changed: movement now also handles opposing inputs. value tweaks.

This commit is contained in:
Chris
2025-08-14 19:50:34 -04:00
parent 2261d1bd00
commit 59114b08ee
2 changed files with 134 additions and 58 deletions

View File

@@ -99272,28 +99272,49 @@ MonoBehaviour:
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@@ -99589,8 +99643,8 @@ MonoBehaviour:
_version: 3.31
_category:
_comments:
_translation: {x: -248, y: 473}
_zoomFactor: 0.9599679
_translation: {x: -677, y: 524}
_zoomFactor: 1
_firstActivation: 0
_enableAction: 0
_disableAction: 0
@@ -99657,7 +99711,7 @@ MonoBehaviour:
hitTextSize: 0
hitLocationOffset: {x: 0, y: 0, z: 0}
hitRotationOffset: {x: 0, y: 0, z: 0}
gizmoDrawingCondition: 0
gizmoDrawingCondition: 2
children: []
- label: right-wallstick
castType: 4
@@ -99682,7 +99736,7 @@ MonoBehaviour:
hitTextSize: 0
hitLocationOffset: {x: 0, y: 0, z: 0}
hitRotationOffset: {x: 0, y: 0, z: 0}
gizmoDrawingCondition: 0
gizmoDrawingCondition: 2
children: []
- label: left-walljump
castType: 4
@@ -99757,7 +99811,7 @@ MonoBehaviour:
hitTextSize: 0
hitLocationOffset: {x: 0, y: 0, z: 0}
hitRotationOffset: {x: 0, y: 0, z: 0}
gizmoDrawingCondition: 0
gizmoDrawingCondition: 2
children: []
- label: wallclimb
castType: 3
@@ -99782,7 +99836,7 @@ MonoBehaviour:
hitTextSize: 0
hitLocationOffset: {x: 0, y: 0, z: 0}
hitRotationOffset: {x: 0, y: 0, z: 0}
gizmoDrawingCondition: 0
gizmoDrawingCondition: 2
children: []
references:
version: 2

View File

@@ -69,6 +69,8 @@ namespace Reset.Units{
[ShowInInspector, ReadOnly] private Quaternion outputRotation;
[ShowInInspector, ReadOnly] private Quaternion specifiedRotation;
[ShowInInspector, ReadOnly] private float outputRotationSpeed;
private float directionChangeDot;
private CharacterController controller;
private PlayerControls controls;
@@ -149,16 +151,36 @@ namespace Reset.Units{
Vector3 targetNoY = new Vector3(targetDirection.x, 0f, targetDirection.z);
Vector3 currentNoY = new Vector3(outputMoveDirection.x, 0f, outputMoveDirection.z);
// Also need to find the dot value of the current input versus the current move direction
Vector3 slerpedValue;
Vector3 lerpedValue;
float switchedDirection = Vector3.Dot(inputMovement, outputMoveDirection);
float switchedDirectionRemapped = Mathf.Lerp(0, 1, switchedDirection);
directionChangeDot = Mathf.Lerp(switchedDirection, switchedDirectionRemapped, 5f * Time.deltaTime) ; // turn that .5f into a variable
// Smooth movement. Use deaccel smoothing if the input magnitude is lower, and accel smoothing if it's higher
// Also checks when grounded to only use Slerp on the ground
// Also checks when grounded to only use Slerp on the ground
if (targetNoY.magnitude > currentNoY.magnitude) {
currentNoY = controller.isGrounded ?
Vector3.Slerp(currentNoY, targetNoY,data.accelerationSmoothing * Time.deltaTime) :
Vector3.Lerp(currentNoY, targetNoY,data.accelerationSmoothing * Time.deltaTime);
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDot);
} else {
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
}
} else {
currentNoY = controller.isGrounded ?
Vector3.Slerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime) :
Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * data.airDirectionDecay * Time.deltaTime);
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDot);
} else {
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * data.airDirectionDecay * Time.deltaTime);
}
}
// Commit move direction