change: finished and cleaned all settings changes, code commented, smoothing and easing are now exponential
This commit is contained in:
@@ -344,6 +344,142 @@ MonoBehaviour:
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File diff suppressed because one or more lines are too long
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@@ -240,15 +241,26 @@ MonoBehaviour:
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@@ -256,6 +268,7 @@ MonoBehaviour:
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@@ -288,14 +304,16 @@ MonoBehaviour:
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@@ -312,6 +331,7 @@ MonoBehaviour:
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targetSmoothing: 1
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defaultSmoothing: 1
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defaultEasing: 2
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@@ -625,6 +645,7 @@ MonoBehaviour:
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@@ -9,16 +9,17 @@ namespace NodeCanvas.Tasks.Actions {
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||||
[Category("Reset")]
|
||||
[Description("Change Cinemachine camera settings for the player")]
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||||
public class ChangeCameraSettings : ActionTask{
|
||||
[ParadoxNotion.Design.Header("Main Settings")]
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[ParadoxNotion.Design.Header("Main Settings"), Space(8)]
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public FloatValueGroup fieldOfView = new (newLabel: "FOV");
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[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
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public Vector3ValueGroup orbitTargetOffset = new(newLabel: "Target Offset");
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[Space(5)]public Vector3ValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
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public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top");
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public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center");
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public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom");
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[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
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public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top Ring");
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public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Top Ring");
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[Space(8)]
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public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Top Ring");
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public BoolValueGroup enableXAxis = new (newLabel: "Input Axis X Enabled");
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public BoolValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled");
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@@ -26,15 +27,18 @@ namespace NodeCanvas.Tasks.Actions {
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public FloatValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain");
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public FloatValueGroup axisLookYGain = new (newLabel: "Look Orbit Y Gain");
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[ParadoxNotion.Design.Header("Rotation Composer Settings")]
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[ParadoxNotion.Design.Header("Rotation Composer Settings"), Space(8)]
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public Vector2ValueGroup screenPosition = new (newLabel: "Screen Position");
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|
||||
[ParadoxNotion.Design.Header("Camera Offset Settings")]
|
||||
[ParadoxNotion.Design.Header("Camera Offset Settings"), Space(8)]
|
||||
public Vector3ValueGroup cameraOffset = new (newLabel: "Offset");
|
||||
|
||||
private CameraSettingsProcessor processor;
|
||||
|
||||
//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
|
||||
protected override string OnInit(){
|
||||
processor = CameraSettingsProcessor.Instance;
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -42,29 +46,28 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute(){
|
||||
OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowTopRadius.targetValue);
|
||||
OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.targetValue);
|
||||
OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.targetValue);
|
||||
OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, processor.data.orbitFollowTopHeight, processor.data.orbitFollowTopRadius);
|
||||
OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, processor.data.orbitFollowCenterHeight, processor.data.orbitFollowCenterRadius);
|
||||
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(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
|
||||
Vector3ValueGroup.UpdateValue(orbitPositionDamping, processor.data.orbitPositionDamping);
|
||||
Vector3ValueGroup.UpdateValue(orbitTargetOffset, processor.data.orbitTargetOffset);
|
||||
|
||||
Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.targetValue, ref CameraSettingsProcessor.original.rotationComposerScreenPos.targetValue);
|
||||
FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.targetValue, ref CameraSettingsProcessor.original.mainFieldOfView.targetValue);
|
||||
Vector2ValueGroup.UpdateValue(screenPosition, processor.data.rotationComposerScreenPos);
|
||||
|
||||
FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.targetValue, ref CameraSettingsProcessor.original.axisLookGainX.targetValue);
|
||||
FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.targetValue, ref CameraSettingsProcessor.original.axisLookGainY.targetValue);
|
||||
FloatValueGroup.UpdateValue(fieldOfView, processor.data.mainFieldOfView);
|
||||
|
||||
BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledX.targetValue);
|
||||
BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledY.targetValue);
|
||||
FloatValueGroup.UpdateValue(axisLookXGain, processor.data.axisLookGainX);
|
||||
FloatValueGroup.UpdateValue(axisLookYGain, processor.data.axisLookGainY);
|
||||
|
||||
BoolValueGroup.UpdateValue(enableXAxis, processor.data.axisLookEnabledX);
|
||||
BoolValueGroup.UpdateValue(enableYAxis, processor.data.axisLookEnabledY);
|
||||
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
|
||||
|
||||
@@ -69,7 +69,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
directionOnStart = agent.transform.position.DirectionTo(grapplePoint.value);
|
||||
|
||||
// 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
|
||||
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.
|
||||
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
|
||||
Vector3 directionToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
|
||||
@@ -178,7 +178,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
gizmoFinalDirection = finalDirection;
|
||||
|
||||
// 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.SmoothToSpeed(speed, 25f * Time.deltaTime);
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -9,10 +9,8 @@ namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class ChangeGravitySettings : ActionTask<UnitMovementHandler>{
|
||||
[SerializeField] public FloatValueGroup jumpPower = new FloatValueGroup("Jump Power");
|
||||
[SerializeField] public FloatValueGroup jumpPowerDecay = new FloatValueGroup("Jump Power Decay");
|
||||
[SliderField(0f, 1f), SerializeField] public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay");
|
||||
|
||||
[SerializeField] public FloatValueGroup gravityPower = new FloatValueGroup("Gravity Power");
|
||||
[SerializeField] public FloatValueGroup gravityMax = new FloatValueGroup("Gravity Max");
|
||||
[SerializeField] public FloatValueGroup gravityAcceleration = new FloatValueGroup("Gravity Acceleration");
|
||||
[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.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute() {
|
||||
// Deprecated by unified gravity system, including SetNewGravity
|
||||
// // 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(airDirectionDecay, agent.data.airDirectionDecay);
|
||||
|
||||
FloatValueGroup.UpdateValue(gravityMax, agent.data.gravityMax);
|
||||
|
||||
FloatValueGroup.UpdateValue(gravityAcceleration, agent.data.gravityAcceleration);
|
||||
|
||||
FloatValueGroup.UpdateValue(gravityScale, agent.data.gravityScale);
|
||||
}
|
||||
|
||||
|
||||
@@ -22,18 +22,9 @@ 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() {
|
||||
FloatValueGroup.UpdateValue(moveSpeed, ref agent.data.moveSpeed.targetValue, ref agent.data.moveSpeed.defaultValue);
|
||||
ValueGroup.ChangeSmoothingEasing(moveSpeed, ref agent.data.moveSpeed.targetSmoothing,
|
||||
ref agent.data.moveSpeed.targetEasing, ref agent.data.moveSpeed.defaultSmoothing, ref agent.data.moveSpeed.defaultEasing);
|
||||
|
||||
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);
|
||||
|
||||
FloatValueGroup.UpdateValue(moveSpeed, agent.data.moveSpeed);
|
||||
FloatValueGroup.UpdateValue(acceleration, agent.data.acceleration);
|
||||
FloatValueGroup.UpdateValue(deacceleration, agent.data.deacceleration);
|
||||
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
@@ -1,11 +1,17 @@
|
||||
using System;
|
||||
using Codice.Client.BaseCommands;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using Reset.Core;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
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.
|
||||
//Return null if init was successfull. Return an error string otherwise
|
||||
@@ -16,7 +22,10 @@ namespace Reset.Units {
|
||||
//This is called once each time the task is enabled.
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//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);
|
||||
}
|
||||
|
||||
|
||||
@@ -66,7 +66,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
switch (playerFacingDirection.value) {
|
||||
case PlayerFacingDirection.TowardsTarget:
|
||||
break;
|
||||
case PlayerFacingDirection.MatchForward: // TODO: Recomment
|
||||
case PlayerFacingDirection.MatchInput: // TODO: Recomment
|
||||
// targetDirection = agent.transform.forward * inputMovement.magnitude;
|
||||
targetDirection = inputMovement;
|
||||
break;
|
||||
|
||||
@@ -15,23 +15,23 @@ namespace Reset.Core{
|
||||
public BBParameter<float> Easing{ get; set; }
|
||||
}
|
||||
|
||||
public static void ChangeSmoothingEasing(ISmoothable valueGroup, ref float targetSmoothing,
|
||||
ref float targetEasing, ref float defaultSmoothing, ref float defaultEasing){
|
||||
public static void ChangeSmoothingEasing<T>(ISmoothable valueGroup, SettingValue<T> settingValue){
|
||||
switch (valueGroup.changeSmoothing.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetSmoothing = valueGroup.Smoothing.value;
|
||||
settingValue.targetSmoothing = valueGroup.Smoothing.value;
|
||||
settingValue.currentSmoothing = valueGroup.Smoothing.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetSmoothing = defaultSmoothing;
|
||||
settingValue.targetSmoothing = settingValue.defaultSmoothing;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeEasing.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetEasing = valueGroup.Easing.value;
|
||||
settingValue.targetEasing = valueGroup.Easing.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetEasing = defaultEasing;
|
||||
settingValue.targetEasing = settingValue.defaultEasing;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -96,12 +96,54 @@ namespace Reset.Core{
|
||||
|
||||
changeEasing = new BBParameter<ValueChangeAction>();
|
||||
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($"{heightSetting.targetSmoothing} {valueGroup.Smoothing.value}");
|
||||
ValueGroup.ChangeSmoothingEasing(valueGroup, radiusSetting);
|
||||
}
|
||||
|
||||
[Obsolete]
|
||||
public static void UpdateValue(OrbitalFollowValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
|
||||
switch (valueGroup.changeHeight.value) {
|
||||
case ValueChangeAction.NoChange: break;
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.height.value;
|
||||
break;
|
||||
@@ -111,6 +153,7 @@ namespace Reset.Core{
|
||||
}
|
||||
|
||||
switch (valueGroup.changeRadius.value) {
|
||||
case ValueChangeAction.NoChange: break;
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.radius.value;
|
||||
break;
|
||||
@@ -134,13 +177,17 @@ namespace Reset.Core{
|
||||
label = newLabel;
|
||||
}
|
||||
|
||||
public static void UpdateValue(CurveValueGroup valueGroup, ref AnimationCurve targetProperty, ref AnimationCurve defaultProperty){
|
||||
public static void UpdateValue(CurveValueGroup valueGroup, SettingValue<AnimationCurve> settingValue){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NoChange: break;
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
settingValue.Value = valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
settingValue.Value = settingValue.defaultValue;
|
||||
break;
|
||||
default:
|
||||
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -159,16 +206,21 @@ namespace Reset.Core{
|
||||
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) {
|
||||
case ValueChangeAction.NoChange: break;
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
settingValue.Value = (T)(object)valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
settingValue.Value = settingValue.defaultValue;
|
||||
break;
|
||||
default:
|
||||
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public class Vector3ValueGroup : ValueGroup.ISmoothable{ // Done
|
||||
@@ -227,8 +279,57 @@ namespace Reset.Core{
|
||||
|
||||
changeEasing = new BBParameter<ValueChangeAction>();
|
||||
Easing = new BBParameter<float>().value = 0f;
|
||||
|
||||
}
|
||||
|
||||
public static void UpdateValue(Vector3ValueGroup valueGroup, SettingValue<Vector3> settingValue){
|
||||
Vector3 newValue = settingValue.Value;
|
||||
|
||||
switch (valueGroup.changeX.value) {
|
||||
case ValueChangeAction.NoChange: break;
|
||||
case ValueChangeAction.NewValue:
|
||||
newValue.x = valueGroup.value.value.x;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
newValue.x = settingValue.defaultValue.x;
|
||||
break;
|
||||
default:
|
||||
Debug.LogError($"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){
|
||||
switch (valueGroup.changeX.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
@@ -314,6 +415,41 @@ namespace Reset.Core{
|
||||
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){
|
||||
switch (valueGroup.changeX.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
@@ -386,6 +522,7 @@ namespace Reset.Core{
|
||||
|
||||
public static void UpdateValue(FloatValueGroup valueGroup, SettingValue<float> settingValue){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NoChange: break;
|
||||
case ValueChangeAction.NewValue:
|
||||
settingValue.Value = valueGroup.value.value;
|
||||
break;
|
||||
@@ -395,12 +532,15 @@ namespace Reset.Core{
|
||||
case ValueChangeAction.RelativeValue:
|
||||
settingValue.Value += valueGroup.value.value;
|
||||
break;
|
||||
default:
|
||||
Debug.LogError($"No value was changed for part of {valueGroup.label} because this ValueChangeAction was not supported.");
|
||||
break;
|
||||
}
|
||||
|
||||
ValueGroup.ChangeSmoothingEasing(valueGroup, ref settingValue.targetSmoothing,
|
||||
ref settingValue.targetEasing, ref settingValue.defaultEasing, ref settingValue.defaultSmoothing);
|
||||
ValueGroup.ChangeSmoothingEasing(valueGroup, settingValue);
|
||||
}
|
||||
|
||||
[Obsolete]
|
||||
public static void UpdateValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
|
||||
Debug.LogWarning("Deprecated call of UpdateValue(). Use the new one with only two arguments!");
|
||||
switch (valueGroup.changeValue.value) {
|
||||
@@ -429,8 +569,25 @@ namespace Reset.Core{
|
||||
changeValue = ValueChangeAction.NoChange;
|
||||
}
|
||||
|
||||
public static void UpdateValue(BoolValueGroup valueGroup, SettingValue<bool> settingValue){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NoChange: break;
|
||||
case ValueChangeAction.NewValue:
|
||||
settingValue.Value = valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
settingValue.Value = settingValue.defaultValue;
|
||||
break;
|
||||
default:
|
||||
Debug.LogError($"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){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NoChange: break;
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
break;
|
||||
|
||||
@@ -17,13 +17,9 @@ using UnityEngine;
|
||||
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
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
@@ -66,13 +62,9 @@ using UnityEngine;
|
||||
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
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
@@ -106,13 +98,10 @@ using UnityEngine;
|
||||
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
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
@@ -153,21 +142,8 @@ using UnityEngine;
|
||||
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
|
||||
GUILayout.Label(_instance.label, titleText);
|
||||
GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
|
||||
|
||||
// End the label
|
||||
GUILayout.EndHorizontal();
|
||||
@@ -211,13 +187,9 @@ using UnityEngine;
|
||||
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
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
@@ -293,13 +265,9 @@ using UnityEngine;
|
||||
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
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
@@ -354,49 +322,73 @@ using UnityEngine;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(300.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
// GUILayout.Width(300.0f),
|
||||
// GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(60.0f),
|
||||
};
|
||||
// Add the label
|
||||
GUILayout.Label(_instance.label, ValueGroupEditorUtilities.titleText);
|
||||
|
||||
// Start a Horiztonal Section
|
||||
// Start the smoothing and easing section
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Add the left side label
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUIStyle smallText= new GUIStyle{
|
||||
fontSize = 10,
|
||||
padding = new RectOffset(8, 0, 0,0),
|
||||
normal ={
|
||||
textColor = Color.gray + Color.gray / 2f
|
||||
}
|
||||
};
|
||||
|
||||
// Create the height settings enum
|
||||
_instance.changeHeight.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeHeight.value);
|
||||
// Start the left side for height
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeHeight.value == ValueChangeAction.NewValue){
|
||||
_instance.height.value = EditorGUILayout.FloatField(_instance.height.value, floatOptions);
|
||||
// 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 {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeHeight.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
// Close height
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Create the radius settings enum
|
||||
_instance.changeRadius.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeRadius.value);
|
||||
// Start the right for radius
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeRadius.value == ValueChangeAction.NewValue){
|
||||
_instance.radius = EditorGUILayout.FloatField(_instance.radius.value, floatOptions);
|
||||
// Draw the label
|
||||
GUILayout.BeginHorizontal();
|
||||
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 {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeRadius.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
// Close easing
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.Space(8);
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
ValueGroupEditorUtilities.DrawEasingAndSmoothingSection(_instance);
|
||||
@@ -477,5 +469,14 @@ using UnityEngine;
|
||||
GUILayout.MinWidth(20.0f),
|
||||
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
|
||||
|
||||
@@ -1,39 +1,37 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
public struct CameraSettingData : ICloneable{
|
||||
public SettingValue<float> mainFieldOfView;
|
||||
[Serializable]
|
||||
public class CameraSettingData{
|
||||
[Title("Field of View"), HideLabel, InlineProperty] public SettingValue<float> mainFieldOfView = new SettingValue<float>(0f);
|
||||
|
||||
public SettingValue<Vector3> orbitPositionDamping;
|
||||
public SettingValue<Vector3> orbitTargetOffset;
|
||||
[Title("Orbit Position Damping"), HideLabel, InlineProperty] public SettingValue<Vector3> orbitPositionDamping = new SettingValue<Vector3>(Vector3.zero);
|
||||
[Title("Orbit Target Offset"), HideLabel, InlineProperty] public SettingValue<Vector3> orbitTargetOffset= new SettingValue<Vector3>(Vector3.zero);
|
||||
|
||||
public SettingValue<bool> axisLookEnabledX;
|
||||
public SettingValue<bool> axisLookEnabledY;
|
||||
[Title("X Axis Look Enabled"), HideLabel, InlineProperty] public SettingValue<bool> axisLookEnabledX = new SettingValue<bool>(true);
|
||||
[Title("Y Axis Look Enabled"), HideLabel, InlineProperty] public SettingValue<bool> axisLookEnabledY = new SettingValue<bool>(true);
|
||||
|
||||
public SettingValue<float> axisLookGainX;
|
||||
public SettingValue<float> axisLookGainY;
|
||||
[Title("X Axis Look Gain"), HideLabel, InlineProperty] public SettingValue<float> axisLookGainX = new SettingValue<float>(0f);
|
||||
[Title("Y Axis Look Gain"), HideLabel, InlineProperty] public SettingValue<float> axisLookGainY = new SettingValue<float>(0f);
|
||||
|
||||
public SettingValue<float> orbitFollowTopHeight;
|
||||
public SettingValue<float> orbitFollowTopRadius;
|
||||
public SettingValue<float> orbitFollowCenterHeight;
|
||||
public SettingValue<float> orbitFollowCenterRadius;
|
||||
public SettingValue<float> orbitFollowBottomHeight;
|
||||
public SettingValue<float> orbitFollowBottomRadius;
|
||||
[Title("Orbit Follow Top Height"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowTopHeight = new SettingValue<float>(0f);
|
||||
[Title("Orbit Follow Top Radius"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowTopRadius = new SettingValue<float>(0f);
|
||||
[Title("Orbit Follow Center Height"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowCenterHeight = new SettingValue<float>(0f);
|
||||
[Title("Orbit Follow Center Radius"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowCenterRadius = new SettingValue<float>(0f);
|
||||
[Title("Orbit Follow Bottom Height"), HideLabel, InlineProperty] public SettingValue<float> orbitFollowBottomHeight = new SettingValue<float>(0f);
|
||||
[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 object Clone(){
|
||||
return MemberwiseClone();
|
||||
}
|
||||
public SettingValue<Vector3> cameraOffsetOffset= new SettingValue<Vector3>(Vector3.zero);
|
||||
|
||||
public List<IResettableSettingValue> GetAllSettings(){
|
||||
var outputList = new List<IResettableSettingValue>();
|
||||
|
||||
IResettableSettingValue[] settings = new[]{
|
||||
mainFieldOfView as IResettableSettingValue,
|
||||
IResettableSettingValue[] settings = {
|
||||
mainFieldOfView,
|
||||
orbitPositionDamping,
|
||||
orbitTargetOffset,
|
||||
axisLookEnabledX,
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using Reset.Core;
|
||||
using Sirenix.OdinInspector;
|
||||
using Unity.Cinemachine;
|
||||
@@ -6,14 +7,8 @@ using UnityEngine;
|
||||
public class CameraSettingsProcessor : MonoBehaviour{
|
||||
public static CameraSettingsProcessor Instance{ get; private set; }
|
||||
|
||||
[HideInInspector] public static CameraSettingData data;
|
||||
[HideInInspector] public static CameraSettingData original;
|
||||
[ShowInInspector] public static CameraSettingData smoothing;
|
||||
[ShowInInspector] public static CameraSettingData easing;
|
||||
|
||||
|
||||
[HideInInspector] public static CameraSettingData currentSmoothing;
|
||||
[HideInInspector] public static CameraSettingData currentValue;
|
||||
[ShowInInspector, FoldoutGroup("Camera Data", expanded: true), InlineProperty, HideLabel]
|
||||
public CameraSettingData data;
|
||||
|
||||
public static GameObject mainCamera;
|
||||
|
||||
@@ -39,58 +34,31 @@ public class CameraSettingsProcessor : MonoBehaviour{
|
||||
offset = mainCamera.GetComponent<CinemachineCameraOffset>();
|
||||
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
|
||||
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;
|
||||
|
||||
// And copy to the original
|
||||
original = (CameraSettingData)data.Clone();
|
||||
InitializeAllSettings();
|
||||
}
|
||||
|
||||
void Update(){
|
||||
// EaseToNewSmoothingValues();
|
||||
// ProcessCameraValues();
|
||||
SmoothCameraSettings();
|
||||
ApplyCameraSettings();
|
||||
}
|
||||
|
||||
void EaseToNewSmoothingValues(){
|
||||
data.mainFieldOfView.SmoothAndEase();
|
||||
void SmoothCameraSettings(){
|
||||
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();
|
||||
data.cameraOffsetOffset.SmoothAndEase();
|
||||
for (int i = 0; i < settings.Count; i++) {
|
||||
settings[i].SmoothAndEase();
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessCameraValues(){
|
||||
// Responsible for actively applying the settings to the Cinemachine components
|
||||
void ApplyCameraSettings(){
|
||||
main.Lens.FieldOfView = data.mainFieldOfView.Value;
|
||||
|
||||
axisCont.Controllers[0].Enabled = data.axisLookEnabledX.Value;
|
||||
@@ -116,6 +84,27 @@ public class CameraSettingsProcessor : MonoBehaviour{
|
||||
|
||||
[Button]
|
||||
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();
|
||||
for (int i = 0; i < allSettings.Count; i++) {
|
||||
allSettings[i].Initialize();
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
namespace Reset.Units{
|
||||
public enum PlayerFacingDirection{
|
||||
TowardsTarget = 0,
|
||||
MatchForward,
|
||||
MatchInput,
|
||||
MatchCamera,
|
||||
Static,
|
||||
Momentum,
|
||||
|
||||
@@ -7,14 +7,14 @@ namespace Reset.Units{
|
||||
public struct MoveDirection{
|
||||
private Transform owner;
|
||||
|
||||
// Both are in world space, and translated to local
|
||||
private Vector2 _moveRaw;
|
||||
private Vector2 _moveDir; // Always world??
|
||||
private Vector2 _moveDir;
|
||||
|
||||
[ShowInInspector]
|
||||
public Vector2 World{
|
||||
get{
|
||||
DebugOverlayDrawer.ChangeValue("Movement", "_moveDir", _moveDir);
|
||||
// return owner.TransformDirection(_moveDir.ToVector3()).ToVector2();
|
||||
return _moveDir;
|
||||
}
|
||||
set{
|
||||
@@ -23,14 +23,9 @@ namespace Reset.Units{
|
||||
}
|
||||
|
||||
[ShowInInspector]
|
||||
public Vector2 Local{
|
||||
get => owner.InverseTransformDirection(_moveDir.ToVector3()).ToVector2();
|
||||
|
||||
private set {
|
||||
// _moveDir = value;
|
||||
}
|
||||
}
|
||||
public Vector2 Local => owner.InverseTransformDirection(_moveDir.ToVector3()).ToVector2();
|
||||
|
||||
[ShowInInspector, PropertySpace(5)]
|
||||
public Vector2 RawWorld{
|
||||
get{
|
||||
DebugOverlayDrawer.ChangeValue("Movement", "_moveRaw", _moveRaw);
|
||||
@@ -42,10 +37,8 @@ namespace Reset.Units{
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 RawLocal{
|
||||
get => owner.InverseTransformDirection(_moveRaw.ToVector3()).ToVector2();
|
||||
}
|
||||
|
||||
[ShowInInspector]
|
||||
public Vector2 RawLocal => owner.InverseTransformDirection(_moveRaw.ToVector3()).ToVector2();
|
||||
|
||||
public MoveDirection(Transform ownerTransform){
|
||||
owner = ownerTransform;
|
||||
@@ -54,7 +47,7 @@ namespace Reset.Units{
|
||||
}
|
||||
}
|
||||
|
||||
[ShowInInspector] public MoveDirection moveDirection;
|
||||
[ShowInInspector, InlineProperty, BoxGroup("Direction"), HideLabel] public MoveDirection moveDirection;
|
||||
public float moveSpeed;
|
||||
public Quaternion rotation;
|
||||
public float rotationSpeed;
|
||||
|
||||
@@ -25,7 +25,7 @@ public class SettingValue<T> : IResettableSettingValue{
|
||||
set => targetValue = value;
|
||||
}
|
||||
[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")]
|
||||
public T defaultValue;
|
||||
[HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Default"), ShowIf("@IsSmoothable()")]
|
||||
@@ -75,24 +75,24 @@ public class SettingValue<T> : IResettableSettingValue{
|
||||
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)) {
|
||||
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)) {
|
||||
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)) {
|
||||
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)) {
|
||||
// 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);
|
||||
float v4value = Mathf.SmoothDamp(((Vector4)(object)currentValue).z, ((Vector4)(object)targetValue).z, ref refVelFloat, 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 * currentSmoothing * Time.deltaTime);
|
||||
|
||||
currentValue = (T)(object)new Vector4(v3value.x, v3value.y, v3value.z, v4value);
|
||||
}
|
||||
@@ -100,6 +100,8 @@ public class SettingValue<T> : IResettableSettingValue{
|
||||
|
||||
public void Initialize(){
|
||||
currentValue = targetValue;
|
||||
Debug.Log(Value);
|
||||
defaultValue = targetValue;
|
||||
defaultSmoothing = targetSmoothing;
|
||||
defaultEasing = targetEasing;
|
||||
}
|
||||
}
|
||||
@@ -6,17 +6,18 @@ using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
[Serializable]
|
||||
public class UnitMovementData : ICloneable{
|
||||
public class UnitMovementData{
|
||||
// Movement Direction
|
||||
[Title("Move Smoothing"), HideLabel, InlineProperty] public SettingValue<Vector2> moveSmoothing = new SettingValue<Vector2>(new Vector2(.5f, .5f));
|
||||
[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("Direction Changing Softeness"), HideLabel, InlineProperty] public SettingValue<float> directionChangingSoftness = new SettingValue<float>(1f, defaultSmoothing: 1f);
|
||||
[Title("Direction Spinning Hardness"), HideLabel, InlineProperty] public SettingValue<float> directionSpinningHardness = new SettingValue<float>(3f, defaultSmoothing: 1f);
|
||||
[Title("Directoon Spinning Speed"), HideLabel, InlineProperty] public SettingValue<float> directionSpinningSpeed= new SettingValue<float>(3f, defaultSmoothing: 1f);
|
||||
|
||||
[SliderField(0,1)]
|
||||
[Title("Air Direction Decay"), HideLabel, InlineProperty] public SettingValue<float> airDirectionDecay = new SettingValue<float>(1f); // TODO: Check default value
|
||||
|
||||
// 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);
|
||||
|
||||
// Jumping
|
||||
@@ -30,33 +31,27 @@ namespace Reset.Units{
|
||||
[Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue<float> gravityScale = new SettingValue<float>(1f);
|
||||
|
||||
// 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 Input Blending"), HideLabel, InlineProperty] public SettingValue<float> rotationInputBlending = new SettingValue<float>(.3f);
|
||||
|
||||
public object Clone(){
|
||||
return MemberwiseClone();
|
||||
}
|
||||
|
||||
public List<IResettableSettingValue> GetAllSettings(){
|
||||
var outputList = new List<IResettableSettingValue>();
|
||||
|
||||
IResettableSettingValue[] settings = new[]{
|
||||
moveSmoothing as IResettableSettingValue,
|
||||
IResettableSettingValue[] settings = {
|
||||
directionChangingSoftness,
|
||||
directionSpinningHardness,
|
||||
directionSpinningSpeed,
|
||||
acceleration,
|
||||
deacceleration,
|
||||
airDirectionDecay,
|
||||
softening,
|
||||
moveSpeed,
|
||||
// jumpPower,
|
||||
// jumpPowerDecay,
|
||||
gravityPower,
|
||||
gravityMax,
|
||||
gravityAcceleration,
|
||||
gravityScale,
|
||||
rotateFacing,
|
||||
facingDirection,
|
||||
rotationSpeed,
|
||||
rotationInputBlending,
|
||||
};
|
||||
|
||||
outputList.AddRange(settings);
|
||||
|
||||
@@ -8,13 +8,8 @@ namespace Reset.Units{
|
||||
[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
|
||||
public ResolvedMovement resolvedMovement;
|
||||
|
||||
[HideInInspector] public Vector3 outputMoveDirection;
|
||||
[HideInInspector] public Vector3 additionalMoveDirection;
|
||||
|
||||
// SmoothDamp Velocities
|
||||
private Quaternion refVelocityRotationSpeed;
|
||||
private float refVelocityAcceleration;
|
||||
private float refVelocityDeacceleration;
|
||||
private Vector2 refVelocityDirectionChangingHardness;
|
||||
|
||||
// Smoothing Values
|
||||
private float directionChangeDotLerp;
|
||||
@@ -29,6 +24,9 @@ namespace Reset.Units{
|
||||
// Movement Data
|
||||
[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(){
|
||||
controller = GetComponent<CharacterController>();
|
||||
controls = GetComponent<PlayerControls>();
|
||||
@@ -51,7 +49,8 @@ namespace Reset.Units{
|
||||
UpdateCurrentSpeed();
|
||||
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 (World)", resolvedMovement.moveDirection.World);
|
||||
@@ -62,6 +61,7 @@ namespace Reset.Units{
|
||||
// Get input value
|
||||
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();
|
||||
|
||||
// Deadzone
|
||||
@@ -69,7 +69,7 @@ namespace Reset.Units{
|
||||
targetDirection = Vector2.zero;
|
||||
}
|
||||
|
||||
// Set Raw Direciton
|
||||
// Set Raw Direction (this is used by the camera later)
|
||||
resolvedMovement.moveDirection.RawWorld = targetDirection;
|
||||
|
||||
// Get current direction
|
||||
@@ -79,7 +79,7 @@ namespace Reset.Units{
|
||||
float switchedDirection = Vector3.Dot(targetDirection, currentDirection);
|
||||
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);
|
||||
|
||||
// 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;
|
||||
|
||||
if (controller.isGrounded){
|
||||
slerpedValue = Vector3.Slerp(currentDirection, targetDirection, data.softening.Value * Time.deltaTime);
|
||||
lerpedValue = Vector2.Lerp(currentDirection, targetDirection, data.softening.Value * Time.deltaTime);
|
||||
slerpedValue = Vector3.Slerp(currentDirection, targetDirection, data.directionSpinningSpeed.Value * Time.deltaTime);
|
||||
lerpedValue = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * Time.deltaTime);
|
||||
|
||||
newDirection = Vector2.Lerp(slerpedValue, lerpedValue, directionChangeDotLerp);
|
||||
} 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
|
||||
@@ -119,6 +119,7 @@ namespace Reset.Units{
|
||||
}
|
||||
|
||||
// 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(){
|
||||
// Accelerate gravity
|
||||
if (!controller.isGrounded){
|
||||
@@ -136,10 +137,16 @@ namespace Reset.Units{
|
||||
|
||||
Quaternion targetRotation = Quaternion.identity;
|
||||
// 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
|
||||
case PlayerFacingDirection.TowardsTarget:
|
||||
// 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));
|
||||
break;
|
||||
case PlayerFacingDirection.Momentum:
|
||||
@@ -148,8 +155,8 @@ namespace Reset.Units{
|
||||
targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up);
|
||||
}
|
||||
break;
|
||||
case PlayerFacingDirection.MatchForward:
|
||||
// Look towards the input direction....why??? I guess cause move direction is PlayerFacingDirection.Momentum.
|
||||
case PlayerFacingDirection.MatchInput:
|
||||
// Look towards the input direction- similar to Momentum but snappier
|
||||
if (controls.rawMoveInput.magnitude < 0.05f) { break; }
|
||||
|
||||
targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||
@@ -160,7 +167,7 @@ namespace Reset.Units{
|
||||
break;
|
||||
case PlayerFacingDirection.Static:
|
||||
// Don't change
|
||||
targetRotation = transform.rotation;
|
||||
targetRotation = resolvedMovement.rotation;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -168,27 +175,21 @@ namespace Reset.Units{
|
||||
|
||||
// Add the current input into the created rotation
|
||||
if (inputMovement.magnitude > .05) {
|
||||
// Quaternion inputRot = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||
// resolvedMovement.rotation = Quaternion.RotateTowards(resolvedMovement.rotation, targetRotation, 10f);
|
||||
resolvedMovement.rotation = targetRotation;
|
||||
} else if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera) {
|
||||
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);
|
||||
}
|
||||
|
||||
// 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)}");
|
||||
|
||||
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
|
||||
Vector2 moveXZDir = moveDir;
|
||||
float moveYDir = resolvedMovement.gravity;
|
||||
float moveYDir = gravDir;
|
||||
|
||||
// Add their related speeds
|
||||
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){
|
||||
resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, value, relativity);
|
||||
} 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){
|
||||
resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, value, relativity);
|
||||
} 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){
|
||||
resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, value, relativity);
|
||||
} 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){
|
||||
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, value, relativity);
|
||||
} else {
|
||||
@@ -241,6 +242,10 @@ namespace Reset.Units{
|
||||
}
|
||||
}
|
||||
|
||||
public void SetSpecifiedRotation(Quaternion inputRotation){
|
||||
specifiedRotation = inputRotation;
|
||||
}
|
||||
|
||||
[Button("Initialize Settings", ButtonHeight = 30), PropertySpace(10,5 )]
|
||||
void InitAllSettings(){
|
||||
var settingsList = data.GetAllSettings();
|
||||
@@ -275,13 +280,10 @@ namespace Reset.Units{
|
||||
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
|
||||
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user