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