change: separated all functions of movement into separate tasks

This commit is contained in:
Chris
2025-08-09 16:02:55 -04:00
parent 126aacf9d8
commit 5f907ee0c6
13 changed files with 263 additions and 158 deletions

View File

@@ -0,0 +1,60 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Movement {
[Category("Reset/Movement")]
[Description("Updates the movespeed for this agent")]
public class UpdateMovementSpeed : ActionTask{
public BBParameter<float> target;
public BBParameter<float> speed;
public BBParameter<float> smoothing = 10f;
private float currentSpeed;
//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() {
if (!speed.useBlackboard) {
Debug.LogError("This <b>Update Movement Speed</b> does not have it's current value attached to a Blackboard variable. Nothing will happen.", agent.gameObject);
}
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(){
// currentSpeed = speed.value;
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
currentSpeed = Mathf.Lerp(currentSpeed, target.value, smoothing.value * Time.deltaTime);
speed.value = currentSpeed;
if (Mathf.Abs(currentSpeed - speed.value) < .01f) {
}
Debug.Log("Speed Done");
EndAction(true);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}