change: player facing direction is now forced to "static" from "towardstarget" if there is no target. player always rotates towards target instead of only when moving
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@@ -143,7 +143,10 @@ namespace Reset.Units{
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case PlayerFacingDirection.TowardsTarget:
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case PlayerFacingDirection.TowardsTarget:
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// Look directly at the target
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// Look directly at the target
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if (lockOnManager.mainTarget == null) {
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if (lockOnManager.mainTarget == null) {
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Debug.LogError("Trying to rotate towards a target but there is no target. Not setting a rotation");
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Debug.LogError("Trying to rotate towards a target but there is no target. Forcing rotation to Static and continuing");
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data.facingDirection.Value = PlayerFacingDirection.Static;
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data.facingDirection.currentValue = PlayerFacingDirection.Static;
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targetRotation = transform.rotation;
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targetRotation = transform.rotation;
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break;
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break;
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}
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}
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@@ -175,9 +178,9 @@ namespace Reset.Units{
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DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
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DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
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// Add the current input into the created rotation
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// Add the current input into the created rotation
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if (inputMovement.magnitude > .05) {
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if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera || data.facingDirection.Value == PlayerFacingDirection.TowardsTarget) {
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resolvedMovement.rotation = targetRotation;
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resolvedMovement.rotation = targetRotation;
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} else if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera) {
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} else if (controls.rawMoveInput.sqrMagnitude > .1){
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resolvedMovement.rotation = targetRotation;
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resolvedMovement.rotation = targetRotation;
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}
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}
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