feat: lock-on added, rotation reworked

This commit is contained in:
Chris
2025-07-08 19:26:09 -04:00
parent 94c5a72049
commit 236f9ea5df
6 changed files with 236 additions and 181 deletions

View File

@@ -2,7 +2,6 @@ using UnityEngine;
public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
public float lockonTargetRadius{ get; set; } = 1f;
public Renderer thisRenderer { get; }
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start(){
@@ -10,6 +9,6 @@ public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
}
void Update(){
Debug.Log((this as ILockOnTarget).GetReticlePosition());
}
}

View File

@@ -1,9 +1,18 @@
using System;
using System.Collections;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Services;
using Unity.Cinemachine;
using Unity.Mathematics;
using UnityEngine;
public enum PlayerFacingDirection{
Target = 0,
Movement,
MatchCamera
}
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
@@ -18,19 +27,36 @@ namespace NodeCanvas.Tasks.Actions {
public BBParameter<float> jumpPower;
public BBParameter<float> jumpPowerDecay;
// Rotation
public PlayerFacingDirection playerFacingDirection;
[ShowIf("playerFacingDirection", 0)]
public Vector3 rotationTargetPosition;
public BBParameter<float> rotationSpeed = 5f;
public BBParameter<float> rotationSmoothing;
private float currentRotSpeed;
private Vector3 rotationNoY;
private float lastLookMagnitude;
private Quaternion targetRotation;
// References
private PlayerControls controls;
public BBParameter<float> gravityPower;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
// Append the late update method to actually happen on late update
MonoManager.current.onLateUpdate += LateUpdate;
// What
currentRotSpeed = rotationSpeed.value;
// Reference to controls
controls = agent.GetComponent<PlayerControls>();
return null;
}
@@ -43,67 +69,63 @@ namespace NodeCanvas.Tasks.Actions {
//Called once per frame while the action is active.
protected override void OnUpdate(){
// Get input values
Vector2 rawLookInputVector3 = agent.GetComponent<PlayerControls>().rawLookInput;
Vector2 rawMoveInputVector3 = agent.GetComponent<PlayerControls>().rawMoveInput;
// Accelerate gravity
gravityPower.value += gravityAcceleration.value * Time.deltaTime;
gravityPower.value = Mathf.Min(gravityPower.value, gravityMax.value);
// Calculate rotation speed
currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime);
// Process input rotation
agent.transform.Rotate(new Vector3(0, agent.GetComponent<PlayerControls>().rawLookInput.x * rotationSpeed.value * 360f * Time.deltaTime)); // *360 to account for a full circle taking a long ass time
// Process movement rotation
if (agent.isGrounded){
// Quaternion cameraRotNoY = Quaternion.Euler(0f, Camera.main.transform.rotation.eulerAngles.y , 0f);
// agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, Quaternion.LookRotation(agent.transform.position + groundMoveDirection.value), 10f * Time.deltaTime);
} else {
// rotationNoY = airMoveDirection.value;
// rotationNoY.x = 0f;
// rotationNoY.z = 0f;
// agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, Quaternion.Euler(rotationNoY), 5f * Time.deltaTime);
switch (playerFacingDirection) {
case PlayerFacingDirection.Target:
// Set rotation to just the direction of the target
targetRotation = Quaternion.LookRotation((agent.transform.position.DirectionTo(rotationTargetPosition)).Flatten(null, 0, null));
break;
case PlayerFacingDirection.Movement:
// Check magnitude to avoid the "Look rotation viewing vector is zero" debug
if (controls.rawMoveInput.magnitude == 0) { break; }
// Set desired rotation to input direction, with respect to camera rotation
targetRotation = Quaternion.LookRotation(new Vector3(controls.rawMoveInput.x, 0, controls.rawMoveInput.y)) *
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
break;
case PlayerFacingDirection.MatchCamera:
// Craft a new rotation that flattens the camera's rotation to the ground
// Needed to keep the character from inheriting the camera's height-rotation
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
break;
}
// Set final rotation
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime);
// Construct move direction
Vector3 finalMoveDir = Vector3.zero;
Vector3 gravityMoveDirection;
// Create movement direction for ground movement based on move direction, facing direction, and input
// Start by lerping facing direction towards move direction based on input power
rotationNoY = airMoveDirection.value;
rotationNoY.x = 0f;
rotationNoY.z = 0f;
// agent.transform.rotation = Quaternion.RotateTowards(agent.transform.rotation, Quaternion.Euler(rotationNoY), )
// Vector3 groundMoveDirModified = Vector3.Lerp();
// Add input movement
if (agent.isGrounded){
Quaternion cameraRotNoY = Quaternion.Euler(0f, Camera.main.transform.rotation.eulerAngles.y , 0f);
finalMoveDir += groundMoveDirection.value + Vector3.down * .03f;
gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.08f), 0f);
gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.3f), 0f);
} else {
finalMoveDir += airMoveDirection.value;
gravityMoveDirection = new(0f, jumpPower.value + Physics.gravity.y * gravityPower.value, 0f);
}
// Do final movement
if (agent.isGrounded) {
agent.Move((Camera.main.transform.rotation * finalMoveDir + gravityMoveDirection) * Time.deltaTime);
} else {
agent.Move((finalMoveDir + gravityMoveDirection) * Time.deltaTime);
}
// Reset gravity power when grounded
if (agent.isGrounded) {
gravityPower.value = 0f;
}
// Do final movement
if (agent.isGrounded) {
agent.Move((Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f)) * finalMoveDir + gravityMoveDirection) * Time.deltaTime);
} else {
agent.Move((finalMoveDir + gravityMoveDirection) * Time.deltaTime);
}
// ???? Moved this above but don't remember if this needs to be here still
if (agent.isGrounded) {
jumpPower.value = 0f;
}
@@ -111,7 +133,6 @@ namespace NodeCanvas.Tasks.Actions {
// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())
public void LateUpdate(){
// Decay jump power
jumpPower.value = Mathf.Lerp(jumpPower.value, 0f, jumpPowerDecay.value * Time.deltaTime);
}

View File

@@ -10,24 +10,36 @@ using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
public class LockOnManager : MonoBehaviour{
[ShowInInspector]
public UIDocument lockOnDocument;
public GameObject lockOnTarget;
private CinemachineTargetGroup.Target playerTarget;
// Lock On settings
[Space(5)]
public float lockOnRange = 40f;
public float lockOnMaxAngle = 70f;
// Lock On Tracking
[Space(10)] public GameObject lockonGameObject; // Needed because nulling the Target below doesn't actually empty it out
[ReadOnly] public CinemachineTargetGroup.Target lockonTarget;
public CinemachineTargetGroup targetGroup;
public CinemachineOrbitalFollow cmOrbitalFollow;
public float lockOnRange;
[Space(5)]
public List<GameObject> lockOnTargets = new List<GameObject>();
// UI
[ShowInInspector]
public UIDocument lockOnDocument;
private Label elementLabelName;
private VisualElement elementRoot;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
if (lockOnTarget && lockOnTarget.GetComponent<ILockOnTarget>() == null) {
Debug.LogError($"Game Object {lockOnTarget.name} does not implement the ILockOnTarget interface. Not processing lock-on actions!");
void Start(){
// Save the player target object to track later
playerTarget = targetGroup.Targets[0];
// Quick check for things in lock-on target that aren't lock-onable
if (lockonGameObject != null && lockonTarget.Object.GetComponent<ILockOnTarget>() == null) {
Debug.LogError($"Game Object {lockonTarget.Object.name} does not implement the ILockOnTarget interface!");
}
elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup");
@@ -47,17 +59,29 @@ public class LockOnManager : MonoBehaviour{
}
void Update(){
if (targetGroup.Targets.Count > 1){
targetGroup.Targets[1].Weight = Mathf.Lerp(targetGroup.Targets[1].Weight, .15f, 5f * Time.deltaTime);
if (lockonGameObject && lockonTarget.Object.GetComponent<ILockOnTarget>() == null) {
Debug.LogError($"Game Object {lockonTarget.Object.name} does not implement the ILockOnTarget interface!");
}
// Find the current lock-on target and increase it's weight to the .15f max slowly
// They start at 0 weight when the lock-on adds them to the group
if (lockonGameObject) {
CinemachineTargetGroup.Target currentTarget = targetGroup.Targets.Find(target => target == lockonTarget);
currentTarget.Weight = Mathf.MoveTowards(currentTarget.Weight, .15f, .5f * Time.deltaTime);
}
for (int i = 2; i < targetGroup.Targets.Count; i++) {
// If a target is not the current lock on target, lower their targeting weight. When low enough to not cause a sharp jitter, remove them.
for (int i = 1; i < targetGroup.Targets.Count; i++) {
if (targetGroup.Targets[i] == lockonTarget || targetGroup.Targets[i] == playerTarget){
continue;
}
if (targetGroup.Targets[i].Weight < 0.001f) {
StartCoroutine(RemoveFromTargetAtFrameEnd(targetGroup.Targets[i]));
continue;
}
targetGroup.Targets[i].Weight = Mathf.Lerp(targetGroup.Targets[i].Weight, 0f, 8f * Time.deltaTime);
targetGroup.Targets[i].Weight = Mathf.MoveTowards(targetGroup.Targets[i].Weight, 0f, 1f * Time.deltaTime);
}
}
@@ -67,91 +91,92 @@ public class LockOnManager : MonoBehaviour{
}
public void ChangeLockOnTarget(){
if (!lockOnTarget) {
// If there is no target, simply find the closest to the center of the camera
GameObject mostForwardGameObject = null;
float mostForwardAngle = Mathf.Infinity;
foreach (GameObject target in lockOnTargets) {
// Skip targets behind walls
if (!Physics.Raycast(Camera.main.transform.position, Camera.main.transform.position - target.transform.position)) {
continue;
}
Vector3 dirToTarget = target.transform.position - Camera.main.transform.position;
float angleToTarget = Vector3.Angle(Camera.main.transform.forward, dirToTarget);
// Set the new target to closest to screen
if (angleToTarget < mostForwardAngle) {
mostForwardAngle = angleToTarget;
mostForwardGameObject = target;
}
Transform cameraTransform = Camera.main.transform;
// If there is no target, simply find the closest to the center of the camera
GameObject closestTarget = null;
float lowestDistanceToCenter = Mathf.Infinity;
foreach (GameObject target in lockOnTargets) {
// Skip the current target if one exists
if (lockonGameObject != null && lockonTarget.Object.gameObject == target) {
continue;
}
// Set the winner to the new target
lockOnTarget = mostForwardGameObject;
targetGroup.Targets.Insert(1, new CinemachineTargetGroup.Target{
Object = mostForwardGameObject.transform,
Radius = 1f,
Weight = 0f
});
} else {
// Set it to either the next in the list or the first, if there already is a target
int desiredIndex;
if (lockOnTargets.IndexOf(lockOnTarget) == lockOnTargets.Count - 1) {
desiredIndex = 0;
} else {
desiredIndex = lockOnTargets.IndexOf(lockOnTarget) + 1;
// Skip targets currently behind objects.
Physics.Raycast(cameraTransform.position,
cameraTransform.position.DirectionTo(target.transform.position), out RaycastHit hit);
if (hit.transform != target.transform) {
continue;
}
// Skip targets outside lock on angle
float angleFromCameraForward = Vector3.Angle(cameraTransform.forward, cameraTransform.position.DirectionTo(target.transform.position));
if (angleFromCameraForward > lockOnMaxAngle) {
continue;
}
// Find how close this target is from the center of the screen
Vector3 targetScreenPoint = Camera.main.WorldToScreenPoint(target.transform.position);
float distanceFromScreenCenter = targetScreenPoint.Flatten(null, null, 0f).magnitude - new Vector3(Screen.width, Screen.height, 0f).magnitude / 2f;
distanceFromScreenCenter = Mathf.Abs(distanceFromScreenCenter);
// Debug.Log($"{target.name}: {distanceFromScreenCenter} pixels, {angleFromCameraForward} degrees");
// Set the new target to closest to screen
if (distanceFromScreenCenter < lowestDistanceToCenter) {
lowestDistanceToCenter = distanceFromScreenCenter;
closestTarget = target;
}
lockOnTarget = lockOnTargets[desiredIndex];
targetGroup.Targets.Insert(1, new CinemachineTargetGroup.Target{
Object = lockOnTargets[desiredIndex].transform,
Radius = 1f,
Weight = 0f
});
}
// Catch exception from nothing being found
if (!closestTarget) {
Debug.LogWarning("Lock-on attempted, but no lock on target was found viable.");
return;
}
// Create a new Target for the Target Group
var newTarget = new CinemachineTargetGroup.Target{
Object = closestTarget.transform,
Radius = 1f,
Weight = 0f
};
// Set the new target variables
lockonTarget = newTarget;
lockonGameObject = closestTarget.gameObject;
targetGroup.Targets.Add(newTarget);
}
public void RemoveLockOnTarget(){
lockOnTarget = null;
cmOrbitalFollow.HorizontalAxis.Center = transform.rotation.eulerAngles.y;
cmOrbitalFollow.HorizontalAxis.TriggerRecentering();
}
void UpdateLockOnUI(){
lockonTarget = null;
lockonGameObject = null;
}
void LateUpdate(){
if (lockOnTarget) {
if (lockOnTarget.GetComponent<ILockOnTarget>() != null) {
// This is just test logic to get an image above a lock on.
// TODO: Replace with something less silly
Vector2 screenPos = RuntimePanelUtils.CameraTransformWorldToPanel(
lockOnDocument.rootVisualElement.panel,
lockOnTarget.GetComponent<ILockOnTarget>().GetReticlePosition(),
Camera.main.GetComponent<Camera>()
);
if (lockonGameObject) {
// This is just test logic to get an image above a lock on.
// TODO: Replace with something less silly
Vector2 screenPos = RuntimePanelUtils.CameraTransformWorldToPanel(
lockOnDocument.rootVisualElement.panel,
lockonTarget.Object.GetComponent<ILockOnTarget>().GetReticlePosition(),
Camera.main
);
// Set name
elementLabelName.text = lockOnTarget.name;
// Set name
elementLabelName.text = lockonTarget.Object.name;
// Set position (add the width/height of the element)
elementRoot.style.top = new StyleLength(screenPos.y - elementRoot.resolvedStyle.height * .7f);
elementRoot.style.left = new StyleLength(screenPos.x - elementRoot.resolvedStyle.width / 2f);
// Set position (add the width/height of the element)
elementRoot.style.top = new StyleLength(screenPos.y - 25f); // Was elementRoot.resolvedStyle.height * .7f
elementRoot.style.left = new StyleLength(screenPos.x - elementRoot.resolvedStyle.width / 2f);
// Set enabled
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.Flex);
} else {
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
}
// Set enabled
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.Flex);
} else {
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
}
}
}