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

@@ -344,6 +344,142 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
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targetEasing: 2
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defaultEasing: 2
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currentValue: {x: 0, y: 0, z: 0}
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targetEasing: 2
currentSmoothing: 1
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defaultEasing: 2
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currentValue: {x: 0, y: 0, z: 0}
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targetEasing: 2
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targetEasing: 2
currentSmoothing: 1
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targetValue: 1
currentValue: 1
targetSmoothing: 1
targetEasing: 2
currentSmoothing: 1
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axisLookGainX:
targetValue: 0
currentValue: 0
targetSmoothing: 1
targetEasing: 2
currentSmoothing: 1
defaultValue: 0
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defaultEasing: 2
axisLookGainY:
targetValue: 0
currentValue: 0
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targetEasing: 2
currentSmoothing: 1
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defaultSmoothing: 1
defaultEasing: 2
orbitFollowTopHeight:
targetValue: 0
currentValue: 0
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targetEasing: 2
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orbitFollowTopRadius:
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targetEasing: 2
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currentValue: 0
targetSmoothing: 20
targetEasing: 2
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defaultEasing: 2
orbitFollowCenterRadius:
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targetSmoothing: 20
targetEasing: 2
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orbitFollowBottomHeight:
targetValue: 0
currentValue: 0
targetSmoothing: 20
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orbitFollowBottomRadius:
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currentValue: {x: 0, y: 0}
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currentSmoothing: 1
defaultValue: {x: 0, y: 0}
defaultSmoothing: 1
defaultEasing: 2
cameraOffsetOffset:
targetValue: {x: 0, y: 0, z: 0}
currentValue: {x: 0, y: 0, z: 0}
targetSmoothing: 1
targetEasing: 2
currentSmoothing: 1
defaultValue: {x: 0, y: 0, z: 0}
defaultSmoothing: 1
defaultEasing: 2
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additionalMoveDirection: {x: 0, y: 0, z: 0}
data: data:
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currentValue: {x: 0.5, y: 0.5} currentValue: 1
targetSmoothing: 1 targetSmoothing: 1
targetEasing: 2 targetEasing: 2
defaultValue: {x: 0.5, y: 0.5} currentSmoothing: 1
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defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
acceleration: directionSpinningHardness:
targetValue: 10 targetValue: 30
currentValue: 1.5 currentValue: 30
targetSmoothing: 1 targetSmoothing: 1
targetEasing: 2 targetEasing: 2
defaultValue: 5 currentSmoothing: 1
defaultValue: 3
defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
deacceleration: directionSpinningSpeed:
targetValue: 20 targetValue: 5
currentValue: 2 currentValue: 5
targetSmoothing: 1 targetSmoothing: 1
targetEasing: 2 targetEasing: 2
defaultValue: 5 currentSmoothing: 1
defaultValue: 3
defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
airDirectionDecay: airDirectionDecay:
@@ -240,15 +241,26 @@ MonoBehaviour:
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targetSmoothing: 1 targetSmoothing: 1
targetEasing: 2 targetEasing: 2
currentSmoothing: 1
defaultValue: 1 defaultValue: 1
defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
softening: acceleration:
targetValue: 4 targetValue: 28
currentValue: 1 currentValue: 28
targetSmoothing: 1 targetSmoothing: 1
targetEasing: 2 targetEasing: 2
defaultValue: 1 currentSmoothing: 1
defaultValue: 5
defaultSmoothing: 1
defaultEasing: 2
deacceleration:
targetValue: 20
currentValue: 20
targetSmoothing: 1
targetEasing: 2
currentSmoothing: 1
defaultValue: 5
defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
moveSpeed: moveSpeed:
@@ -256,6 +268,7 @@ MonoBehaviour:
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targetEasing: 2 targetEasing: 2
currentSmoothing: 10
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defaultSmoothing: 10 defaultSmoothing: 10
defaultEasing: 2 defaultEasing: 2
@@ -264,22 +277,25 @@ MonoBehaviour:
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targetSmoothing: 1 targetSmoothing: 1
targetEasing: 2 targetEasing: 2
currentSmoothing: 1
defaultValue: 1 defaultValue: 1
defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
gravityMax: gravityMax:
targetValue: 8 targetValue: 4
currentValue: 8 currentValue: 4
targetSmoothing: 1 targetSmoothing: 1
targetEasing: 2 targetEasing: 2
currentSmoothing: 1
defaultValue: 8 defaultValue: 8
defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
gravityAcceleration: gravityAcceleration:
targetValue: 5 targetValue: 15
currentValue: 5 currentValue: 15
targetSmoothing: 1 targetSmoothing: 1
targetEasing: 2 targetEasing: 2
currentSmoothing: 1
defaultValue: 1 defaultValue: 1
defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
@@ -288,14 +304,16 @@ MonoBehaviour:
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targetSmoothing: 1 targetSmoothing: 1
targetEasing: 2 targetEasing: 2
currentSmoothing: 1
defaultValue: 1 defaultValue: 1
defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
rotateFacing: facingDirection:
targetValue: 4 targetValue: 4
currentValue: 4 currentValue: 4
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targetEasing: 2 targetEasing: 2
currentSmoothing: 1
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defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
@@ -304,6 +322,7 @@ MonoBehaviour:
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targetEasing: 2 targetEasing: 2
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defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
@@ -312,6 +331,7 @@ MonoBehaviour:
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targetSmoothing: 1 targetSmoothing: 1
targetEasing: 2 targetEasing: 2
currentSmoothing: 1
defaultValue: 0.3 defaultValue: 0.3
defaultSmoothing: 1 defaultSmoothing: 1
defaultEasing: 2 defaultEasing: 2
@@ -625,6 +645,7 @@ MonoBehaviour:
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propertyPath: m_LocalEulerAnglesHint.x propertyPath: m_LocalEulerAnglesHint.x
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@@ -9,32 +9,36 @@ namespace NodeCanvas.Tasks.Actions {
[Category("Reset")] [Category("Reset")]
[Description("Change Cinemachine camera settings for the player")] [Description("Change Cinemachine camera settings for the player")]
public class ChangeCameraSettings : ActionTask{ public class ChangeCameraSettings : ActionTask{
[ParadoxNotion.Design.Header("Main Settings")] [ParadoxNotion.Design.Header("Main Settings"), Space(8)]
public FloatValueGroup fieldOfView = new (newLabel: "FOV"); public FloatValueGroup fieldOfView = new (newLabel: "FOV");
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
public Vector3ValueGroup orbitTargetOffset = new(newLabel: "Target Offset"); public Vector3ValueGroup orbitTargetOffset = new(newLabel: "Target Offset");
[Space(5)]public Vector3ValueGroup orbitPositionDamping = new(newLabel: "Position Damping"); [Space(5)]public Vector3ValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top"); [ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center"); public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top Ring");
public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom"); 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 enableXAxis = new (newLabel: "Input Axis X Enabled");
public BoolValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled"); public BoolValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled");
public FloatValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain"); public FloatValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain");
public FloatValueGroup axisLookYGain = new (newLabel: "Look Orbit Y 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"); 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"); public Vector3ValueGroup cameraOffset = new (newLabel: "Offset");
private CameraSettingsProcessor processor;
//Use for initialization. This is called only once in the lifetime of the task. //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 //Return null if init was successfull. Return an error string otherwise
protected override string OnInit(){ protected override string OnInit(){
processor = CameraSettingsProcessor.Instance;
return null; return null;
} }
@@ -42,29 +46,28 @@ namespace NodeCanvas.Tasks.Actions {
//Call EndAction() to mark the action as finished, either in success or failure. //Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere. //EndAction can be called from anywhere.
protected override void OnExecute(){ protected override void OnExecute(){
OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowTopRadius.targetValue); OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, processor.data.orbitFollowTopHeight, processor.data.orbitFollowTopRadius);
OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.targetValue); OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, processor.data.orbitFollowCenterHeight, processor.data.orbitFollowCenterRadius);
OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.targetValue); 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(orbitPositionDamping, processor.data.orbitPositionDamping);
Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue); Vector3ValueGroup.UpdateValue(orbitTargetOffset, processor.data.orbitTargetOffset);
Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.targetValue, ref CameraSettingsProcessor.original.rotationComposerScreenPos.targetValue); Vector2ValueGroup.UpdateValue(screenPosition, processor.data.rotationComposerScreenPos);
FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.targetValue, ref CameraSettingsProcessor.original.mainFieldOfView.targetValue);
FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.targetValue, ref CameraSettingsProcessor.original.axisLookGainX.targetValue); FloatValueGroup.UpdateValue(fieldOfView, processor.data.mainFieldOfView);
FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.targetValue, ref CameraSettingsProcessor.original.axisLookGainY.targetValue);
BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledX.targetValue); FloatValueGroup.UpdateValue(axisLookXGain, processor.data.axisLookGainX);
BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledY.targetValue); FloatValueGroup.UpdateValue(axisLookYGain, processor.data.axisLookGainY);
BoolValueGroup.UpdateValue(enableXAxis, processor.data.axisLookEnabledX);
BoolValueGroup.UpdateValue(enableYAxis, processor.data.axisLookEnabledY);
EndAction(true); EndAction(true);
} }
//Called once per frame while the action is active. //Called once per frame while the action is active.
protected override void OnUpdate() { protected override void OnUpdate() {

View File

@@ -69,7 +69,7 @@ namespace NodeCanvas.Tasks.Actions {
directionOnStart = agent.transform.position.DirectionTo(grapplePoint.value); directionOnStart = agent.transform.position.DirectionTo(grapplePoint.value);
// Get the current move direction // Get the current move direction
velocityOnStart = agent.outputMoveDirection; // velocityOnStart = agent.outputMoveDirection; // NOTE: Deprecated by new movement values
// For setting finalDirection's initial value, first compose the swing variables one-time // For setting finalDirection's initial value, first compose the swing variables one-time
Vector3 velocityWhenMoving = CalculateSwingDirections(Vector3.Distance(agent.transform.position, grapplePoint.value), directionOnStart); Vector3 velocityWhenMoving = CalculateSwingDirections(Vector3.Distance(agent.transform.position, grapplePoint.value), directionOnStart);
@@ -86,7 +86,7 @@ namespace NodeCanvas.Tasks.Actions {
//Called once per frame while the action is active. //Called once per frame while the action is active.
protected override void OnUpdate(){ protected override void OnUpdate(){
agent.outputMoveDirection = Vector3.MoveTowards(agent.outputMoveDirection, Vector3.zero, .5f); // agent.outputMoveDirection = Vector3.MoveTowards(agent.outputMoveDirection, Vector3.zero, .5f); // NOTE: Deprecated by new movement values
// Basic variables, direction to point and current distnace // Basic variables, direction to point and current distnace
Vector3 directionToPoint = agent.transform.position.DirectionTo(grapplePoint.value); Vector3 directionToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
@@ -178,7 +178,7 @@ namespace NodeCanvas.Tasks.Actions {
gizmoFinalDirection = finalDirection; gizmoFinalDirection = finalDirection;
// Finalize the movement to the controller // Finalize the movement to the controller
agent.SetNewDirection(Vector3.Lerp(agent.additionalMoveDirection, finalDirection.Flatten(null, 0), 1f * Time.deltaTime)); // agent.SetNewDirection(Vector3.Lerp(agent.additionalMoveDirection, finalDirection.Flatten(null, 0), 1f * Time.deltaTime)); // NOTE: Deprecated by new movement values
agent.SetNewGravity(finalDirection.y); agent.SetNewGravity(finalDirection.y);
agent.SmoothToSpeed(speed, 25f * Time.deltaTime); agent.SmoothToSpeed(speed, 25f * Time.deltaTime);

View File

@@ -10,15 +10,9 @@ namespace Reset.Units {
public class ChangeDirectionSettings : ActionTask<UnitMovementHandler> { public class ChangeDirectionSettings : ActionTask<UnitMovementHandler> {
// Direction // Direction
[Space(5)] [Space(5)]
public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction"); public FloatValueGroup directionChangingSoftness = new FloatValueGroup("Direction Changing Softness");
public float newDirectionStrength; public FloatValueGroup directionSpinningHardness = new FloatValueGroup("Direction Spinning Hardness");
[Space(5)] public FloatValueGroup directionSpinningSpeed = new FloatValueGroup("Direction Spinning Speed");
public Vector2 addDirectionFromInput;
public float addInputStrength;
[SliderField(0,1)]
public float addInputPriorty;
public FloatValueGroup directionSmoothing = new FloatValueGroup("Direction Smoothing");
//Use for initialization. This is called only once in the lifetime of the task. //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 //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. //Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere. //EndAction can be called from anywhere.
protected override void OnExecute() { protected override void OnExecute() {
// Direction from value FloatValueGroup.UpdateValue(directionChangingSoftness, agent.data.directionChangingSoftness);
// Check that feedDir is not changed FloatValueGroup.UpdateValue(directionSpinningHardness, agent.data.directionSpinningHardness);
// UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir); FloatValueGroup.UpdateValue(directionSpinningSpeed, agent.data.directionSpinningSpeed);
//
// 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);
}
EndAction(true); EndAction(true);
} }

View File

@@ -9,10 +9,8 @@ namespace Reset.Units {
[Category("Reset/Movement")] [Category("Reset/Movement")]
public class ChangeGravitySettings : ActionTask<UnitMovementHandler>{ public class ChangeGravitySettings : ActionTask<UnitMovementHandler>{
[SerializeField] public FloatValueGroup jumpPower = new FloatValueGroup("Jump Power"); [SliderField(0f, 1f), SerializeField] public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay");
[SerializeField] public FloatValueGroup jumpPowerDecay = new FloatValueGroup("Jump Power Decay");
[SerializeField] public FloatValueGroup gravityPower = new FloatValueGroup("Gravity Power");
[SerializeField] public FloatValueGroup gravityMax = new FloatValueGroup("Gravity Max"); [SerializeField] public FloatValueGroup gravityMax = new FloatValueGroup("Gravity Max");
[SerializeField] public FloatValueGroup gravityAcceleration = new FloatValueGroup("Gravity Acceleration"); [SerializeField] public FloatValueGroup gravityAcceleration = new FloatValueGroup("Gravity Acceleration");
[SerializeField] public FloatValueGroup gravityScale = new FloatValueGroup("Gravity Scale"); [SerializeField] public FloatValueGroup gravityScale = new FloatValueGroup("Gravity Scale");
@@ -27,23 +25,10 @@ namespace Reset.Units {
//Call EndAction() to mark the action as finished, either in success or failure. //Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere. //EndAction can be called from anywhere.
protected override void OnExecute() { protected override void OnExecute() {
// Deprecated by unified gravity system, including SetNewGravity FloatValueGroup.UpdateValue(airDirectionDecay, agent.data.airDirectionDecay);
// // Jump
// FloatValueGroup.UpdateValue(jumpPower, ref agent.data.jumpPower.value, ref agent.defaultData.jumpPower.value);
// ValueGroup.ChangeSmoothingEasing(jumpPower, ref agent.data.jumpPower.currentSmoothing,
// ref agent.data.jumpPower.easing, ref agent.defaultData.jumpPower.smoothing, ref agent.defaultData.jumpPower.easing);
// FloatValueGroup.UpdateValue(jumpPowerDecay, agent.data.jumpPowerDecay);
// Deprecated by SetNewGravity
// FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower.value, ref agent.defaultData.gravityPower.value);
// ValueGroup.ChangeSmoothingEasing(gravityPower, ref agent.data.gravityPower.currentSmoothing,
// ref agent.data.gravityPower.easing, ref agent.defaultData.gravityPower.smoothing, ref agent.defaultData.gravityPower.easing);
FloatValueGroup.UpdateValue(gravityMax, agent.data.gravityMax); FloatValueGroup.UpdateValue(gravityMax, agent.data.gravityMax);
FloatValueGroup.UpdateValue(gravityAcceleration, agent.data.gravityAcceleration); FloatValueGroup.UpdateValue(gravityAcceleration, agent.data.gravityAcceleration);
FloatValueGroup.UpdateValue(gravityScale, agent.data.gravityScale); FloatValueGroup.UpdateValue(gravityScale, agent.data.gravityScale);
} }

View File

@@ -22,18 +22,9 @@ namespace Reset.Units {
//Call EndAction() to mark the action as finished, either in success or failure. //Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere. //EndAction can be called from anywhere.
protected override void OnExecute() { protected override void OnExecute() {
FloatValueGroup.UpdateValue(moveSpeed, ref agent.data.moveSpeed.targetValue, ref agent.data.moveSpeed.defaultValue); FloatValueGroup.UpdateValue(moveSpeed, agent.data.moveSpeed);
ValueGroup.ChangeSmoothingEasing(moveSpeed, ref agent.data.moveSpeed.targetSmoothing, FloatValueGroup.UpdateValue(acceleration, agent.data.acceleration);
ref agent.data.moveSpeed.targetEasing, ref agent.data.moveSpeed.defaultSmoothing, ref agent.data.moveSpeed.defaultEasing); FloatValueGroup.UpdateValue(deacceleration, agent.data.deacceleration);
FloatValueGroup.UpdateValue(acceleration, ref agent.data.acceleration.targetValue, ref agent.data.acceleration.defaultValue);
ValueGroup.ChangeSmoothingEasing(acceleration, ref agent.data.acceleration.targetSmoothing,
ref agent.data.acceleration.targetEasing, ref agent.data.acceleration.defaultSmoothing, ref agent.data.acceleration.defaultEasing);
FloatValueGroup.UpdateValue(deacceleration, ref agent.data.deacceleration.targetValue, ref agent.data.deacceleration.defaultValue);
ValueGroup.ChangeSmoothingEasing(deacceleration, ref agent.data.deacceleration.targetSmoothing,
ref agent.data.deacceleration.targetEasing, ref agent.data.deacceleration.defaultSmoothing, ref agent.data.deacceleration.defaultEasing);
EndAction(true); EndAction(true);
} }

View File

@@ -1,12 +1,18 @@
using System;
using Codice.Client.BaseCommands;
using NodeCanvas.Framework; using NodeCanvas.Framework;
using ParadoxNotion.Design; using ParadoxNotion.Design;
using Reset.Core;
using UnityEngine;
namespace Reset.Units { namespace Reset.Units {
[Category("Reset/Movement")] [Category("Reset/Movement")]
public class ChangeRotationSettings : ActionTask<UnitMovementHandler> { public class ChangeRotationSettings : ActionTask<UnitMovementHandler> {
[SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
[SerializeField] public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
//Use for initialization. This is called only once in the lifetime of the task. //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 //Return null if init was successfull. Return an error string otherwise
protected override string OnInit() { protected override string OnInit() {
@@ -16,7 +22,10 @@ namespace Reset.Units {
//This is called once each time the task is enabled. //This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure. //Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere. //EndAction can be called from anywhere.
protected override void OnExecute() { protected override void OnExecute(){
EnumValueGroup.UpdateValue(facingDirection, agent.data.facingDirection);
FloatValueGroup.UpdateValue(rotationSpeed, agent.data.rotationSpeed);
EndAction(true); EndAction(true);
} }

View File

@@ -66,7 +66,7 @@ namespace NodeCanvas.Tasks.Actions {
switch (playerFacingDirection.value) { switch (playerFacingDirection.value) {
case PlayerFacingDirection.TowardsTarget: case PlayerFacingDirection.TowardsTarget:
break; break;
case PlayerFacingDirection.MatchForward: // TODO: Recomment case PlayerFacingDirection.MatchInput: // TODO: Recomment
// targetDirection = agent.transform.forward * inputMovement.magnitude; // targetDirection = agent.transform.forward * inputMovement.magnitude;
targetDirection = inputMovement; targetDirection = inputMovement;
break; break;

View File

@@ -15,23 +15,23 @@ namespace Reset.Core{
public BBParameter<float> Easing{ get; set; } public BBParameter<float> Easing{ get; set; }
} }
public static void ChangeSmoothingEasing(ISmoothable valueGroup, ref float targetSmoothing, public static void ChangeSmoothingEasing<T>(ISmoothable valueGroup, SettingValue<T> settingValue){
ref float targetEasing, ref float defaultSmoothing, ref float defaultEasing){
switch (valueGroup.changeSmoothing.value) { switch (valueGroup.changeSmoothing.value) {
case ValueChangeAction.NewValue: case ValueChangeAction.NewValue:
targetSmoothing = valueGroup.Smoothing.value; settingValue.targetSmoothing = valueGroup.Smoothing.value;
settingValue.currentSmoothing = valueGroup.Smoothing.value;
break; break;
case ValueChangeAction.ResetValue: case ValueChangeAction.ResetValue:
targetSmoothing = defaultSmoothing; settingValue.targetSmoothing = settingValue.defaultSmoothing;
break; break;
} }
switch (valueGroup.changeEasing.value) { switch (valueGroup.changeEasing.value) {
case ValueChangeAction.NewValue: case ValueChangeAction.NewValue:
targetEasing = valueGroup.Easing.value; settingValue.targetEasing = valueGroup.Easing.value;
break; break;
case ValueChangeAction.ResetValue: case ValueChangeAction.ResetValue:
targetEasing = defaultEasing; settingValue.targetEasing = settingValue.defaultEasing;
break; break;
} }
} }
@@ -96,12 +96,54 @@ namespace Reset.Core{
changeEasing = new BBParameter<ValueChangeAction>(); changeEasing = new BBParameter<ValueChangeAction>();
Easing = new BBParameter<float>().value = 0f; Easing = new BBParameter<float>().value = 0f;
}
public static void UpdateValue(OrbitalFollowValueGroup valueGroup, SettingValue<float> heightSetting, SettingValue<float> radiusSetting){
switch (valueGroup.changeHeight.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue:
heightSetting.Value = valueGroup.height.value;
break;
case ValueChangeAction.ResetValue:
heightSetting.Value = heightSetting.defaultValue;
break;
case ValueChangeAction.RelativeValue:
heightSetting.Value += valueGroup.height.value;
break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break;
}
switch (valueGroup.changeRadius.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue:
radiusSetting.Value = valueGroup.radius.value;
break;
case ValueChangeAction.ResetValue:
radiusSetting.Value = radiusSetting.defaultValue;
break;
case ValueChangeAction.RelativeValue:
radiusSetting.Value += valueGroup.radius.value;
break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break;
}
ValueGroup.ChangeSmoothingEasing(valueGroup, heightSetting);
// Debug.Log($"{heightSetting.targetSmoothing} {valueGroup.Smoothing.value}");
ValueGroup.ChangeSmoothingEasing(valueGroup, radiusSetting);
} }
[Obsolete]
public static void UpdateValue(OrbitalFollowValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){ public static void UpdateValue(OrbitalFollowValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
switch (valueGroup.changeHeight.value) { switch (valueGroup.changeHeight.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue: case ValueChangeAction.NewValue:
targetProperty = valueGroup.height.value; targetProperty = valueGroup.height.value;
break; break;
@@ -111,6 +153,7 @@ namespace Reset.Core{
} }
switch (valueGroup.changeRadius.value) { switch (valueGroup.changeRadius.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue: case ValueChangeAction.NewValue:
targetProperty = valueGroup.radius.value; targetProperty = valueGroup.radius.value;
break; break;
@@ -133,14 +176,18 @@ namespace Reset.Core{
value = new AnimationCurve(); value = new AnimationCurve();
label = newLabel; label = newLabel;
} }
public static void UpdateValue(CurveValueGroup valueGroup, ref AnimationCurve targetProperty, ref AnimationCurve defaultProperty){ public static void UpdateValue(CurveValueGroup valueGroup, SettingValue<AnimationCurve> settingValue){
switch (valueGroup.changeValue.value) { switch (valueGroup.changeValue.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue: case ValueChangeAction.NewValue:
targetProperty = valueGroup.value.value; settingValue.Value = valueGroup.value.value;
break; break;
case ValueChangeAction.ResetValue: case ValueChangeAction.ResetValue:
targetProperty = defaultProperty; settingValue.Value = settingValue.defaultValue;
break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break; break;
} }
} }
@@ -159,16 +206,21 @@ namespace Reset.Core{
label = newLabel; label = newLabel;
} }
public static void UpdateValue(EnumValueGroup valueGroup, ref Enum targetProperty, ref Enum defaultProperty){ public static void UpdateValue<T>(EnumValueGroup valueGroup, SettingValue<T> settingValue){
switch (valueGroup.changeValue.value) { switch (valueGroup.changeValue.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue: case ValueChangeAction.NewValue:
targetProperty = valueGroup.value.value; settingValue.Value = (T)(object)valueGroup.value.value;
break; break;
case ValueChangeAction.ResetValue: case ValueChangeAction.ResetValue:
targetProperty = defaultProperty; settingValue.Value = settingValue.defaultValue;
break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break; break;
} }
} }
} }
public class Vector3ValueGroup : ValueGroup.ISmoothable{ // Done public class Vector3ValueGroup : ValueGroup.ISmoothable{ // Done
@@ -227,8 +279,57 @@ namespace Reset.Core{
changeEasing = new BBParameter<ValueChangeAction>(); changeEasing = new BBParameter<ValueChangeAction>();
Easing = new BBParameter<float>().value = 0f; Easing = new BBParameter<float>().value = 0f;
}
public static void UpdateValue(Vector3ValueGroup valueGroup, SettingValue<Vector3> settingValue){
Vector3 newValue = settingValue.Value;
switch (valueGroup.changeX.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue:
newValue.x = valueGroup.value.value.x;
break;
case ValueChangeAction.ResetValue:
newValue.x = settingValue.defaultValue.x;
break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break;
}
switch (valueGroup.changeY.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue:
newValue.y = valueGroup.value.value.y;
break;
case ValueChangeAction.ResetValue:
newValue.y = settingValue.defaultValue.y;
break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break;
}
switch (valueGroup.changeZ.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue:
newValue.z = valueGroup.value.value.z;
break;
case ValueChangeAction.ResetValue:
newValue.z = settingValue.defaultValue.z;
break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break;
}
settingValue.Value = newValue;
ValueGroup.ChangeSmoothingEasing(valueGroup, settingValue);
} }
[Obsolete]
public static void UpdateValue(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){ public static void UpdateValue(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){
switch (valueGroup.changeX.value) { switch (valueGroup.changeX.value) {
case ValueChangeAction.NewValue: case ValueChangeAction.NewValue:
@@ -313,7 +414,42 @@ namespace Reset.Core{
changeEasing = new BBParameter<ValueChangeAction>(); changeEasing = new BBParameter<ValueChangeAction>();
Easing = new BBParameter<float>().value = 0f; Easing = new BBParameter<float>().value = 0f;
} }
public static void UpdateValue(Vector2ValueGroup valueGroup, SettingValue<Vector2> settingValue){
Vector2 newValue = settingValue.Value;
switch (valueGroup.changeX.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue:
newValue.x = valueGroup.value.value.x;
break;
case ValueChangeAction.ResetValue:
newValue.x = settingValue.defaultValue.x;
break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break;
}
switch (valueGroup.changeY.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue:
newValue.y = valueGroup.value.value.y;
break;
case ValueChangeAction.ResetValue:
newValue.y = settingValue.defaultValue.y;
break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break;
}
settingValue.Value = newValue;
ValueGroup.ChangeSmoothingEasing(valueGroup, settingValue);
}
[Obsolete]
public static void UpdateValue(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){ public static void UpdateValue(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){
switch (valueGroup.changeX.value) { switch (valueGroup.changeX.value) {
case ValueChangeAction.NewValue: case ValueChangeAction.NewValue:
@@ -386,6 +522,7 @@ namespace Reset.Core{
public static void UpdateValue(FloatValueGroup valueGroup, SettingValue<float> settingValue){ public static void UpdateValue(FloatValueGroup valueGroup, SettingValue<float> settingValue){
switch (valueGroup.changeValue.value) { switch (valueGroup.changeValue.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue: case ValueChangeAction.NewValue:
settingValue.Value = valueGroup.value.value; settingValue.Value = valueGroup.value.value;
break; break;
@@ -395,12 +532,15 @@ namespace Reset.Core{
case ValueChangeAction.RelativeValue: case ValueChangeAction.RelativeValue:
settingValue.Value += valueGroup.value.value; settingValue.Value += valueGroup.value.value;
break; break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break;
} }
ValueGroup.ChangeSmoothingEasing(valueGroup, ref settingValue.targetSmoothing, ValueGroup.ChangeSmoothingEasing(valueGroup, settingValue);
ref settingValue.targetEasing, ref settingValue.defaultEasing, ref settingValue.defaultSmoothing);
} }
[Obsolete]
public static void UpdateValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){ public static void UpdateValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
Debug.LogWarning("Deprecated call of UpdateValue(). Use the new one with only two arguments!"); Debug.LogWarning("Deprecated call of UpdateValue(). Use the new one with only two arguments!");
switch (valueGroup.changeValue.value) { switch (valueGroup.changeValue.value) {
@@ -429,8 +569,25 @@ namespace Reset.Core{
changeValue = ValueChangeAction.NoChange; changeValue = ValueChangeAction.NoChange;
} }
public static void UpdateValue(BoolValueGroup valueGroup, SettingValue<bool> settingValue){
switch (valueGroup.changeValue.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue:
settingValue.Value = valueGroup.value.value;
break;
case ValueChangeAction.ResetValue:
settingValue.Value = settingValue.defaultValue;
break;
default:
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
break;
}
}
[Obsolete]
public static void UpdateValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool defaultProperty){ public static void UpdateValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool defaultProperty){
switch (valueGroup.changeValue.value) { switch (valueGroup.changeValue.value) {
case ValueChangeAction.NoChange: break;
case ValueChangeAction.NewValue: case ValueChangeAction.NewValue:
targetProperty = valueGroup.value.value; targetProperty = valueGroup.value.value;
break; break;

View File

@@ -16,14 +16,10 @@ using UnityEngine;
GUILayout.MinWidth(20.0f), GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true), GUILayout.ExpandWidth(true),
}; };
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options // Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical(); GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions); GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
// Create the x settings enum // Create the x settings enum
@@ -66,13 +62,9 @@ using UnityEngine;
GUILayout.ExpandWidth(true), GUILayout.ExpandWidth(true),
}; };
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options // Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical(); GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions); GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
// Create the x settings enum // Create the x settings enum
@@ -105,14 +97,11 @@ using UnityEngine;
GUILayout.MinWidth(100.0f), GUILayout.MinWidth(100.0f),
GUILayout.ExpandWidth(true), GUILayout.ExpandWidth(true),
}; };
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options // Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical(); GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions); GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
// Create the x settings enum // Create the x settings enum
@@ -152,22 +141,9 @@ using UnityEngine;
GUILayout.MinWidth(20.0f), GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true), GUILayout.ExpandWidth(true),
}; };
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
GUIStyle titleText = new GUIStyle{
fontSize = 12,
fontStyle = FontStyle.Bold,
padding = new RectOffset(8, 0, 3,0),
normal ={
textColor = Color.white
}
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options // Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.Label(_instance.label, titleText); GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
// End the label // End the label
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
@@ -210,14 +186,10 @@ using UnityEngine;
GUILayout.MinWidth(20.0f), GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true), GUILayout.ExpandWidth(true),
}; };
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options // Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical(); GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions); GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
// Create the x settings enum // Create the x settings enum
@@ -292,14 +264,10 @@ using UnityEngine;
GUILayout.MinWidth(20.0f), GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true), GUILayout.ExpandWidth(true),
}; };
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options // Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical(); GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions); GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
// Create the x settings enum // Create the x settings enum
@@ -354,49 +322,73 @@ using UnityEngine;
// Set layout options for the label and the float fields // Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] { GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f), // GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f), // GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true), GUILayout.ExpandWidth(true),
}; };
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(60.0f),
};
// Start a Horiztonal Section // Add the label
GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
// Start the smoothing and easing section
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
// Add the left side label GUIStyle smallText= new GUIStyle{
GUILayout.Label(_instance.label, labelOptions); fontSize = 10,
padding = new RectOffset(8, 0, 0,0),
// Create the height settings enum normal ={
_instance.changeHeight.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeHeight.value); textColor = Color.gray + Color.gray / 2f
}
// Create the value/disabled information field };
if (_instance.changeHeight.value == ValueChangeAction.NewValue){
_instance.height.value = EditorGUILayout.FloatField(_instance.height.value, floatOptions); // Start the left side for height
GUILayout.BeginVertical();
// Draw the label
GUILayout.BeginHorizontal();
GUILayout.Label("Height", smallText);
GUILayout.EndHorizontal();
// Height
BBParameterEditor.ParameterField("", _instance.changeHeight);
if (_instance.changeHeight.value == ValueChangeAction.NewValue || _instance.changeHeight.value == ValueChangeAction.RelativeValue){
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
BBParameterEditor.ParameterField("", _instance.height);
} else { } else {
EditorGUI.BeginDisabledGroup(true); EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeHeight.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions); EditorGUILayout.TextField(_instance.changeHeight.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup(); EditorGUI.EndDisabledGroup();
} }
// It do what it do. // Close height
GUILayout.Space(5); GUILayout.EndVertical();
// Create the radius settings enum // Start the right for radius
_instance.changeRadius.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeRadius.value); GUILayout.BeginVertical();
// Create the value/disabled information field // Draw the label
if (_instance.changeRadius.value == ValueChangeAction.NewValue){ GUILayout.BeginHorizontal();
_instance.radius = EditorGUILayout.FloatField(_instance.radius.value, floatOptions); GUILayout.Label("Radius", smallText);
GUILayout.EndHorizontal();
// Radius
BBParameterEditor.ParameterField("", _instance.changeRadius);
if (_instance.changeRadius.value == ValueChangeAction.NewValue || _instance.changeRadius.value == ValueChangeAction.RelativeValue){
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
BBParameterEditor.ParameterField("", _instance.radius);
} else { } else {
EditorGUI.BeginDisabledGroup(true); EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeRadius.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions); EditorGUILayout.TextField(_instance.changeRadius.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup(); EditorGUI.EndDisabledGroup();
} }
// Close this line up // Close easing
GUILayout.EndVertical();
GUILayout.Space(8);
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
ValueGroupEditorUtilities.DrawEasingAndSmoothingSection(_instance); ValueGroupEditorUtilities.DrawEasingAndSmoothingSection(_instance);
@@ -463,7 +455,7 @@ using UnityEngine;
EditorGUILayout.TextField(_instance.changeSmoothing.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions); EditorGUILayout.TextField(_instance.changeSmoothing.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup(); EditorGUI.EndDisabledGroup();
} }
// Close easing // Close easing
GUILayout.EndVertical(); GUILayout.EndVertical();
@@ -477,5 +469,14 @@ using UnityEngine;
GUILayout.MinWidth(20.0f), GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true), GUILayout.ExpandWidth(true),
}; };
public static GUIStyle titleText = new GUIStyle{
fontSize = 12,
fontStyle = FontStyle.Bold,
padding = new RectOffset(8, 0, 3,0),
normal ={
textColor = Color.white
}
};
} }
#endif #endif

View File

@@ -1,39 +1,37 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
public struct CameraSettingData : ICloneable{ [Serializable]
public SettingValue<float> mainFieldOfView; public class CameraSettingData{
[Title("Field of View"), HideLabel, InlineProperty] public SettingValue<float> mainFieldOfView = new SettingValue<float>(0f);
public SettingValue<Vector3> orbitPositionDamping; [Title("Orbit Position Damping"), HideLabel, InlineProperty] public SettingValue<Vector3> orbitPositionDamping = new SettingValue<Vector3>(Vector3.zero);
public SettingValue<Vector3> orbitTargetOffset; [Title("Orbit Target Offset"), HideLabel, InlineProperty] public SettingValue<Vector3> orbitTargetOffset= new SettingValue<Vector3>(Vector3.zero);
public SettingValue<bool> axisLookEnabledX; [Title("X Axis Look Enabled"), HideLabel, InlineProperty] public SettingValue<bool> axisLookEnabledX = new SettingValue<bool>(true);
public SettingValue<bool> axisLookEnabledY; [Title("Y Axis Look Enabled"), HideLabel, InlineProperty] public SettingValue<bool> axisLookEnabledY = new SettingValue<bool>(true);
public SettingValue<float> axisLookGainX; [Title("X Axis Look Gain"), HideLabel, InlineProperty] public SettingValue<float> axisLookGainX = new SettingValue<float>(0f);
public SettingValue<float> axisLookGainY; [Title("Y Axis Look Gain"), HideLabel, InlineProperty] public SettingValue<float> axisLookGainY = new SettingValue<float>(0f);
public SettingValue<float> orbitFollowTopHeight; [Title("Orbit Follow Top Height"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowTopHeight = new SettingValue<float>(0f);
public SettingValue<float> orbitFollowTopRadius; [Title("Orbit Follow Top Radius"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowTopRadius = new SettingValue<float>(0f);
public SettingValue<float> orbitFollowCenterHeight; [Title("Orbit Follow Center Height"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowCenterHeight = new SettingValue<float>(0f);
public SettingValue<float> orbitFollowCenterRadius; [Title("Orbit Follow Center Radius"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowCenterRadius = new SettingValue<float>(0f);
public SettingValue<float> orbitFollowBottomHeight; [Title("Orbit Follow Bottom Height"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowBottomHeight = new SettingValue<float>(0f);
public SettingValue<float> orbitFollowBottomRadius; [Title("Orbit Follow Bottom Radius"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowBottomRadius = new SettingValue<float>(0f);
public SettingValue<Vector2> rotationComposerScreenPos; public SettingValue<Vector2> rotationComposerScreenPos= new SettingValue<Vector2>(Vector2.zero);
public SettingValue<Vector3> cameraOffsetOffset; public SettingValue<Vector3> cameraOffsetOffset= new SettingValue<Vector3>(Vector3.zero);
public object Clone(){
return MemberwiseClone();
}
public List<IResettableSettingValue> GetAllSettings(){ public List<IResettableSettingValue> GetAllSettings(){
var outputList = new List<IResettableSettingValue>(); var outputList = new List<IResettableSettingValue>();
IResettableSettingValue[] settings = new[]{ IResettableSettingValue[] settings = {
mainFieldOfView as IResettableSettingValue, mainFieldOfView,
orbitPositionDamping, orbitPositionDamping,
orbitTargetOffset, orbitTargetOffset,
axisLookEnabledX, axisLookEnabledX,

View File

@@ -1,3 +1,4 @@
using System;
using Reset.Core; using Reset.Core;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using Unity.Cinemachine; using Unity.Cinemachine;
@@ -6,14 +7,8 @@ using UnityEngine;
public class CameraSettingsProcessor : MonoBehaviour{ public class CameraSettingsProcessor : MonoBehaviour{
public static CameraSettingsProcessor Instance{ get; private set; } public static CameraSettingsProcessor Instance{ get; private set; }
[HideInInspector] public static CameraSettingData data; [ShowInInspector, FoldoutGroup("Camera Data", expanded: true), InlineProperty, HideLabel]
[HideInInspector] public static CameraSettingData original; public CameraSettingData data;
[ShowInInspector] public static CameraSettingData smoothing;
[ShowInInspector] public static CameraSettingData easing;
[HideInInspector] public static CameraSettingData currentSmoothing;
[HideInInspector] public static CameraSettingData currentValue;
public static GameObject mainCamera; public static GameObject mainCamera;
@@ -38,59 +33,32 @@ public class CameraSettingsProcessor : MonoBehaviour{
rotComp = mainCamera.GetComponent<CinemachineRotationComposer>(); rotComp = mainCamera.GetComponent<CinemachineRotationComposer>();
offset = mainCamera.GetComponent<CinemachineCameraOffset>(); offset = mainCamera.GetComponent<CinemachineCameraOffset>();
axisCont = mainCamera.GetComponent<CinemachineInputAxisController>(); axisCont = mainCamera.GetComponent<CinemachineInputAxisController>();
// Quick check for a camera settings
if (data == null) {
Debug.LogWarning("No Camera Settings Data was found on processing. One will be created. Is this intentional? This will have strong effects on camera movement");
data = new CameraSettingData();
}
// Initialize camera settings values from current values // Initialize camera settings values from current values
data.mainFieldOfView.targetValue = main.Lens.FieldOfView; InitializeAllSettings();
data.orbitPositionDamping.targetValue = orbit.TrackerSettings.PositionDamping;
data.orbitTargetOffset.targetValue = orbit.TargetOffset;
data.axisLookEnabledX.targetValue = axisCont.Controllers[0].Enabled;
data.axisLookEnabledY.targetValue = axisCont.Controllers[1].Enabled;
data.axisLookGainX.targetValue = axisCont.Controllers[0].Input.Gain;
data.axisLookGainY.targetValue = axisCont.Controllers[1].Input.Gain;
data.orbitFollowTopHeight.targetValue = orbit.Orbits.Top.Height;
data.orbitFollowTopRadius.targetValue = orbit.Orbits.Top.Radius;
data.orbitFollowCenterHeight.targetValue = orbit.Orbits.Center.Height;
data.orbitFollowCenterRadius.targetValue = orbit.Orbits.Center.Radius;
data.orbitFollowBottomHeight.targetValue = orbit.Orbits.Bottom.Height;
data.orbitFollowBottomRadius.targetValue = orbit.Orbits.Bottom.Radius;
data.rotationComposerScreenPos.targetValue = rotComp.Composition.ScreenPosition;
data.cameraOffsetOffset.targetValue = offset.Offset;
// And copy to the original
original = (CameraSettingData)data.Clone();
} }
void Update(){ void Update(){
// EaseToNewSmoothingValues(); SmoothCameraSettings();
// ProcessCameraValues(); ApplyCameraSettings();
} }
void EaseToNewSmoothingValues(){ void SmoothCameraSettings(){
data.mainFieldOfView.SmoothAndEase(); var settings = data.GetAllSettings();
data.orbitPositionDamping.SmoothAndEase();
data.orbitTargetOffset.SmoothAndEase();
data.axisLookGainX.SmoothAndEase();
data.axisLookGainY.SmoothAndEase();
data.orbitFollowTopHeight.SmoothAndEase();
data.orbitFollowTopRadius.SmoothAndEase();
data.orbitFollowCenterHeight.SmoothAndEase();
data.orbitFollowCenterRadius.SmoothAndEase();
data.orbitFollowBottomHeight.SmoothAndEase();
data.orbitFollowBottomRadius.SmoothAndEase();
data.rotationComposerScreenPos.SmoothAndEase(); for (int i = 0; i < settings.Count; i++) {
data.cameraOffsetOffset.SmoothAndEase(); settings[i].SmoothAndEase();
}
} }
void ProcessCameraValues(){ // Responsible for actively applying the settings to the Cinemachine components
void ApplyCameraSettings(){
main.Lens.FieldOfView = data.mainFieldOfView.Value; main.Lens.FieldOfView = data.mainFieldOfView.Value;
axisCont.Controllers[0].Enabled = data.axisLookEnabledX.Value; axisCont.Controllers[0].Enabled = data.axisLookEnabledX.Value;
@@ -113,9 +81,30 @@ public class CameraSettingsProcessor : MonoBehaviour{
offset.Offset = data.cameraOffsetOffset.Value; offset.Offset = data.cameraOffsetOffset.Value;
} }
[Button] [Button]
void InitializeAllSettings(){ void InitializeAllSettings(){
data.mainFieldOfView.targetValue = main.Lens.FieldOfView;
data.orbitPositionDamping.targetValue = orbit.TrackerSettings.PositionDamping;
data.orbitTargetOffset.targetValue = orbit.TargetOffset;
data.axisLookEnabledX.targetValue = axisCont.Controllers[0].Enabled;
data.axisLookEnabledY.targetValue = axisCont.Controllers[1].Enabled;
data.axisLookGainX.targetValue = axisCont.Controllers[0].Input.Gain;
data.axisLookGainY.targetValue = axisCont.Controllers[1].Input.Gain;
data.orbitFollowTopHeight.targetValue = orbit.Orbits.Top.Height;
data.orbitFollowTopRadius.targetValue = orbit.Orbits.Top.Radius;
data.orbitFollowCenterHeight.targetValue = orbit.Orbits.Center.Height;
data.orbitFollowCenterRadius.targetValue = orbit.Orbits.Center.Radius;
data.orbitFollowBottomHeight.targetValue = orbit.Orbits.Bottom.Height;
data.orbitFollowBottomRadius.targetValue = orbit.Orbits.Bottom.Radius;
data.rotationComposerScreenPos.targetValue = rotComp.Composition.ScreenPosition;
data.cameraOffsetOffset.targetValue = offset.Offset;
var allSettings = data.GetAllSettings(); var allSettings = data.GetAllSettings();
for (int i = 0; i < allSettings.Count; i++) { for (int i = 0; i < allSettings.Count; i++) {
allSettings[i].Initialize(); allSettings[i].Initialize();

View File

@@ -1,7 +1,7 @@
namespace Reset.Units{ namespace Reset.Units{
public enum PlayerFacingDirection{ public enum PlayerFacingDirection{
TowardsTarget = 0, TowardsTarget = 0,
MatchForward, MatchInput,
MatchCamera, MatchCamera,
Static, Static,
Momentum, Momentum,

View File

@@ -7,14 +7,14 @@ namespace Reset.Units{
public struct MoveDirection{ public struct MoveDirection{
private Transform owner; private Transform owner;
// Both are in world space, and translated to local
private Vector2 _moveRaw; private Vector2 _moveRaw;
private Vector2 _moveDir; // Always world?? private Vector2 _moveDir;
[ShowInInspector] [ShowInInspector]
public Vector2 World{ public Vector2 World{
get{ get{
DebugOverlayDrawer.ChangeValue("Movement", "_moveDir", _moveDir); DebugOverlayDrawer.ChangeValue("Movement", "_moveDir", _moveDir);
// return owner.TransformDirection(_moveDir.ToVector3()).ToVector2();
return _moveDir; return _moveDir;
} }
set{ set{
@@ -23,14 +23,9 @@ namespace Reset.Units{
} }
[ShowInInspector] [ShowInInspector]
public Vector2 Local{ public Vector2 Local => owner.InverseTransformDirection(_moveDir.ToVector3()).ToVector2();
get => owner.InverseTransformDirection(_moveDir.ToVector3()).ToVector2();
private set {
// _moveDir = value;
}
}
[ShowInInspector, PropertySpace(5)]
public Vector2 RawWorld{ public Vector2 RawWorld{
get{ get{
DebugOverlayDrawer.ChangeValue("Movement", "_moveRaw", _moveRaw); DebugOverlayDrawer.ChangeValue("Movement", "_moveRaw", _moveRaw);
@@ -42,11 +37,9 @@ namespace Reset.Units{
} }
} }
public Vector2 RawLocal{ [ShowInInspector]
get => owner.InverseTransformDirection(_moveRaw.ToVector3()).ToVector2(); public Vector2 RawLocal => owner.InverseTransformDirection(_moveRaw.ToVector3()).ToVector2();
}
public MoveDirection(Transform ownerTransform){ public MoveDirection(Transform ownerTransform){
owner = ownerTransform; owner = ownerTransform;
_moveDir = Vector2.zero; _moveDir = Vector2.zero;
@@ -54,7 +47,7 @@ namespace Reset.Units{
} }
} }
[ShowInInspector] public MoveDirection moveDirection; [ShowInInspector, InlineProperty, BoxGroup("Direction"), HideLabel] public MoveDirection moveDirection;
public float moveSpeed; public float moveSpeed;
public Quaternion rotation; public Quaternion rotation;
public float rotationSpeed; public float rotationSpeed;

View File

@@ -25,7 +25,7 @@ public class SettingValue<T> : IResettableSettingValue{
set => targetValue = value; set => targetValue = value;
} }
[HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Current"), ShowIf("@IsSmoothable()")] [HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Current"), ShowIf("@IsSmoothable()")]
private float currentSmoothing; public float currentSmoothing;
[HorizontalGroup("Settings"), VerticalGroup("Settings/Value"), BoxGroup("Settings/Value/Value"), LabelText("Default")] [HorizontalGroup("Settings"), VerticalGroup("Settings/Value"), BoxGroup("Settings/Value/Value"), LabelText("Default")]
public T defaultValue; public T defaultValue;
[HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Default"), ShowIf("@IsSmoothable()")] [HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Default"), ShowIf("@IsSmoothable()")]
@@ -75,31 +75,33 @@ public class SettingValue<T> : IResettableSettingValue{
Debug.LogWarning($"A SettingValue ({this}) wasn't verified before being smoothed and eased. What's up with that?"); Debug.LogWarning($"A SettingValue ({this}) wasn't verified before being smoothed and eased. What's up with that?");
} }
currentSmoothing = Mathf.MoveTowards(currentSmoothing, targetSmoothing, targetEasing * 1f * Time.deltaTime); currentSmoothing = Mathf.MoveTowards(currentSmoothing, targetSmoothing, targetEasing * targetEasing * Time.deltaTime);
if (typeof(T) == typeof(float)) { if (typeof(T) == typeof(float)) {
currentValue = (T)(object)Mathf.SmoothDamp((float)(object)currentValue, (float)(object)targetValue, ref refVelFloat, currentSmoothing * Time.deltaTime); currentValue = (T)(object)Mathf.SmoothDamp((float)(object)currentValue, (float)(object)targetValue, ref refVelFloat, currentSmoothing * currentSmoothing * Time.deltaTime);
} }
if (typeof(T) == typeof(Vector2)) { if (typeof(T) == typeof(Vector2)) {
currentValue = (T)(object)Vector2.SmoothDamp((Vector2)(object)currentValue, (Vector2)(object)targetValue, ref refVelV2, currentSmoothing * Time.deltaTime); currentValue = (T)(object)Vector2.SmoothDamp((Vector2)(object)currentValue, (Vector2)(object)targetValue, ref refVelV2, currentSmoothing * currentSmoothing * Time.deltaTime);
} }
if (typeof(T) == typeof(Vector3)) { if (typeof(T) == typeof(Vector3)) {
currentValue = (T)(object)Vector3.SmoothDamp((Vector3)(object)currentValue, (Vector3)(object)targetValue, ref refVelV3, currentSmoothing * Time.deltaTime); currentValue = (T)(object)Vector3.SmoothDamp((Vector3)(object)currentValue, (Vector3)(object)targetValue, ref refVelV3, currentSmoothing * currentSmoothing * Time.deltaTime);
} }
if (typeof(T) == typeof(Vector4) || typeof(T) == typeof(Quaternion)) { if (typeof(T) == typeof(Vector4) || typeof(T) == typeof(Quaternion)) {
// I have... zero clue if this will work. There is no Vector4 or Quaternion SmoothDamp // I have... zero clue if this will work. There is no Vector4 or Quaternion SmoothDamp
Vector3 v3value = Vector3.SmoothDamp((Vector4)(object)currentValue, (Vector4)(object)targetValue, ref refVelV3, currentSmoothing * Time.deltaTime); Vector3 v3value = Vector3.SmoothDamp((Vector4)(object)currentValue, (Vector4)(object)targetValue, ref refVelV3, currentSmoothing * currentSmoothing * Time.deltaTime);
float v4value = Mathf.SmoothDamp(((Vector4)(object)currentValue).z, ((Vector4)(object)targetValue).z, ref refVelFloat, currentSmoothing * Time.deltaTime); float v4value = Mathf.SmoothDamp(((Vector4)(object)currentValue).z, ((Vector4)(object)targetValue).z, ref refVelFloat, currentSmoothing * currentSmoothing * Time.deltaTime);
currentValue = (T)(object)new Vector4(v3value.x, v3value.y, v3value.z, v4value); currentValue = (T)(object)new Vector4(v3value.x, v3value.y, v3value.z, v4value);
} }
} }
public void Initialize(){ public void Initialize(){
currentValue = targetValue; currentValue = targetValue;
Debug.Log(Value); defaultValue = targetValue;
defaultSmoothing = targetSmoothing;
defaultEasing = targetEasing;
} }
} }

View File

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

View File

@@ -8,13 +8,8 @@ namespace Reset.Units{
[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)] [ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
public ResolvedMovement resolvedMovement; public ResolvedMovement resolvedMovement;
[HideInInspector] public Vector3 outputMoveDirection;
[HideInInspector] public Vector3 additionalMoveDirection;
// SmoothDamp Velocities // SmoothDamp Velocities
private Quaternion refVelocityRotationSpeed; private Vector2 refVelocityDirectionChangingHardness;
private float refVelocityAcceleration;
private float refVelocityDeacceleration;
// Smoothing Values // Smoothing Values
private float directionChangeDotLerp; private float directionChangeDotLerp;
@@ -29,6 +24,9 @@ namespace Reset.Units{
// Movement Data // Movement Data
[ShowInInspector, PropertyOrder(2), FoldoutGroup("Movement Data", expanded: true), InlineProperty, HideLabel] public UnitMovementData data = new(); [ShowInInspector, PropertyOrder(2), FoldoutGroup("Movement Data", expanded: true), InlineProperty, HideLabel] public UnitMovementData data = new();
// Other
private Quaternion specifiedRotation; // Used for locking a specific direction
void Awake(){ void Awake(){
controller = GetComponent<CharacterController>(); controller = GetComponent<CharacterController>();
controls = GetComponent<PlayerControls>(); controls = GetComponent<PlayerControls>();
@@ -45,13 +43,14 @@ namespace Reset.Units{
void Update(){ void Update(){
SmoothAllSettings(); SmoothAllSettings();
UpdateCurrentDirection(); UpdateCurrentDirection();
UpdateCurrentGravity(); UpdateCurrentGravity();
UpdateCurrentSpeed(); UpdateCurrentSpeed();
UpdateCurrentRotation(); UpdateCurrentRotation();
DoMovement(); // Apply movement
DoMovement(resolvedMovement.moveDirection.World, resolvedMovement.gravity, resolvedMovement.moveSpeed, data.gravityScale.Value);
DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (Local)", resolvedMovement.moveDirection.Local); DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (Local)", resolvedMovement.moveDirection.Local);
DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World); DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World);
@@ -62,6 +61,7 @@ namespace Reset.Units{
// Get input value // Get input value
Vector2 targetDirection = new Vector2(controls.rawMoveInput.x, controls.rawMoveInput.y); Vector2 targetDirection = new Vector2(controls.rawMoveInput.x, controls.rawMoveInput.y);
// Rotate input by camera rotation (instead of rotating the output direction by camera rotation)
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2(); targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
// Deadzone // Deadzone
@@ -69,7 +69,7 @@ namespace Reset.Units{
targetDirection = Vector2.zero; targetDirection = Vector2.zero;
} }
// Set Raw Direciton // Set Raw Direction (this is used by the camera later)
resolvedMovement.moveDirection.RawWorld = targetDirection; resolvedMovement.moveDirection.RawWorld = targetDirection;
// Get current direction // Get current direction
@@ -79,7 +79,7 @@ namespace Reset.Units{
float switchedDirection = Vector3.Dot(targetDirection, currentDirection); float switchedDirection = Vector3.Dot(targetDirection, currentDirection);
float switchedDirectionRemapped = Mathf.Lerp(0, 1, switchedDirection); float switchedDirectionRemapped = Mathf.Lerp(0, 1, switchedDirection);
directionChangeDotLerp = Mathf.Lerp(switchedDirection, switchedDirectionRemapped, 5f * Time.deltaTime) ; // turn that .5f into a variable directionChangeDotLerp = Mathf.Lerp(switchedDirection, switchedDirectionRemapped, data.directionSpinningHardness.Value * Time.deltaTime);
DebugOverlayDrawer.ChangeValue("Movement", "Direction Change Dot", directionChangeDotLerp); DebugOverlayDrawer.ChangeValue("Movement", "Direction Change Dot", directionChangeDotLerp);
// Smooth movement. Use deaccel smoothing if the input magnitude is lower, and accel smoothing if it's higher // Smooth movement. Use deaccel smoothing if the input magnitude is lower, and accel smoothing if it's higher
@@ -89,12 +89,12 @@ namespace Reset.Units{
Vector2 newDirection; Vector2 newDirection;
if (controller.isGrounded){ if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentDirection, targetDirection, data.softening.Value * Time.deltaTime); slerpedValue = Vector3.Slerp(currentDirection, targetDirection, data.directionSpinningSpeed.Value * Time.deltaTime);
lerpedValue = Vector2.Lerp(currentDirection, targetDirection, data.softening.Value * Time.deltaTime); lerpedValue = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * Time.deltaTime);
newDirection = Vector2.Lerp(slerpedValue, lerpedValue, directionChangeDotLerp); newDirection = Vector2.Lerp(slerpedValue, lerpedValue, directionChangeDotLerp);
} else { } else {
newDirection = Vector2.Lerp(currentDirection, targetDirection, data.softening.Value * data.airDirectionDecay.Value * Time.deltaTime); newDirection = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * data.airDirectionDecay.Value * Time.deltaTime);
} }
// Commit the new direction // Commit the new direction
@@ -119,6 +119,7 @@ namespace Reset.Units{
} }
// Update the gravity, called every frame // Update the gravity, called every frame
// NOTE: most gravity interactions, like when grounded or not, is now handled by the state machine
private void UpdateCurrentGravity(){ private void UpdateCurrentGravity(){
// Accelerate gravity // Accelerate gravity
if (!controller.isGrounded){ if (!controller.isGrounded){
@@ -136,10 +137,16 @@ namespace Reset.Units{
Quaternion targetRotation = Quaternion.identity; Quaternion targetRotation = Quaternion.identity;
// Switch the desired rotation based on current movement setting // Switch the desired rotation based on current movement setting
switch (data.rotateFacing.Value) { // TODO: Check that this isn't broken switch (data.facingDirection.Value) {
// Just look at target // Just look at target
case PlayerFacingDirection.TowardsTarget: case PlayerFacingDirection.TowardsTarget:
// Look directly at the target // Look directly at the target
if (lockOnManager.mainTarget == null) {
Debug.LogError("Trying to rotate towards a target but there is no target. Not setting a rotation");
targetRotation = transform.rotation;
break;
}
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position)); targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
break; break;
case PlayerFacingDirection.Momentum: case PlayerFacingDirection.Momentum:
@@ -148,8 +155,8 @@ namespace Reset.Units{
targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up); targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up);
} }
break; break;
case PlayerFacingDirection.MatchForward: case PlayerFacingDirection.MatchInput:
// Look towards the input direction....why??? I guess cause move direction is PlayerFacingDirection.Momentum. // Look towards the input direction- similar to Momentum but snappier
if (controls.rawMoveInput.magnitude < 0.05f) { break; } if (controls.rawMoveInput.magnitude < 0.05f) { break; }
targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement); targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
@@ -160,7 +167,7 @@ namespace Reset.Units{
break; break;
case PlayerFacingDirection.Static: case PlayerFacingDirection.Static:
// Don't change // Don't change
targetRotation = transform.rotation; targetRotation = resolvedMovement.rotation;
break; break;
} }
@@ -168,27 +175,21 @@ namespace Reset.Units{
// Add the current input into the created rotation // Add the current input into the created rotation
if (inputMovement.magnitude > .05) { if (inputMovement.magnitude > .05) {
// Quaternion inputRot = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement); resolvedMovement.rotation = targetRotation;
// resolvedMovement.rotation = Quaternion.RotateTowards(resolvedMovement.rotation, targetRotation, 10f); } else if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera) {
resolvedMovement.rotation = targetRotation; resolvedMovement.rotation = targetRotation;
} }
// Set final rotation // Apply rotation to the character
transform.rotation = Quaternion.Slerp(transform.rotation, resolvedMovement.rotation, data.rotationSpeed.Value * Time.deltaTime).Flatten(0, null, 0); transform.rotation = Quaternion.Slerp(transform.rotation, resolvedMovement.rotation, data.rotationSpeed.Value * Time.deltaTime).Flatten(0, null, 0);
} }
// Move with default settings
public void DoMovement(){
DoMovement(resolvedMovement.moveDirection.World, resolvedMovement.moveSpeed, data.gravityScale.Value); // TODO: Gets multiplied a second time in DoMovement by gravity scale????
}
// Custom move from input
public void DoMovement(Vector2 moveDir, float speed, float gravityScale){
// Debug.Log($"moveDir: {moveDir}, agent velocity: {transform.InverseTransformDirection(controller.velocity.normalized)}");
// Custom move from input
private void DoMovement(Vector2 moveDir, float gravDir, float speed, float gravityScale){
// Seperate the different move directions. Additonal becomes it's own because it needs to be added independently of the other two // Seperate the different move directions. Additonal becomes it's own because it needs to be added independently of the other two
Vector2 moveXZDir = moveDir; Vector2 moveXZDir = moveDir;
float moveYDir = resolvedMovement.gravity; float moveYDir = gravDir;
// Add their related speeds // Add their related speeds
moveXZDir *= speed * Time.deltaTime; moveXZDir *= speed * Time.deltaTime;
@@ -209,7 +210,7 @@ namespace Reset.Units{
} }
} }
public void SetNewDirection(Vector2 value, float relativity, bool absolute){ // new public void SetNewDirection(Vector2 value, float relativity, bool absolute, Vector2 relativeTo = default){ // new
if (absolute){ if (absolute){
resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, value, relativity); resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, value, relativity);
} else { } else {
@@ -217,7 +218,7 @@ namespace Reset.Units{
} }
} }
public void SetNewRawDirection(Vector2 value, float relativity, bool absolute){ // new public void SetNewRawDirection(Vector2 value, float relativity, bool absolute, Vector2 relativeTo = default){ // new
if (absolute){ if (absolute){
resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, value, relativity); resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, value, relativity);
} else { } else {
@@ -225,7 +226,7 @@ namespace Reset.Units{
} }
} }
public void SetNewSpeed(float value, float relativity, bool absolute){ // new public void SetNewSpeed(float value, float relativity, bool absolute, float relativeTo = Mathf.Infinity){ // new
if (absolute){ if (absolute){
resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, value, relativity); resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, value, relativity);
} else { } else {
@@ -233,7 +234,7 @@ namespace Reset.Units{
} }
} }
public void SetNewRotation(Quaternion value, float relativity, bool absolute){ // new public void SetNewRotation(Quaternion value, float relativity, bool absolute, Quaternion relativeTo = default){ // new
if (absolute){ if (absolute){
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, value, relativity); resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, value, relativity);
} else { } else {
@@ -241,6 +242,10 @@ namespace Reset.Units{
} }
} }
public void SetSpecifiedRotation(Quaternion inputRotation){
specifiedRotation = inputRotation;
}
[Button("Initialize Settings", ButtonHeight = 30), PropertySpace(10,5 )] [Button("Initialize Settings", ButtonHeight = 30), PropertySpace(10,5 )]
void InitAllSettings(){ void InitAllSettings(){
var settingsList = data.GetAllSettings(); var settingsList = data.GetAllSettings();
@@ -274,14 +279,11 @@ namespace Reset.Units{
public void SetNewGravity(float value){ public void SetNewGravity(float value){
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!"); Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
} }
public void SetSpecifiedRotation(Quaternion inputRotation){ // Old
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
}
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!"); Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
} }
} }
} }