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

@@ -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);
}