maint: player FSM graph cleanup
This commit is contained in:
@@ -0,0 +1,83 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
[Description("Unit flat ground movement")]
|
||||
public class CalculateGroundedLocomotion : ActionTask<CharacterController>{
|
||||
public BBParameter<float> baseMoveSpeed;
|
||||
public BBParameter<float> sprintAdditionalSpeed;
|
||||
|
||||
|
||||
public BBParameter<Vector3> moveDirection;
|
||||
|
||||
private float sprintPower;
|
||||
private bool sprinting;
|
||||
|
||||
//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() {
|
||||
return null;
|
||||
}
|
||||
|
||||
//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() {
|
||||
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
// Get current input direction
|
||||
Vector3 flatSurfaceDirection = Vector3.zero;
|
||||
|
||||
if (agent.isGrounded) {
|
||||
Vector2 rawInput = agent.transform.GetComponent<PlayerControls>().rawMoveInput;
|
||||
flatSurfaceDirection = new(rawInput.x, 0, rawInput.y);
|
||||
}
|
||||
|
||||
float CalculateSpeed(){
|
||||
// Calculate sprinting speed
|
||||
float outputSpeed = 0f;
|
||||
|
||||
// Add base speed
|
||||
outputSpeed += baseMoveSpeed.value;
|
||||
|
||||
// Add sprinting speed
|
||||
// TODO: Take this sprinting section out and move it into it's own task. Sprinting should be a state in the ground locomotion graph.
|
||||
if (sprinting) {
|
||||
sprintPower = Mathf.Lerp(sprintPower, 1, sprintAdditionalSpeed.value * Time.deltaTime);
|
||||
outputSpeed += (sprintAdditionalSpeed.value * sprintPower);
|
||||
} else {
|
||||
outputSpeed += (sprintAdditionalSpeed.value * sprintPower);
|
||||
sprintPower = Mathf.Lerp(sprintPower, 0, sprintAdditionalSpeed.value * Time.deltaTime);
|
||||
}
|
||||
|
||||
return outputSpeed;
|
||||
}
|
||||
|
||||
// Rotate input to forward direction for flat surface
|
||||
// flatSurfaceDirection = agent.transform.rotation * flatSurfaceDirection;
|
||||
|
||||
// Finalize flat surface direction by adding speed
|
||||
flatSurfaceDirection *= CalculateSpeed();
|
||||
|
||||
moveDirection.value = flatSurfaceDirection;
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user