fix: more movement and observer tweaks and fixes
This commit is contained in:
@@ -1,47 +0,0 @@
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Conditions {
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[Category("Core/Input")]
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[Description("Returns a float from two Vector3s")]
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public class GetMovementInputDotProduct : ConditionTask<PlayerControls>{
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[SliderField(0f,1f)]
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public BBParameter<Vector3> desiredVector3;
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public BBParameter<float> tolerance;
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public BBParameter<bool> negate;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit(){
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override bool OnCheck(){
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Vector3 rawInputVector3 = new(agent.rawMoveInput.x, 0f, agent.rawMoveInput.y);
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float dotProduct = Vector3.Dot(desiredVector3.value, rawInputVector3);
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//Debug.Log(dotProduct);
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if (dotProduct < tolerance.value) {
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return true;
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}
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return false;
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}
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//Called when the task is disabled.
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protected override void OnEnable() {
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}
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//Called when the task is paused.
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protected override void OnDisable() {
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}
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}
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}
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63
Assets/Scripts/Core/Graph Tasks/CheckGenericObserver.cs
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63
Assets/Scripts/Core/Graph Tasks/CheckGenericObserver.cs
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@@ -0,0 +1,63 @@
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using System.Drawing;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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namespace Reset {
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[Category("Reset")]
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[Description("Creates an environment observer unattached from the player, such as for checking from the Camera or another arbitray location.")]
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public class CheckGenericObserver : ConditionTask<Transform>{
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[Space(5)]
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public BBParameter<EnvironmentObserver.CastType> castType;
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public BBParameter<float> length;
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public BBParameter<Vector3> direction;
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public BBParameter<Vector3> offset;
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public BBParameter<LayerMask> ignoreLayers;
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[ShowIf("castType", ((int)EnvironmentObserver.CastType.SphereCast|(int)EnvironmentObserver.CastType.SphereOverlap))]
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public BBParameter<float> width;
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public BBParameter<Vector3> size;
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public BBParameter<Vector3> rotation;
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private EnvironmentObserver observer;
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit(){
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return null;
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}
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//Called whenever the condition gets enabled.
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protected override void OnEnable() {
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observer = new EnvironmentObserver(){
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castType = EnvironmentObserver.CastType.SphereCast,
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length = length.value,
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direction = direction.value,
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offset = offset.value,
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width = width.value,
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size = size.value,
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rotation = rotation.value
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};
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}
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//Called whenever the condition gets disabled.
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protected override void OnDisable() {
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}
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//Called once per frame while the condition is active.
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//Return whether the condition is success or failure.
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protected override bool OnCheck() {
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return observer.Evaluate(agent.gameObject);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: fb4b5bf056649ca48b1b14dbe499de46
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@@ -0,0 +1,85 @@
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using System;
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using NodeCanvas.Framework;
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using NUnit.Framework.Constraints;
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using ParadoxNotion.Design;
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using ParadoxNotion.Serialization.FullSerializer;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Conditions {
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[Category("Reset/Input")]
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[Description("Returns a float from two Vector3s")]
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public class GetMovementInputDotProduct : ConditionTask<PlayerControls>{
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enum CheckDotProductAgainst{
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ForwardDirection,
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CameraDirection,
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InputVector3
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}
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[ExposeField, fsSerializeAs] CheckDotProductAgainst checkAgainst;
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[ParadoxNotion.Design.ShowIf("checkAgainst", 2)] public BBParameter<Vector3> checkAgainstValue;
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[SliderField(-1f, 1f)] public BBParameter<float> desiredValue;
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public BBParameter<float> tolerance;
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public BBParameter<bool> considerCameraRotation;
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public BBParameter<bool> negate;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit(){
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override bool OnCheck(){
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// Switch what the dot product is checked against
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Vector3 valueToCheck;
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switch (checkAgainst) {
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case CheckDotProductAgainst.ForwardDirection:
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Debug.Log(agent.transform.forward);
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valueToCheck = agent.transform.forward;
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break;
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case CheckDotProductAgainst.CameraDirection:
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valueToCheck = Camera.main.transform.forward;
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break;
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case CheckDotProductAgainst.InputVector3:
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valueToCheck = checkAgainstValue.value.normalized;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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// Get the input as a Vector3
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Vector3 rawInputVector3 = new Vector3(agent.rawMoveInput.x, 0f, agent.rawMoveInput.y);
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if (considerCameraRotation.value) {
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rawInputVector3 = Camera.main.transform.rotation * rawInputVector3;
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}
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// Calculate dor product
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float dotProduct = Vector3.Dot(valueToCheck, rawInputVector3);
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Debug.Log(dotProduct);
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// Compare against the desired tolerance and output result
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if (tolerance.value > Mathf.Abs(dotProduct - tolerance.value)) {
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return true;
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}
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return false;
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}
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//Called when the task is disabled.
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protected override void OnEnable() {
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}
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//Called when the task is paused.
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protected override void OnDisable() {
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}
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}
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}
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@@ -90,13 +90,16 @@ namespace NodeCanvas.Tasks.Actions {
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break;
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case PlayerFacingDirection.Movement:
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// Check magnitude to avoid the "Look rotation viewing vector is zero" debug
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if (controls.rawMoveInput.magnitude == 0) { break; }
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// Set desired rotation to input direction, with respect to camera rotation
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if (agent.isGrounded){
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if (controls.rawMoveInput.magnitude == 0) { break; }
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targetRotation = Quaternion.LookRotation(currentMoveDir) *
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Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
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} else {
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if (airMoveDirection.value.magnitude == 0) { break; }
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targetRotation = Quaternion.LookRotation(airMoveDirection.value);
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}
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break;
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@@ -15,6 +15,12 @@ public class EnvironmentObserver{
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IntersectingLength,
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}
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enum ObserverGizmoDrawingCondition{
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Always,
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OnlyActive,
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Never
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}
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public enum CastType{
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Ray,
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BoxOverlap,
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@@ -41,7 +47,6 @@ public class EnvironmentObserver{
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[FoldoutGroup("Settings")] public Vector3 direction;
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[FoldoutGroup("Settings")] public Vector3 offset;
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[PropertySpace(0, 5), FoldoutGroup("Settings")] public LayerMask ignoreLayers = ~0;
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[ShowIfGroup("Settings/CastsOnly", VisibleIf = "@castType == CastType.SphereCast || castType == CastType.SphereOverlap")]
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[FoldoutGroup("Settings")] public float width;
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@@ -71,27 +76,28 @@ public class EnvironmentObserver{
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[BoxGroup("Text/Hit")] public float hitTextSize;
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[BoxGroup("Text/Hit")] public Vector3 hitLocationOffset;
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[BoxGroup("Text/Hit")] public Vector3 hitRotationOffset;
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[FoldoutGroup("Text"), SerializeField, ShowInInspector] ObserverGizmoDrawingCondition gizmoDrawingCondition;
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[SerializeReference, PropertySpace(5, 5)]
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public List<EnvironmentObserver> children;
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// NOTE: I had a ref for a RaycastHit here that would correspond to hit but idk if it's needed.
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public bool Evaluate(GameObject player){
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public bool Evaluate(GameObject source){
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if (active) {
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// Remove player's layer from LayerMask.
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ignoreLayers -= player.layer;
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ignoreLayers -= source.layer;
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// Set some of the variables used later during casting
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Vector3 relativeStart = player.transform.position + offset;
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Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * offset ;
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Vector3 relativeStart = source.transform.position + offset;
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Vector3 relativeStartWithRotation = source.transform.position + source.transform.rotation * offset ;
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switch (castType) {
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case CastType.Ray:
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Physics.Raycast(relativeStart, player.transform.rotation * direction, out hit, length, ignoreLayers);
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Physics.Raycast(relativeStart, source.transform.rotation * direction, out hit, length, ignoreLayers);
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break;
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case CastType.BoxOverlap:
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overlapHits = Physics.OverlapBox(relativeStartWithRotation, size / 2f,
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player.transform.rotation * Quaternion.Euler(rotation), ignoreLayers);
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source.transform.rotation * Quaternion.Euler(rotation), ignoreLayers);
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if (overlapHits.Length > 0) {
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return true;
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@@ -103,8 +109,8 @@ public class EnvironmentObserver{
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case CastType.BoxCast:
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// TODO: Make this not an if statement. Check that it works with NodeCanvas first
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if (Physics.BoxCast(relativeStartWithRotation, size / 2f,
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player.transform.rotation * Quaternion.Euler(rotation) * direction,
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out hit, player.transform.rotation * Quaternion.Euler(rotation), length,
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source.transform.rotation * Quaternion.Euler(rotation) * direction,
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out hit, source.transform.rotation * Quaternion.Euler(rotation), length,
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ignoreLayers)
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) {
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};
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@@ -112,7 +118,7 @@ public class EnvironmentObserver{
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case CastType.SphereCast:
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// TODO: Make this not an if statement. Check that it works with NodeCanvas first
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if (Physics.SphereCast(relativeStartWithRotation, width / 2f,
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player.transform.rotation * Quaternion.Euler(rotation) * direction,
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source.transform.rotation * Quaternion.Euler(rotation) * direction,
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out hit, length,
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ignoreLayers)
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) {
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@@ -127,29 +133,34 @@ public class EnvironmentObserver{
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return false;
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}
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public void DrawObserverGizmo(GameObject player){
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Vector3 relativeStart = player.transform.position + offset;
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Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset);
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public void DrawObserverGizmo(GameObject source){
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if (gizmoDrawingCondition == ObserverGizmoDrawingCondition.Never ||
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(gizmoDrawingCondition == ObserverGizmoDrawingCondition.OnlyActive ! & active)) {
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return;
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}
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Vector3 relativeStart = source.transform.position + offset;
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Vector3 relativeStartWithRotation = source.transform.position + source.transform.rotation * (offset);
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// Setup the variables for boxcast, spherecast, etc
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// Create an offset start point for the center of the wirebox, since gizmos are drawn with their pivot in the center.
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Vector3 offsetWithRotationAndLength = (Quaternion.LookRotation(direction) * Quaternion.Euler(rotation)) * (Vector3.forward * (length / 2));
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Vector3 offsetFromCenter = relativeStartWithRotation + player.transform.rotation * offsetWithRotationAndLength;
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Vector3 offsetFromCenter = relativeStartWithRotation + source.transform.rotation * offsetWithRotationAndLength;
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// Also create a rotation for use with the gizmos. Mainly just to shorten the lines
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Quaternion gizmosRotation = player.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation);
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Quaternion gizmosRotation = source.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation);
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Vector3 firstBoxOffset = gizmosRotation * (Vector3.forward * size.z);
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Color gizmoColor = Evaluate(player) ? Color.green : Color.red;
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Color gizmoColor = Evaluate(source) ? Color.green : Color.red;
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gizmoColor = active ? gizmoColor : Color.gray;
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using (Draw.ingame.WithColor(gizmoColor)){
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switch (castType) {
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case CastType.Ray:
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Draw.ingame.Line(relativeStart, relativeStart + (player.transform.rotation * direction.normalized) * length);
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Draw.ingame.Line(relativeStart, relativeStart + (source.transform.rotation * direction.normalized) * length);
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break;
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case CastType.BoxOverlap:
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Draw.ingame.WireBox(relativeStartWithRotation, player.transform.rotation * Quaternion.Euler(rotation), size);
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Draw.ingame.WireBox(relativeStartWithRotation, source.transform.rotation * Quaternion.Euler(rotation), size);
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break;
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case CastType.SphereCast:
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Draw.ingame.SolidCircle(relativeStartWithRotation, relativeStartWithRotation - Camera.main.transform.position, width * 1, gizmoColor.Alpha(.5f));
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@@ -173,7 +184,7 @@ public class EnvironmentObserver{
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Vector3 labelStartPos = Vector3.zero;
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switch (labelTextLocation) {
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case LabelDrawingLocation.PlayerOffset:
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labelStartPos = player.transform.position;
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labelStartPos = source.transform.position;
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break;
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case LabelDrawingLocation.IntersectingLength:
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labelStartPos = offsetFromCenter;
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@@ -203,7 +214,7 @@ public class EnvironmentObserver{
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// Since the label is already drawn just use the previous startPos
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switch (labelTextLocation) {
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case LabelDrawingLocation.PlayerOffset:
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labelStartPos = player.transform.position;
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labelStartPos = source.transform.position;
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break;
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case LabelDrawingLocation.IntersectingLength:
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labelStartPos = offsetFromCenter;
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@@ -228,11 +239,7 @@ public class EnvironmentObserver{
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gizmoColor
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);
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}
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Sirenix.Utilities.Editor.GUIHelper.RequestRepaint();
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}
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}
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static Color GetObserverStatusColorStatic(bool active, RaycastHit hit){
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@@ -320,7 +327,6 @@ public class PlayerEnvironmentManager : MonoBehaviour{
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}
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void Update(){
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Debug.Log(EvaluateFromString("gamedev"));
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}
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void LateUpdate(){
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Block a user