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