diff --git a/Assets/Scripts/Core/Graph Tasks/DoGrapplePull.cs b/Assets/Scripts/Core/Graph Tasks/DoGrapplePull.cs index 784451c..612c412 100644 --- a/Assets/Scripts/Core/Graph Tasks/DoGrapplePull.cs +++ b/Assets/Scripts/Core/Graph Tasks/DoGrapplePull.cs @@ -97,7 +97,7 @@ namespace NodeCanvas.Tasks.Actions { Vector3 input = new(rawInput.x, rawInput.y, 0f); smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 1f); - DebugOverlayDrawer.ChangeValue("Grapple", "Smoothed Input", smoothedInput.ToString()); + DebugOverlayDrawer.ChangeValue("Grapple", "Smoothed Input", smoothedInput); // The swing angle needs to change for the downwards swing, based on distance to the ground Physics.Raycast(agent.transform.position, Vector3.down, out RaycastHit hit); @@ -110,7 +110,7 @@ namespace NodeCanvas.Tasks.Actions { float outwardsAngle = Mathf.Lerp(0f, -60f, currentDist / 15f); float outputAngle = inwardsAngle + outwardsAngle; - DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle.ToString() + $"({inwardsAngle.ToString()} + {outwardsAngle.ToString()})"); + DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle + $"({inwardsAngle} + {outwardsAngle})"); // Calculate the swing direction. // Vector3 swingDirection = Quaternion.LookRotation(smoothedInput) * directionToPoint * smoothedInput.magnitude; // Old @@ -190,8 +190,8 @@ namespace NodeCanvas.Tasks.Actions { Quaternion.LookRotation(directionToPoint) * -directionToPoint.Flatten(null, null, 0).normalized ); - DebugOverlayDrawer.ChangeValue("Grapple", "Horizontal Dot", xzDot.ToString()); - DebugOverlayDrawer.ChangeValue("Grapple", "Vertical Dot", yDot.ToString()); + DebugOverlayDrawer.ChangeValue("Grapple", "Horizontal Dot", xzDot); + DebugOverlayDrawer.ChangeValue("Grapple", "Vertical Dot", yDot); // Check if done if (xzDot < horizontalDotBreak || yDot < verticalDotBreak) { @@ -219,7 +219,7 @@ namespace NodeCanvas.Tasks.Actions { float outwardsAngle = Mathf.Lerp(0f, -60f, currentDist / 15f); float outputAngle = inwardsAngle + outwardsAngle; - DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle.ToString() + $"({inwardsAngle.ToString()} + {outwardsAngle.ToString()})"); + DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle + $"({inwardsAngle} + {outwardsAngle})"); Vector3 pointDirectionXZStable = agent.transform.position.DirectionTo(grapplePoint.value.Flatten(null, agent.transform.position.y)); Vector3 rightSwingDirectin = Quaternion.AngleAxis(100f + outputAngle, Vector3.up) * pointDirectionXZStable; // Working @@ -253,7 +253,7 @@ namespace NodeCanvas.Tasks.Actions { Vector3 xAxisTargetDirection = Vector3.Lerp(rightSwingDirectin, leftSwingDirectin, Mathf.Abs((input.x - 1f) / 2f)); targetSwingDirection = Vector3.Slerp(targetSwingDirection, xAxisTargetDirection, Mathf.Abs((input.x))); // targetSwingDirection = xAxisTargetDirection; - DebugOverlayDrawer.ChangeValue("Grapple", "LR Input Dot", Mathf.Abs((input.x - 1f) / 2f).ToString()); + DebugOverlayDrawer.ChangeValue("Grapple", "LR Input Dot", Mathf.Abs((input.x - 1f) / 2f)); } return targetSwingDirection.normalized; diff --git a/Assets/Scripts/Core/Tools/DebugOverlayDrawer.cs b/Assets/Scripts/Core/Tools/DebugOverlayDrawer.cs index d79f079..0f1ffa6 100644 --- a/Assets/Scripts/Core/Tools/DebugOverlayDrawer.cs +++ b/Assets/Scripts/Core/Tools/DebugOverlayDrawer.cs @@ -138,7 +138,7 @@ namespace Reset.Core.Tools{ } // Publicly accessible method to change the value - public static void ChangeValue(string pageName, string sourceName, string newValue){ + public static void ChangeValue(string pageName, string sourceName, object newValue){ try { if (Instance.values.ContainsKey($"{pageName}/{sourceName}")) { Instance.values[$"{pageName}/{sourceName}"].text = newValue.ToString();