change: finished and cleaned all settings changes, code commented, smoothing and easing are now exponential
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@@ -9,32 +9,36 @@ namespace NodeCanvas.Tasks.Actions {
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[Category("Reset")]
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[Description("Change Cinemachine camera settings for the player")]
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public class ChangeCameraSettings : ActionTask{
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[ParadoxNotion.Design.Header("Main Settings")]
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[ParadoxNotion.Design.Header("Main Settings"), Space(8)]
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public FloatValueGroup fieldOfView = new (newLabel: "FOV");
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[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
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public Vector3ValueGroup orbitTargetOffset = new(newLabel: "Target Offset");
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[Space(5)]public Vector3ValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
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public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top");
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public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center");
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public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom");
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[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
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public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top Ring");
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public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Top Ring");
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[Space(8)]
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public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Top Ring");
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public BoolValueGroup enableXAxis = new (newLabel: "Input Axis X Enabled");
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public BoolValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled");
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public FloatValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain");
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public FloatValueGroup axisLookYGain = new (newLabel: "Look Orbit Y Gain");
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[ParadoxNotion.Design.Header("Rotation Composer Settings")]
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[ParadoxNotion.Design.Header("Rotation Composer Settings"), Space(8)]
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public Vector2ValueGroup screenPosition = new (newLabel: "Screen Position");
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[ParadoxNotion.Design.Header("Camera Offset Settings")]
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[ParadoxNotion.Design.Header("Camera Offset Settings"), Space(8)]
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public Vector3ValueGroup cameraOffset = new (newLabel: "Offset");
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private CameraSettingsProcessor processor;
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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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processor = CameraSettingsProcessor.Instance;
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return null;
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}
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@@ -42,29 +46,28 @@ namespace NodeCanvas.Tasks.Actions {
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowTopRadius.targetValue);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.targetValue);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.targetValue);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, processor.data.orbitFollowTopHeight, processor.data.orbitFollowTopRadius);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, processor.data.orbitFollowCenterHeight, processor.data.orbitFollowCenterRadius);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, processor.data.orbitFollowBottomHeight, processor.data.orbitFollowBottomRadius);
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Vector3ValueGroup.UpdateValue(cameraOffset, ref CameraSettingsProcessor.data.cameraOffsetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
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Vector3ValueGroup.UpdateValue(cameraOffset, processor.data.cameraOffsetOffset);
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Vector3ValueGroup.UpdateValue(orbitPositionDamping, ref CameraSettingsProcessor.data.orbitPositionDamping.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
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Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
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Vector3ValueGroup.UpdateValue(orbitPositionDamping, processor.data.orbitPositionDamping);
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Vector3ValueGroup.UpdateValue(orbitTargetOffset, processor.data.orbitTargetOffset);
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Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.targetValue, ref CameraSettingsProcessor.original.rotationComposerScreenPos.targetValue);
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FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.targetValue, ref CameraSettingsProcessor.original.mainFieldOfView.targetValue);
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Vector2ValueGroup.UpdateValue(screenPosition, processor.data.rotationComposerScreenPos);
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FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.targetValue, ref CameraSettingsProcessor.original.axisLookGainX.targetValue);
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FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.targetValue, ref CameraSettingsProcessor.original.axisLookGainY.targetValue);
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FloatValueGroup.UpdateValue(fieldOfView, processor.data.mainFieldOfView);
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BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledX.targetValue);
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BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledY.targetValue);
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FloatValueGroup.UpdateValue(axisLookXGain, processor.data.axisLookGainX);
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FloatValueGroup.UpdateValue(axisLookYGain, processor.data.axisLookGainY);
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BoolValueGroup.UpdateValue(enableXAxis, processor.data.axisLookEnabledX);
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BoolValueGroup.UpdateValue(enableYAxis, processor.data.axisLookEnabledY);
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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@@ -69,7 +69,7 @@ namespace NodeCanvas.Tasks.Actions {
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directionOnStart = agent.transform.position.DirectionTo(grapplePoint.value);
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// Get the current move direction
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velocityOnStart = agent.outputMoveDirection;
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// velocityOnStart = agent.outputMoveDirection; // NOTE: Deprecated by new movement values
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// For setting finalDirection's initial value, first compose the swing variables one-time
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Vector3 velocityWhenMoving = CalculateSwingDirections(Vector3.Distance(agent.transform.position, grapplePoint.value), directionOnStart);
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@@ -86,7 +86,7 @@ namespace NodeCanvas.Tasks.Actions {
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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agent.outputMoveDirection = Vector3.MoveTowards(agent.outputMoveDirection, Vector3.zero, .5f);
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// agent.outputMoveDirection = Vector3.MoveTowards(agent.outputMoveDirection, Vector3.zero, .5f); // NOTE: Deprecated by new movement values
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// Basic variables, direction to point and current distnace
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Vector3 directionToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
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@@ -178,7 +178,7 @@ namespace NodeCanvas.Tasks.Actions {
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gizmoFinalDirection = finalDirection;
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// Finalize the movement to the controller
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agent.SetNewDirection(Vector3.Lerp(agent.additionalMoveDirection, finalDirection.Flatten(null, 0), 1f * Time.deltaTime));
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// agent.SetNewDirection(Vector3.Lerp(agent.additionalMoveDirection, finalDirection.Flatten(null, 0), 1f * Time.deltaTime)); // NOTE: Deprecated by new movement values
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agent.SetNewGravity(finalDirection.y);
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agent.SmoothToSpeed(speed, 25f * Time.deltaTime);
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@@ -10,15 +10,9 @@ namespace Reset.Units {
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public class ChangeDirectionSettings : ActionTask<UnitMovementHandler> {
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// Direction
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[Space(5)]
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public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
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public float newDirectionStrength;
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[Space(5)]
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public Vector2 addDirectionFromInput;
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public float addInputStrength;
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[SliderField(0,1)]
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public float addInputPriorty;
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public FloatValueGroup directionSmoothing = new FloatValueGroup("Direction Smoothing");
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public FloatValueGroup directionChangingSoftness = new FloatValueGroup("Direction Changing Softness");
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public FloatValueGroup directionSpinningHardness = new FloatValueGroup("Direction Spinning Hardness");
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public FloatValueGroup directionSpinningSpeed = new FloatValueGroup("Direction Spinning Speed");
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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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@@ -30,23 +24,9 @@ namespace Reset.Units {
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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// Direction from value
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// Check that feedDir is not changed
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// UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir);
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//
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// Vector3ValueGroup.ResolvedValue(feedNewDirection, ref feedDir, ref feedDir);
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//
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// // If there's a direciton add it to the player for a frame
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// if (feedDir != Vector3.zero) {
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// agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength);
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// // Reset the fed direction after it's added so future runs don't have
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// feedDir = Vector3.zero;
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// }
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// Direction from controller input
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if (addDirectionFromInput != Vector2.zero){
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agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength);
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}
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FloatValueGroup.UpdateValue(directionChangingSoftness, agent.data.directionChangingSoftness);
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FloatValueGroup.UpdateValue(directionSpinningHardness, agent.data.directionSpinningHardness);
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FloatValueGroup.UpdateValue(directionSpinningSpeed, agent.data.directionSpinningSpeed);
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EndAction(true);
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}
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@@ -9,10 +9,8 @@ namespace Reset.Units {
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[Category("Reset/Movement")]
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public class ChangeGravitySettings : ActionTask<UnitMovementHandler>{
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[SerializeField] public FloatValueGroup jumpPower = new FloatValueGroup("Jump Power");
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[SerializeField] public FloatValueGroup jumpPowerDecay = new FloatValueGroup("Jump Power Decay");
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[SliderField(0f, 1f), SerializeField] public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay");
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[SerializeField] public FloatValueGroup gravityPower = new FloatValueGroup("Gravity Power");
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[SerializeField] public FloatValueGroup gravityMax = new FloatValueGroup("Gravity Max");
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[SerializeField] public FloatValueGroup gravityAcceleration = new FloatValueGroup("Gravity Acceleration");
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[SerializeField] public FloatValueGroup gravityScale = new FloatValueGroup("Gravity Scale");
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@@ -27,23 +25,10 @@ namespace Reset.Units {
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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// Deprecated by unified gravity system, including SetNewGravity
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// // Jump
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// FloatValueGroup.UpdateValue(jumpPower, ref agent.data.jumpPower.value, ref agent.defaultData.jumpPower.value);
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// ValueGroup.ChangeSmoothingEasing(jumpPower, ref agent.data.jumpPower.currentSmoothing,
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// ref agent.data.jumpPower.easing, ref agent.defaultData.jumpPower.smoothing, ref agent.defaultData.jumpPower.easing);
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// FloatValueGroup.UpdateValue(jumpPowerDecay, agent.data.jumpPowerDecay);
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// Deprecated by SetNewGravity
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// FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower.value, ref agent.defaultData.gravityPower.value);
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// ValueGroup.ChangeSmoothingEasing(gravityPower, ref agent.data.gravityPower.currentSmoothing,
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// ref agent.data.gravityPower.easing, ref agent.defaultData.gravityPower.smoothing, ref agent.defaultData.gravityPower.easing);
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FloatValueGroup.UpdateValue(airDirectionDecay, agent.data.airDirectionDecay);
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FloatValueGroup.UpdateValue(gravityMax, agent.data.gravityMax);
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FloatValueGroup.UpdateValue(gravityAcceleration, agent.data.gravityAcceleration);
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FloatValueGroup.UpdateValue(gravityScale, agent.data.gravityScale);
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}
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@@ -22,18 +22,9 @@ namespace Reset.Units {
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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FloatValueGroup.UpdateValue(moveSpeed, ref agent.data.moveSpeed.targetValue, ref agent.data.moveSpeed.defaultValue);
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ValueGroup.ChangeSmoothingEasing(moveSpeed, ref agent.data.moveSpeed.targetSmoothing,
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ref agent.data.moveSpeed.targetEasing, ref agent.data.moveSpeed.defaultSmoothing, ref agent.data.moveSpeed.defaultEasing);
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FloatValueGroup.UpdateValue(acceleration, ref agent.data.acceleration.targetValue, ref agent.data.acceleration.defaultValue);
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ValueGroup.ChangeSmoothingEasing(acceleration, ref agent.data.acceleration.targetSmoothing,
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ref agent.data.acceleration.targetEasing, ref agent.data.acceleration.defaultSmoothing, ref agent.data.acceleration.defaultEasing);
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FloatValueGroup.UpdateValue(deacceleration, ref agent.data.deacceleration.targetValue, ref agent.data.deacceleration.defaultValue);
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ValueGroup.ChangeSmoothingEasing(deacceleration, ref agent.data.deacceleration.targetSmoothing,
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ref agent.data.deacceleration.targetEasing, ref agent.data.deacceleration.defaultSmoothing, ref agent.data.deacceleration.defaultEasing);
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FloatValueGroup.UpdateValue(moveSpeed, agent.data.moveSpeed);
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FloatValueGroup.UpdateValue(acceleration, agent.data.acceleration);
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FloatValueGroup.UpdateValue(deacceleration, agent.data.deacceleration);
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EndAction(true);
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}
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@@ -1,12 +1,18 @@
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using System;
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using Codice.Client.BaseCommands;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Reset.Core;
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using UnityEngine;
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namespace Reset.Units {
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[Category("Reset/Movement")]
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public class ChangeRotationSettings : ActionTask<UnitMovementHandler> {
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[SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
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[SerializeField] public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
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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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@@ -16,7 +22,10 @@ namespace Reset.Units {
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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protected override void OnExecute(){
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EnumValueGroup.UpdateValue(facingDirection, agent.data.facingDirection);
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FloatValueGroup.UpdateValue(rotationSpeed, agent.data.rotationSpeed);
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EndAction(true);
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}
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@@ -66,7 +66,7 @@ namespace NodeCanvas.Tasks.Actions {
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switch (playerFacingDirection.value) {
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case PlayerFacingDirection.TowardsTarget:
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break;
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case PlayerFacingDirection.MatchForward: // TODO: Recomment
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case PlayerFacingDirection.MatchInput: // TODO: Recomment
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// targetDirection = agent.transform.forward * inputMovement.magnitude;
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targetDirection = inputMovement;
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break;
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