changed: more grapple tweaks and fixes
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@@ -98,7 +98,7 @@ namespace Reset.Core {
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UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
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UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
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UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
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UpdateFloatValue(settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing);
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UpdateFloatValue(settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing, ref agent.defaultData.settingsChangeSmoothing);
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// Rotation
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UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
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@@ -30,6 +30,8 @@ namespace NodeCanvas.Tasks.Actions {
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private float startTime;
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private Vector3 originalDirection;
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public float originalDistance;
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public Vector3 originalLocation;
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public float breakAtDistance;
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public float breakAtDotProduct;
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@@ -39,9 +41,15 @@ namespace NodeCanvas.Tasks.Actions {
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private Vector3 smoothedInputRefVelocity;
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private Vector3 gizmoHookPoint;
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private Vector3 gizmoCenterPoint;
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private Vector3 gizmoDirection;
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private Vector3 gizmoStartPos;
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private Vector3 gizmoEndPos;
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private Transform camera;
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private Vector3 finalDirection;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit(){
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@@ -55,9 +63,12 @@ namespace NodeCanvas.Tasks.Actions {
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protected override void OnExecute(){
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camera = Camera.main.transform;
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MonoManager.current.onLateUpdate += DrawGrappleGizmo;
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originalLocation = agent.transform.position;
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originalDirection = agent.transform.position.DirectionTo(grapplePoint.value);
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originalDistance = Vector3.Distance(agent.transform.position, grapplePoint.value);
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startTime = Time.time;
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currentSpeed = pullSpeedCurve.value[0].value * pullSpeedRange.value.y;
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finalDirection = Vector3.zero;
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}
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//Called once per frame while the action is active.
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@@ -65,12 +76,20 @@ namespace NodeCanvas.Tasks.Actions {
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// Add input changes
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Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
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Vector3 input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * new Vector3(rawInput.x, rawInput.y, 0f);
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input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * (camera.rotation * input);
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// input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * (camera.rotation * input);
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smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 5f * Time.deltaTime);
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// Create the distance variables
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Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value + (smoothedInput * 5));
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Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value + (smoothedInput * 6));
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float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
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var center = agent.transform.position + agent.transform.position.DirectionTo(grapplePoint.value).normalized * 5f;
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// finalDirection = Vector3.Slerp(finalDirection, dirToPoint, originalDistance);
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// finalDirection = Vector3.Slerp(relativeStart, relativeEnd, currentDist / 5f);
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finalDirection = Vector3.Slerp(finalDirection, dirToPoint + smoothedInput, currentDist / 5f);
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gizmoHookPoint = grapplePoint.value + (smoothedInput * 5);
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float evaluatedSpeed = pullSpeedCurve.value.Evaluate(Mathf.Clamp((Time.time - startTime) / 6f, 0f, Mathf.Infinity));
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@@ -79,7 +98,6 @@ namespace NodeCanvas.Tasks.Actions {
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// Find how far from 0-1 the player is from the max and minimum distance
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// Get the base distance then account for the minimum distance to the point so that being the minimum away will Lerp to 1
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float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
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// float currentDistMinimumAccounted = (currentDist - pullSpeedDistances.value.x);
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if (currentDist < slowdownDistance.value) {
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@@ -101,32 +119,42 @@ namespace NodeCanvas.Tasks.Actions {
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Debug.Log(dirToPoint);
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dirToPoint.y *= 2.5f;
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gizmoDirection = finalDirection;
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// agent.GetComponent<CharacterController>().Move((dirToPoint.normalized + smoothedInput) * currentSpeed * Time.deltaTime);
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agent.AddToCurrentDirection((dirToPoint + smoothedInput), currentSpeed * Time.deltaTime);
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// agent.DisableNextMoveCall();
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agent.AddToCurrentDirection(finalDirection, currentSpeed * Time.deltaTime);
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// Debug.Log( $"{ endDeaccelerationCurve.value.Evaluate(((slowdownDistance.value - currentDist)) )}");
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if (Vector3.Dot(originalDirection, dirToPoint) < breakAtDotProduct) {
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MonoManager.current.onLateUpdate -= DrawGrappleGizmo;
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EndAction(true);
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} else if (currentDist < breakAtDistance) {
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MonoManager.current.onLateUpdate -= DrawGrappleGizmo;
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EndAction(true);
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}
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// EndAction(true);
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}
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public void DrawGrappleGizmo(){
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using (Draw.WithColor(Color.blue)){
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Draw.SolidCircle(gizmoHookPoint, gizmoHookPoint.DirectionTo(camera.position), 1f);
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Draw.Arrow(agent.transform.position, agent.transform.position + gizmoDirection);
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Draw.SolidCircle(grapplePoint.value, grapplePoint.value.DirectionTo(camera.position), 1f);
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}
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using (Draw.WithColor(Color.yellow)) {
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Draw.Arrow(grapplePoint.value, gizmoHookPoint);
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}
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using (Draw.WithColor(Color.red)) {
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Draw.SolidCircle(gizmoCenterPoint, gizmoCenterPoint.DirectionTo(camera.position), .2f);
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}
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using (Draw.WithColor(Color.magenta)) {
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Draw.Line(agent.transform.position, grapplePoint.value);
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}
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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MonoManager.current.onLateUpdate -= DrawGrappleGizmo;
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}
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//Called when the task is paused.
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@@ -123,6 +123,11 @@ namespace Reset.Units{
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additionalSpeed = power;
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}
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public void SetNewDirection(Vector3 inputDirection, float power){
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additionalMoveDirection = inputDirection.normalized;
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additionalSpeed = power * Time.deltaTime;
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}
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// Hold a new rotation to be moved to during PlayerFacingDirection.SpecifiedRotation
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public void SetSpecifiedRotation(Quaternion inputRotation){
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specifiedRotation = inputRotation;
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@@ -288,8 +293,8 @@ namespace Reset.Units{
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// Custom move from input
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public void DoMovement(Vector3 moveDir, float speed, float gravityScale, bool relativeToCamera = true){
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if (moveCallDisabledNextFrame) {
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Vector3 velocity = transform.InverseTransformDirection(controller.velocity.normalized);
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outputMoveDirection = new Vector3(velocity.x, outputMoveDirection.y, velocity.z);
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// Vector3 velocity = transform.InverseTransformDirection(controller.velocity.normalized);
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// outputMoveDirection = new Vector3(velocity.x, outputMoveDirection.y, velocity.z);
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moveCallDisabledNextFrame = false;
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@@ -347,6 +352,8 @@ namespace Reset.Units{
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if (inputMovement.magnitude < currentNoY.magnitude) {
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additionalMoveDirection = Vector3.Slerp(additionalMoveDirection, Vector3.zero,data.accelerationSmoothing * Time.deltaTime);
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} else {
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// float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
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additionalMoveDirection = Vector3.Lerp(additionalMoveDirection, Vector3.zero, data.deaccelerationSmoothing * Time.deltaTime);
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@@ -354,6 +361,7 @@ namespace Reset.Units{
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// Decay the gravity
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additionalMoveDirection.y -= data.gravityPower;
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additionalMoveDirection.y = Mathf.Max(0f, additionalMoveDirection.y);
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}
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private void UpdateGravityLate(){
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