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

@@ -10,15 +10,9 @@ namespace Reset.Units {
public class ChangeDirectionSettings : ActionTask<UnitMovementHandler> {
// Direction
[Space(5)]
public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
public float newDirectionStrength;
[Space(5)]
public Vector2 addDirectionFromInput;
public float addInputStrength;
[SliderField(0,1)]
public float addInputPriorty;
public FloatValueGroup directionSmoothing = new FloatValueGroup("Direction Smoothing");
public FloatValueGroup directionChangingSoftness = new FloatValueGroup("Direction Changing Softness");
public FloatValueGroup directionSpinningHardness = new FloatValueGroup("Direction Spinning Hardness");
public FloatValueGroup directionSpinningSpeed = new FloatValueGroup("Direction Spinning Speed");
//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
@@ -30,23 +24,9 @@ namespace Reset.Units {
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
// Direction from value
// Check that feedDir is not changed
// UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir);
//
// Vector3ValueGroup.ResolvedValue(feedNewDirection, ref feedDir, ref feedDir);
//
// // If there's a direciton add it to the player for a frame
// if (feedDir != Vector3.zero) {
// agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength);
// // Reset the fed direction after it's added so future runs don't have
// feedDir = Vector3.zero;
// }
// Direction from controller input
if (addDirectionFromInput != Vector2.zero){
agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength);
}
FloatValueGroup.UpdateValue(directionChangingSoftness, agent.data.directionChangingSoftness);
FloatValueGroup.UpdateValue(directionSpinningHardness, agent.data.directionSpinningHardness);
FloatValueGroup.UpdateValue(directionSpinningSpeed, agent.data.directionSpinningSpeed);
EndAction(true);
}