fix: more movement and observer tweaks and fixes

This commit is contained in:
Chris
2025-07-30 13:22:36 -04:00
parent ae1908013d
commit 598fa9f6fc
8 changed files with 188 additions and 76 deletions

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@@ -1,47 +0,0 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NodeCanvas.Tasks.Conditions {
[Category("Core/Input")]
[Description("Returns a float from two Vector3s")]
public class GetMovementInputDotProduct : ConditionTask<PlayerControls>{
[SliderField(0f,1f)]
public BBParameter<Vector3> desiredVector3;
public BBParameter<float> tolerance;
public BBParameter<bool> negate;
//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 bool OnCheck(){
Vector3 rawInputVector3 = new(agent.rawMoveInput.x, 0f, agent.rawMoveInput.y);
float dotProduct = Vector3.Dot(desiredVector3.value, rawInputVector3);
//Debug.Log(dotProduct);
if (dotProduct < tolerance.value) {
return true;
}
return false;
}
//Called when the task is disabled.
protected override void OnEnable() {
}
//Called when the task is paused.
protected override void OnDisable() {
}
}
}

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@@ -0,0 +1,63 @@
using System.Drawing;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace Reset {
[Category("Reset")]
[Description("Creates an environment observer unattached from the player, such as for checking from the Camera or another arbitray location.")]
public class CheckGenericObserver : ConditionTask<Transform>{
[Space(5)]
public BBParameter<EnvironmentObserver.CastType> castType;
public BBParameter<float> length;
public BBParameter<Vector3> direction;
public BBParameter<Vector3> offset;
public BBParameter<LayerMask> ignoreLayers;
[ShowIf("castType", ((int)EnvironmentObserver.CastType.SphereCast|(int)EnvironmentObserver.CastType.SphereOverlap))]
public BBParameter<float> width;
public BBParameter<Vector3> size;
public BBParameter<Vector3> rotation;
private EnvironmentObserver observer;
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit(){
return null;
}
//Called whenever the condition gets enabled.
protected override void OnEnable() {
observer = new EnvironmentObserver(){
castType = EnvironmentObserver.CastType.SphereCast,
length = length.value,
direction = direction.value,
offset = offset.value,
width = width.value,
size = size.value,
rotation = rotation.value
};
}
//Called whenever the condition gets disabled.
protected override void OnDisable() {
}
//Called once per frame while the condition is active.
//Return whether the condition is success or failure.
protected override bool OnCheck() {
return observer.Evaluate(agent.gameObject);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fb4b5bf056649ca48b1b14dbe499de46

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@@ -0,0 +1,85 @@
using System;
using NodeCanvas.Framework;
using NUnit.Framework.Constraints;
using ParadoxNotion.Design;
using ParadoxNotion.Serialization.FullSerializer;
using Sirenix.OdinInspector;
using UnityEngine;
namespace NodeCanvas.Tasks.Conditions {
[Category("Reset/Input")]
[Description("Returns a float from two Vector3s")]
public class GetMovementInputDotProduct : ConditionTask<PlayerControls>{
enum CheckDotProductAgainst{
ForwardDirection,
CameraDirection,
InputVector3
}
[ExposeField, fsSerializeAs] CheckDotProductAgainst checkAgainst;
[ParadoxNotion.Design.ShowIf("checkAgainst", 2)] public BBParameter<Vector3> checkAgainstValue;
[SliderField(-1f, 1f)] public BBParameter<float> desiredValue;
public BBParameter<float> tolerance;
public BBParameter<bool> considerCameraRotation;
public BBParameter<bool> negate;
//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 bool OnCheck(){
// Switch what the dot product is checked against
Vector3 valueToCheck;
switch (checkAgainst) {
case CheckDotProductAgainst.ForwardDirection:
Debug.Log(agent.transform.forward);
valueToCheck = agent.transform.forward;
break;
case CheckDotProductAgainst.CameraDirection:
valueToCheck = Camera.main.transform.forward;
break;
case CheckDotProductAgainst.InputVector3:
valueToCheck = checkAgainstValue.value.normalized;
break;
default:
throw new ArgumentOutOfRangeException();
}
// Get the input as a Vector3
Vector3 rawInputVector3 = new Vector3(agent.rawMoveInput.x, 0f, agent.rawMoveInput.y);
if (considerCameraRotation.value) {
rawInputVector3 = Camera.main.transform.rotation * rawInputVector3;
}
// Calculate dor product
float dotProduct = Vector3.Dot(valueToCheck, rawInputVector3);
Debug.Log(dotProduct);
// Compare against the desired tolerance and output result
if (tolerance.value > Mathf.Abs(dotProduct - tolerance.value)) {
return true;
}
return false;
}
//Called when the task is disabled.
protected override void OnEnable() {
}
//Called when the task is paused.
protected override void OnDisable() {
}
}
}

View File

@@ -90,13 +90,16 @@ namespace NodeCanvas.Tasks.Actions {
break;
case PlayerFacingDirection.Movement:
// Check magnitude to avoid the "Look rotation viewing vector is zero" debug
if (controls.rawMoveInput.magnitude == 0) { break; }
// Set desired rotation to input direction, with respect to camera rotation
if (agent.isGrounded){
if (controls.rawMoveInput.magnitude == 0) { break; }
targetRotation = Quaternion.LookRotation(currentMoveDir) *
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
} else {
if (airMoveDirection.value.magnitude == 0) { break; }
targetRotation = Quaternion.LookRotation(airMoveDirection.value);
}
break;