feat: lock-on added, rotation reworked
This commit is contained in:
@@ -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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user