change: finished and cleaned all settings changes, code commented, smoothing and easing are now exponential

This commit is contained in:
Chris
2025-09-26 14:03:11 -04:00
parent bd2903a0b2
commit 4569cea664
20 changed files with 676 additions and 399 deletions

View File

@@ -9,32 +9,36 @@ namespace NodeCanvas.Tasks.Actions {
[Category("Reset")]
[Description("Change Cinemachine camera settings for the player")]
public class ChangeCameraSettings : ActionTask{
[ParadoxNotion.Design.Header("Main Settings")]
[ParadoxNotion.Design.Header("Main Settings"), Space(8)]
public FloatValueGroup fieldOfView = new (newLabel: "FOV");
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
public Vector3ValueGroup orbitTargetOffset = new(newLabel: "Target Offset");
[Space(5)]public Vector3ValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top");
public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center");
public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom");
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top Ring");
public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Top Ring");
[Space(8)]
public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Top Ring");
public BoolValueGroup enableXAxis = new (newLabel: "Input Axis X Enabled");
public BoolValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled");
public FloatValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain");
public FloatValueGroup axisLookYGain = new (newLabel: "Look Orbit Y Gain");
[ParadoxNotion.Design.Header("Rotation Composer Settings")]
[ParadoxNotion.Design.Header("Rotation Composer Settings"), Space(8)]
public Vector2ValueGroup screenPosition = new (newLabel: "Screen Position");
[ParadoxNotion.Design.Header("Camera Offset Settings")]
[ParadoxNotion.Design.Header("Camera Offset Settings"), Space(8)]
public Vector3ValueGroup cameraOffset = new (newLabel: "Offset");
private CameraSettingsProcessor processor;
//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
protected override string OnInit(){
processor = CameraSettingsProcessor.Instance;
return null;
}
@@ -42,29 +46,28 @@ namespace NodeCanvas.Tasks.Actions {
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowTopRadius.targetValue);
OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.targetValue);
OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.targetValue);
OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, processor.data.orbitFollowTopHeight, processor.data.orbitFollowTopRadius);
OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, processor.data.orbitFollowCenterHeight, processor.data.orbitFollowCenterRadius);
OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, processor.data.orbitFollowBottomHeight, processor.data.orbitFollowBottomRadius);
Vector3ValueGroup.UpdateValue(cameraOffset, ref CameraSettingsProcessor.data.cameraOffsetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
Vector3ValueGroup.UpdateValue(cameraOffset, processor.data.cameraOffsetOffset);
Vector3ValueGroup.UpdateValue(orbitPositionDamping, ref CameraSettingsProcessor.data.orbitPositionDamping.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
Vector3ValueGroup.UpdateValue(orbitPositionDamping, processor.data.orbitPositionDamping);
Vector3ValueGroup.UpdateValue(orbitTargetOffset, processor.data.orbitTargetOffset);
Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.targetValue, ref CameraSettingsProcessor.original.rotationComposerScreenPos.targetValue);
FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.targetValue, ref CameraSettingsProcessor.original.mainFieldOfView.targetValue);
Vector2ValueGroup.UpdateValue(screenPosition, processor.data.rotationComposerScreenPos);
FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.targetValue, ref CameraSettingsProcessor.original.axisLookGainX.targetValue);
FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.targetValue, ref CameraSettingsProcessor.original.axisLookGainY.targetValue);
FloatValueGroup.UpdateValue(fieldOfView, processor.data.mainFieldOfView);
BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledX.targetValue);
BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledY.targetValue);
FloatValueGroup.UpdateValue(axisLookXGain, processor.data.axisLookGainX);
FloatValueGroup.UpdateValue(axisLookYGain, processor.data.axisLookGainY);
BoolValueGroup.UpdateValue(enableXAxis, processor.data.axisLookEnabledX);
BoolValueGroup.UpdateValue(enableYAxis, processor.data.axisLookEnabledY);
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {