changed: more grapple tweaks and fixes

This commit is contained in:
Chris
2025-08-21 22:12:28 -04:00
parent a289c78b5d
commit 3e0a6885fb
3 changed files with 51 additions and 15 deletions

View File

@@ -98,7 +98,7 @@ namespace Reset.Core {
UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
UpdateFloatValue(settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing);
UpdateFloatValue(settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing, ref agent.defaultData.settingsChangeSmoothing);
// Rotation
UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);

View File

@@ -30,7 +30,9 @@ namespace NodeCanvas.Tasks.Actions {
private float startTime;
private Vector3 originalDirection;
public float originalDistance;
public Vector3 originalLocation;
public float breakAtDistance;
public float breakAtDotProduct;
@@ -39,8 +41,14 @@ namespace NodeCanvas.Tasks.Actions {
private Vector3 smoothedInputRefVelocity;
private Vector3 gizmoHookPoint;
private Vector3 gizmoCenterPoint;
private Vector3 gizmoDirection;
private Vector3 gizmoStartPos;
private Vector3 gizmoEndPos;
private Transform camera;
private Vector3 finalDirection;
//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
@@ -55,9 +63,12 @@ namespace NodeCanvas.Tasks.Actions {
protected override void OnExecute(){
camera = Camera.main.transform;
MonoManager.current.onLateUpdate += DrawGrappleGizmo;
originalLocation = agent.transform.position;
originalDirection = agent.transform.position.DirectionTo(grapplePoint.value);
originalDistance = Vector3.Distance(agent.transform.position, grapplePoint.value);
startTime = Time.time;
currentSpeed = pullSpeedCurve.value[0].value * pullSpeedRange.value.y;
finalDirection = Vector3.zero;
}
//Called once per frame while the action is active.
@@ -65,12 +76,20 @@ namespace NodeCanvas.Tasks.Actions {
// Add input changes
Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
Vector3 input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * new Vector3(rawInput.x, rawInput.y, 0f);
input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * (camera.rotation * input);
// input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * (camera.rotation * input);
smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 5f * Time.deltaTime);
// Create the distance variables
Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value + (smoothedInput * 5));
Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value + (smoothedInput * 6));
float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
var center = agent.transform.position + agent.transform.position.DirectionTo(grapplePoint.value).normalized * 5f;
// finalDirection = Vector3.Slerp(finalDirection, dirToPoint, originalDistance);
// finalDirection = Vector3.Slerp(relativeStart, relativeEnd, currentDist / 5f);
finalDirection = Vector3.Slerp(finalDirection, dirToPoint + smoothedInput, currentDist / 5f);
gizmoHookPoint = grapplePoint.value + (smoothedInput * 5);
float evaluatedSpeed = pullSpeedCurve.value.Evaluate(Mathf.Clamp((Time.time - startTime) / 6f, 0f, Mathf.Infinity));
@@ -79,7 +98,6 @@ namespace NodeCanvas.Tasks.Actions {
// Find how far from 0-1 the player is from the max and minimum distance
// Get the base distance then account for the minimum distance to the point so that being the minimum away will Lerp to 1
float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
// float currentDistMinimumAccounted = (currentDist - pullSpeedDistances.value.x);
if (currentDist < slowdownDistance.value) {
@@ -101,32 +119,42 @@ namespace NodeCanvas.Tasks.Actions {
Debug.Log(dirToPoint);
dirToPoint.y *= 2.5f;
gizmoDirection = finalDirection;
// agent.GetComponent<CharacterController>().Move((dirToPoint.normalized + smoothedInput) * currentSpeed * Time.deltaTime);
agent.AddToCurrentDirection((dirToPoint + smoothedInput), currentSpeed * Time.deltaTime);
// agent.DisableNextMoveCall();
agent.AddToCurrentDirection(finalDirection, currentSpeed * Time.deltaTime);
// Debug.Log( $"{ endDeaccelerationCurve.value.Evaluate(((slowdownDistance.value - currentDist)) )}");
if (Vector3.Dot(originalDirection, dirToPoint) < breakAtDotProduct) {
MonoManager.current.onLateUpdate -= DrawGrappleGizmo;
EndAction(true);
} else if (currentDist < breakAtDistance) {
MonoManager.current.onLateUpdate -= DrawGrappleGizmo;
EndAction(true);
}
// EndAction(true);
}
public void DrawGrappleGizmo(){
using (Draw.WithColor(Color.blue)){
Draw.SolidCircle(gizmoHookPoint, gizmoHookPoint.DirectionTo(camera.position), 1f);
Draw.Arrow(agent.transform.position, agent.transform.position + gizmoDirection);
Draw.SolidCircle(grapplePoint.value, grapplePoint.value.DirectionTo(camera.position), 1f);
}
using (Draw.WithColor(Color.yellow)) {
Draw.Arrow(grapplePoint.value, gizmoHookPoint);
}
using (Draw.WithColor(Color.red)) {
Draw.SolidCircle(gizmoCenterPoint, gizmoCenterPoint.DirectionTo(camera.position), .2f);
}
using (Draw.WithColor(Color.magenta)) {
Draw.Line(agent.transform.position, grapplePoint.value);
}
}
//Called when the task is disabled.
protected override void OnStop() {
MonoManager.current.onLateUpdate -= DrawGrappleGizmo;
}
//Called when the task is paused.