change: DebugOverlayDrawer.cs no longer needs a string and will accept an object
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@@ -97,7 +97,7 @@ namespace NodeCanvas.Tasks.Actions {
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Vector3 input = new(rawInput.x, rawInput.y, 0f);
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Vector3 input = new(rawInput.x, rawInput.y, 0f);
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smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 1f);
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smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 1f);
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DebugOverlayDrawer.ChangeValue("Grapple", "Smoothed Input", smoothedInput.ToString());
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DebugOverlayDrawer.ChangeValue("Grapple", "Smoothed Input", smoothedInput);
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// The swing angle needs to change for the downwards swing, based on distance to the ground
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// The swing angle needs to change for the downwards swing, based on distance to the ground
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Physics.Raycast(agent.transform.position, Vector3.down, out RaycastHit hit);
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Physics.Raycast(agent.transform.position, Vector3.down, out RaycastHit hit);
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@@ -110,7 +110,7 @@ namespace NodeCanvas.Tasks.Actions {
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float outwardsAngle = Mathf.Lerp(0f, -60f, currentDist / 15f);
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float outwardsAngle = Mathf.Lerp(0f, -60f, currentDist / 15f);
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float outputAngle = inwardsAngle + outwardsAngle;
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float outputAngle = inwardsAngle + outwardsAngle;
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DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle.ToString() + $"({inwardsAngle.ToString()} + {outwardsAngle.ToString()})");
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DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle + $"({inwardsAngle} + {outwardsAngle})");
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// Calculate the swing direction.
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// Calculate the swing direction.
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// Vector3 swingDirection = Quaternion.LookRotation(smoothedInput) * directionToPoint * smoothedInput.magnitude; // Old
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// Vector3 swingDirection = Quaternion.LookRotation(smoothedInput) * directionToPoint * smoothedInput.magnitude; // Old
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@@ -190,8 +190,8 @@ namespace NodeCanvas.Tasks.Actions {
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Quaternion.LookRotation(directionToPoint) * -directionToPoint.Flatten(null, null, 0).normalized
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Quaternion.LookRotation(directionToPoint) * -directionToPoint.Flatten(null, null, 0).normalized
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);
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);
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DebugOverlayDrawer.ChangeValue("Grapple", "Horizontal Dot", xzDot.ToString());
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DebugOverlayDrawer.ChangeValue("Grapple", "Horizontal Dot", xzDot);
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DebugOverlayDrawer.ChangeValue("Grapple", "Vertical Dot", yDot.ToString());
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DebugOverlayDrawer.ChangeValue("Grapple", "Vertical Dot", yDot);
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// Check if done
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// Check if done
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if (xzDot < horizontalDotBreak || yDot < verticalDotBreak) {
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if (xzDot < horizontalDotBreak || yDot < verticalDotBreak) {
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@@ -219,7 +219,7 @@ namespace NodeCanvas.Tasks.Actions {
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float outwardsAngle = Mathf.Lerp(0f, -60f, currentDist / 15f);
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float outwardsAngle = Mathf.Lerp(0f, -60f, currentDist / 15f);
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float outputAngle = inwardsAngle + outwardsAngle;
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float outputAngle = inwardsAngle + outwardsAngle;
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DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle.ToString() + $"({inwardsAngle.ToString()} + {outwardsAngle.ToString()})");
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DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle + $"({inwardsAngle} + {outwardsAngle})");
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Vector3 pointDirectionXZStable = agent.transform.position.DirectionTo(grapplePoint.value.Flatten(null, agent.transform.position.y));
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Vector3 pointDirectionXZStable = agent.transform.position.DirectionTo(grapplePoint.value.Flatten(null, agent.transform.position.y));
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Vector3 rightSwingDirectin = Quaternion.AngleAxis(100f + outputAngle, Vector3.up) * pointDirectionXZStable; // Working
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Vector3 rightSwingDirectin = Quaternion.AngleAxis(100f + outputAngle, Vector3.up) * pointDirectionXZStable; // Working
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@@ -253,7 +253,7 @@ namespace NodeCanvas.Tasks.Actions {
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Vector3 xAxisTargetDirection = Vector3.Lerp(rightSwingDirectin, leftSwingDirectin, Mathf.Abs((input.x - 1f) / 2f));
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Vector3 xAxisTargetDirection = Vector3.Lerp(rightSwingDirectin, leftSwingDirectin, Mathf.Abs((input.x - 1f) / 2f));
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targetSwingDirection = Vector3.Slerp(targetSwingDirection, xAxisTargetDirection, Mathf.Abs((input.x)));
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targetSwingDirection = Vector3.Slerp(targetSwingDirection, xAxisTargetDirection, Mathf.Abs((input.x)));
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// targetSwingDirection = xAxisTargetDirection;
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// targetSwingDirection = xAxisTargetDirection;
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DebugOverlayDrawer.ChangeValue("Grapple", "LR Input Dot", Mathf.Abs((input.x - 1f) / 2f).ToString());
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DebugOverlayDrawer.ChangeValue("Grapple", "LR Input Dot", Mathf.Abs((input.x - 1f) / 2f));
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}
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}
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return targetSwingDirection.normalized;
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return targetSwingDirection.normalized;
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@@ -138,7 +138,7 @@ namespace Reset.Core.Tools{
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}
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}
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// Publicly accessible method to change the value
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// Publicly accessible method to change the value
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public static void ChangeValue(string pageName, string sourceName, string newValue){
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public static void ChangeValue(string pageName, string sourceName, object newValue){
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try {
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try {
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if (Instance.values.ContainsKey($"{pageName}/{sourceName}")) {
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if (Instance.values.ContainsKey($"{pageName}/{sourceName}")) {
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Instance.values[$"{pageName}/{sourceName}"].text = newValue.ToString();
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Instance.values[$"{pageName}/{sourceName}"].text = newValue.ToString();
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