMoveDirection = new Vector3(dirToAdd.x, outputMoveDirection.y, dirToAdd.z);
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// Everthing under here is for the speed now. If it's not set do...nothing. Otherwise set it to the max value between move speed and the new speed
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if (float.IsPositiveInfinity(speed)) {
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return;
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}
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outputSpeed = Mathf.Lerp(outputSpeed, Mathf.Max(data.moveSpeed, speed), priority);
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}
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// Update the direction, called every frame
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private void UpdateCurrentDirection(){
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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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@@ -116,7 +140,8 @@ namespace Reset.Units{
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// Construct move direction
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Vector3 targetDirection = inputMovement;
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if (inputMovement.magnitude < .1f) {
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// Deadzone
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if (inputMovement.magnitude < .05f) {
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targetDirection = Vector3.zero;
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}
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@@ -124,24 +149,28 @@ namespace Reset.Units{
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Vector3 targetNoY = new Vector3(targetDirection.x, 0f, targetDirection.z);
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Vector3 currentNoY = new Vector3(outputMoveDirection.x, 0f, outputMoveDirection.z);
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// Smooth movement
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// Smooth movement. Use deaccel smoothing if the input magnitude is lower, and accel smoothing if it's higher
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// Also checks when grounded to only use Slerp on the ground
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if (targetNoY.magnitude > currentNoY.magnitude) {
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currentNoY = Vector3.Slerp(currentNoY, targetNoY,data.accelerationSmoothing * Time.deltaTime);
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currentNoY = controller.isGrounded ?
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Vector3.Slerp(currentNoY, targetNoY,data.accelerationSmoothing * Time.deltaTime) :
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Vector3.Lerp(currentNoY, targetNoY,data.accelerationSmoothing * Time.deltaTime);
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} else {
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// float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
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currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
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currentNoY = controller.isGrounded ?
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Vector3.Slerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime) :
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Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * data.airDirectionDecay * Time.deltaTime);
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}
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// Commit move direction
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outputMoveDirection = new Vector3(currentNoY.x, outputMoveDirection.y, currentNoY.z);
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}
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// Update the speed, called every frame
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private void UpdateCurrentSpeed(){
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outputSpeed = Mathf.Lerp(outputSpeed, data.moveSpeedTarget, data.moveSpeedSoothing * Time.deltaTime);
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outputSpeed = Mathf.Lerp(outputSpeed, data.moveSpeed, data.moveSpeedSoothing * Time.deltaTime);
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}
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// Update the gravity, called every frame
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private void UpdateCurrentGravity(){
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// Accelerate gravity
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data.gravityPower += data.gravityAcceleration * Time.deltaTime;
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@@ -159,58 +188,74 @@ namespace Reset.Units{
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outputMoveDirection.y = gravityMoveDirection;
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}
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// Update the rotation, called every frame
|
||||
private void UpdateCurrentRotation(){
|
||||
// Get input value
|
||||
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
|
||||
|
||||
// Switch the desired rotation based on current movement setting
|
||||
switch (data.rotateFacing) {
|
||||
// TODO: Recomment
|
||||
// Just look at target
|
||||
case PlayerFacingDirection.TowardsTarget:
|
||||
Debug.LogError("Not implemented...");
|
||||
// Look directly at the target
|
||||
outputRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
|
||||
break;
|
||||
case PlayerFacingDirection.Momentum:
|
||||
if (inputMovement.magnitude > .03f){
|
||||
// Look towards the current direction the agent is moving
|
||||
if (inputMovement.magnitude > .05f){
|
||||
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(outputMoveDirection);
|
||||
}
|
||||
break;
|
||||
case PlayerFacingDirection.MatchForward:
|
||||
if (controls.rawMoveInput.magnitude < 0.01f) { break; }
|
||||
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||
// Look towards the input direction....why??? I guess cause move direction is PlayerFacingDirection.Momentum.
|
||||
if (controls.rawMoveInput.magnitude < 0.05f) { break; }
|
||||
|
||||
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||
break;
|
||||
case PlayerFacingDirection.MatchCamera:
|
||||
|
||||
// Look the same direction as the camera
|
||||
outputRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
||||
break;
|
||||
case PlayerFacingDirection.Static:
|
||||
// Don't change
|
||||
outputRotation = transform.rotation;
|
||||
break;
|
||||
case PlayerFacingDirection.SpecifiedDirection:
|
||||
// Look at an inputed rotation
|
||||
outputRotation = specifiedRotation;
|
||||
break;
|
||||
}
|
||||
|
||||
// Calculate rotation speed
|
||||
outputRotationSpeed = Mathf.Lerp(outputRotationSpeed, data.rotationSpeedTarget, data.rotationSmoothing * Time.deltaTime);
|
||||
|
||||
// Set final rotation
|
||||
transform.rotation = Quaternion.Lerp(transform.rotation, outputRotation, outputRotationSpeed * Time.deltaTime).Flatten(0, null, 0);
|
||||
// Add the current input into the created rotation
|
||||
if (inputMovement.magnitude > .05){
|
||||
outputRotation = Quaternion.Lerp(outputRotation, Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement), data.rotationInputBlending);
|
||||
}
|
||||
|
||||
// Calculate rotation speed, as in how fast the fella rotates. This value has it's own smoothing to allow for gradual increasing/decreasing of the speed till it reaches the target
|
||||
outputRotationSpeed = Mathf.Lerp(outputRotationSpeed, data.rotationSpeed, data.rotationSmoothing * Time.deltaTime);
|
||||
|
||||
// Set final rotation
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, outputRotation, outputRotationSpeed * Time.deltaTime).Flatten(0, null, 0);
|
||||
}
|
||||
|
||||
// Move with default settings
|
||||
public void DoMovement(){
|
||||
DoMovement(outputMoveDirection, outputSpeed, data.gravityScale);
|
||||
}
|
||||
|
||||
// Custom move from input
|
||||
public void DoMovement(Vector3 moveDir, float speed, float gravity){
|
||||
// Commit the move, with respect to the camera's rotation
|
||||
// Seperate the different move directions. Additonal becomes it's own because it needs to be added independently of the other two
|
||||
Vector3 moveXZDir = new Vector3(moveDir.x, 0f, moveDir.z);
|
||||
Vector3 moveYDir = new Vector3(0f, moveDir.y, 0f);
|
||||
Vector3 addDir = additionalMoveDirection;
|
||||
|
||||
// Add their related speeds
|
||||
moveXZDir *= speed * Time.deltaTime;
|
||||
moveYDir *= gravity * Time.deltaTime;
|
||||
addDir *= additionalSpeed * Time.deltaTime;
|
||||
|
||||
// Construct the direction and move
|
||||
Vector3 finalDir = moveXZDir + moveYDir;
|
||||
|
||||
controller.Move((Camera.main.transform.rotation.Flatten(0, null, 0) * finalDir) + addDir);
|
||||
@@ -233,12 +278,12 @@ namespace Reset.Units{
|
||||
// Remove Y from variables
|
||||
Vector3 currentNoY = new Vector3(additionalMoveDirection.x, 0f, additionalMoveDirection.z);
|
||||
|
||||
// Decay the direction
|
||||
if (inputMovement.magnitude < currentNoY.magnitude) {
|
||||
additionalMoveDirection = Vector3.Slerp(additionalMoveDirection, Vector3.zero,data.accelerationSmoothing * Time.deltaTime);
|
||||
|
||||
} else {
|
||||
// float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
|
||||
|
||||
additionalMoveDirection = Vector3.Lerp(additionalMoveDirection, Vector3.zero, data.deaccelerationSmoothing * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
@@ -248,10 +293,6 @@ namespace Reset.Units{
|
||||
data.jumpPower -= data.jumpPowerDecay * Time.deltaTime;
|
||||
data.jumpPower = Mathf.Max(0f, data.jumpPower);
|
||||
}
|
||||
|
||||
public void AssignNewData(UnitMovementData movementData){
|
||||
data = (UnitMovementData)movementData.Clone();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user