change: finished and cleaned all settings changes, code commented, smoothing and easing are now exponential
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@@ -6,17 +6,18 @@ using UnityEngine;
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namespace Reset.Units{
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[Serializable]
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public class UnitMovementData : ICloneable{
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public class UnitMovementData{
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// Movement Direction
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[Title("Move Smoothing"), HideLabel, InlineProperty] public SettingValue<Vector2> moveSmoothing = new SettingValue<Vector2>(new Vector2(.5f, .5f));
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[Title("Acceleration"), HideLabel, InlineProperty] public SettingValue<float> acceleration = new SettingValue<float>(5f);
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[Title("Deacceleration"), HideLabel, InlineProperty] public SettingValue<float> deacceleration = new SettingValue<float>(5f);
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[Title("Direction Changing Softeness"), HideLabel, InlineProperty] public SettingValue<float> directionChangingSoftness = new SettingValue<float>(1f, defaultSmoothing: 1f);
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[Title("Direction Spinning Hardness"), HideLabel, InlineProperty] public SettingValue<float> directionSpinningHardness = new SettingValue<float>(3f, defaultSmoothing: 1f);
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[Title("Directoon Spinning Speed"), HideLabel, InlineProperty] public SettingValue<float> directionSpinningSpeed= new SettingValue<float>(3f, defaultSmoothing: 1f);
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[SliderField(0,1)]
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[Title("Air Direction Decay"), HideLabel, InlineProperty] public SettingValue<float> airDirectionDecay = new SettingValue<float>(1f); // TODO: Check default value
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// Move Speed
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[Title("Softening"), HideLabel, InlineProperty] public SettingValue<float> softening = new SettingValue<float>(1f, defaultSmoothing: 1f);
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[Title("Acceleration"), HideLabel, InlineProperty] public SettingValue<float> acceleration = new SettingValue<float>(5f);
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[Title("Deacceleration"), HideLabel, InlineProperty] public SettingValue<float> deacceleration = new SettingValue<float>(5f);
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[Title("Move Speed"), HideLabel, InlineProperty] public SettingValue<float> moveSpeed = new SettingValue<float>(15f, defaultSmoothing: 10f);
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// Jumping
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@@ -30,33 +31,27 @@ namespace Reset.Units{
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[Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue<float> gravityScale = new SettingValue<float>(1f);
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// Rotation
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[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<PlayerFacingDirection> rotateFacing = new SettingValue<PlayerFacingDirection>(initValue: PlayerFacingDirection.Momentum);
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[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<PlayerFacingDirection> facingDirection = new SettingValue<PlayerFacingDirection>(initValue: PlayerFacingDirection.Momentum);
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[Title("Rotation Speed"), HideLabel, InlineProperty] public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);
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[Title("Rotation Input Blending"), HideLabel, InlineProperty] public SettingValue<float> rotationInputBlending = new SettingValue<float>(.3f);
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public object Clone(){
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return MemberwiseClone();
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}
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public List<IResettableSettingValue> GetAllSettings(){
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var outputList = new List<IResettableSettingValue>();
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IResettableSettingValue[] settings = new[]{
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moveSmoothing as IResettableSettingValue,
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IResettableSettingValue[] settings = {
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directionChangingSoftness,
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directionSpinningHardness,
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directionSpinningSpeed,
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acceleration,
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deacceleration,
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airDirectionDecay,
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softening,
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moveSpeed,
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// jumpPower,
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// jumpPowerDecay,
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gravityPower,
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gravityMax,
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gravityAcceleration,
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gravityScale,
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rotateFacing,
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facingDirection,
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rotationSpeed,
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rotationInputBlending,
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};
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outputList.AddRange(settings);
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