change: separated all functions of movement into separate tasks
This commit is contained in:
48
Assets/Scripts/Core/Graph Tasks/FinalizeMovement.cs
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48
Assets/Scripts/Core/Graph Tasks/FinalizeMovement.cs
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@@ -0,0 +1,48 @@
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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 Reset.Movement {
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[Category("Reset/Movement")]
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[Description("Finalize the move direction to the agent's CharacterController")]
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public class FinalizeMovement : ActionTask<CharacterController>{
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public BBParameter<Vector3> moveDirection;
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public BBParameter<float> currentSpeed;
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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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if (currentSpeed == null || !currentSpeed.useBlackboard) {
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Debug.LogError("This <b>Finalize Movement</b> does not have it's current value attached to a Blackboard variable. Nothing will happen.", agent.gameObject);
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}
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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 void OnExecute(){
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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Vector3 usableVector3 = new Vector3(moveDirection.value.x * currentSpeed.value, moveDirection.value.y, moveDirection.value.z * currentSpeed.value);
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agent.Move(Camera.main.transform.rotation * usableVector3 * Time.deltaTime);
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Debug.Log("Finalize Done");
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// EndAction(true);
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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2
Assets/Scripts/Core/Graph Tasks/FinalizeMovement.cs.meta
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2
Assets/Scripts/Core/Graph Tasks/FinalizeMovement.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: fea4d34f26d30b24e8cb99acf1766b6f
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@@ -1,118 +0,0 @@
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using System;
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using System.Collections;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using ParadoxNotion.Services;
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using Unity.Cinemachine;
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using Unity.Mathematics;
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using UnityEngine;
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using Reset.Movement;
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namespace Reset.Movement{
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public enum PlayerFacingDirection{
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Target = 0,
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Movement,
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MatchCamera,
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Static
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}
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}
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset/Movement")]
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[Description("Finalizes movement and sends the final move commands to the controller")]
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public class ProcessMovement : ActionTask<CharacterController>{
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public BBParameter<Vector3> groundMoveDirection;
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public BBParameter<Vector3> airMoveDirection;
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// Rotation
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public BBParameter<PlayerFacingDirection> playerFacingDirection;
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private float lastLookMagnitude;
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private Vector3 currentMoveDir;
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// References
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private PlayerControls controls;
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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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// Append the late update method to actually happen on late update
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// Reference to controls
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controls = agent.GetComponent<PlayerControls>();
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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 void OnExecute(){
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currentMoveDir = groundMoveDirection.value;
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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// Construct move direction
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Vector3 finalMoveDir = Vector3.zero;
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// Change how input is managed based on facing state
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currentMoveDir = Vector3.Slerp(currentMoveDir, groundMoveDirection.value, 1f * Time.deltaTime); // NOTE: This used to be t: currentRotSpeed * Time.deltaTime.
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// See how it feels with a hard set value and go fro there.
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// Add input movement
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if (agent.isGrounded){
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finalMoveDir += currentMoveDir; // + Vector3.down * .03f;
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} else {
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finalMoveDir += currentMoveDir;
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}
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switch (playerFacingDirection.value) {
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}
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finalMoveDir += new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
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// Do final movement
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if (agent.isGrounded) {
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agent.Move((Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f)) * finalMoveDir) * Time.deltaTime);
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} else {
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agent.Move((Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f)) * finalMoveDir) * Time.deltaTime);
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// agent.Move((finalMoveDir) * Time.deltaTime);
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}
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// ???? Moved this above but don't remember if this needs to be here still
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// if (agent.isGrounded) {
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// jumpPower.value = 0f;
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// }
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EndAction(true);
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}
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// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())
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//Called when the task is disabled.
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protected override void OnStop() {
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EndAction(true);
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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@@ -3,12 +3,12 @@ using ParadoxNotion.Design;
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using ParadoxNotion.Services;
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using UnityEngine;
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namespace Reset.Movement {
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[Category("Reset/Movement")]
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[Description("Process Y-axis movement for the agent")]
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public class ProcessGravity : ActionTask<CharacterController>{
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// TODO: Rename to UpdateGravitytDirection
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public class UpdateGravityDirection : ActionTask<CharacterController>{
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public BBParameter<Vector3> moveDirection;
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public BBParameter<float> jumpPower;
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public BBParameter<float> jumpPowerDecay;
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@@ -17,7 +17,6 @@ namespace Reset.Movement {
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public BBParameter<float> gravityAcceleration = 1f;
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public BBParameter<float> gravityMax = 8f;
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public BBParameter<float> gravityPower;
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//Use for initialization. This is called only once in the lifetime of the task.
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@@ -31,7 +30,6 @@ namespace Reset.Movement {
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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 void OnExecute() {
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}
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//Called once per frame while the action is active.
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@@ -40,19 +38,21 @@ namespace Reset.Movement {
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gravityPower.value += gravityAcceleration.value * Time.deltaTime;
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gravityPower.value = Mathf.Min(gravityPower.value, gravityMax.value);
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Vector3 gravityMoveDirection;
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gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y * gravityPower.value), 0f);
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// Reset gravity power when grounded
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agent.Move((gravityMoveDirection) * Time.deltaTime);
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// Apply a constant gravity if the player is grounded
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if (agent.isGrounded) {
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gravityPower.value = 0f;
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jumpPower.value = 0f;
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gravityPower.value = .1f;
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}
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// Create the gravity direction
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float gravityMoveDirection = jumpPower.value + Physics.gravity.y * gravityPower.value;
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// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
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moveDirection.value = new Vector3(moveDirection.value.x, gravityMoveDirection, moveDirection.value.z);
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Debug.Log("Gravity Done");
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EndAction(true);
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}
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public void LateUpdate(){
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// Decay jump power
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126
Assets/Scripts/Core/Graph Tasks/UpdateMovementDirection.cs
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126
Assets/Scripts/Core/Graph Tasks/UpdateMovementDirection.cs
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@@ -0,0 +1,126 @@
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using System;
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using System.Collections;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using ParadoxNotion.Services;
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using Unity.Cinemachine;
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using Unity.Mathematics;
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using UnityEngine;
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using Reset.Movement;
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namespace Reset.Movement{
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public enum PlayerFacingDirection{
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TowardsTarget = 0,
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MatchForward,
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MatchCamera,
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Static
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}
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}
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset/Movement")]
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[Description("Finalizes movement and sends the final move commands to the controller")]
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// TODO: Rename to UpdateMovementDirection
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public class UpdateMovementDirection : ActionTask<CharacterController>{
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[ParadoxNotion.Design.Header("References")]
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public BBParameter<Vector3> moveDirection;
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// TODO: Remove this reference and let each copy of this use their own settings.
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public BBParameter<PlayerFacingDirection> playerFacingDirection;
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[ParadoxNotion.Design.Header("Settings")]
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public BBParameter<float> accelerationSmoothing = 5f;
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public BBParameter<float> deaccelerationSmoothing = 5f;
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public BBParameter<AnimationCurve> deaccelerationCurve;
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public BBParameter<float> directionChangeMinimumMagnitude; // Unused. Use to only make input change if it's over a certain input threshold. Maybe smoothing can affect this?
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private float lastLookMagnitude;
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private Vector3 currentMoveDir;
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// References
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private PlayerControls controls;
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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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// Reference to controls
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controls = agent.GetComponent<PlayerControls>();
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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 void OnExecute(){
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// Initialize the smoothed direction with the value as is on input
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// currentMoveDir = new Vector3(moveDirection.value.x, moveDirection.value.y, moveDirection.value.z);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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// Construct move direction
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Vector3 targetDirection = moveDirection.value;
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// Get input value
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Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
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if (inputMovement.magnitude < .1f) {
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inputMovement = Vector3.zero;
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}
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// Change how movement is managed based on facing state
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switch (playerFacingDirection.value) {
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case PlayerFacingDirection.TowardsTarget:
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break;
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case PlayerFacingDirection.MatchForward: // TODO: Recomment
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// targetDirection = agent.transform.forward * inputMovement.magnitude;
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targetDirection = inputMovement;
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break;
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case PlayerFacingDirection.MatchCamera:
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targetDirection = Quaternion.Euler(Camera.main.transform.forward.DirectionTo(agent.transform.forward)) * inputMovement; // NOTE: This used to be t: currentRotSpeed * Time.deltaTime.
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// See how it feels with a hard set value and go fro there.
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break;
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case PlayerFacingDirection.Static:
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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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// Remove Y from variables
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Vector3 targetNoY = new Vector3(targetDirection.x, 0f, targetDirection.z);
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Vector3 currentNoY = new Vector3(currentMoveDir.x, 0f, currentMoveDir.z);
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// Smooth movement
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if (targetNoY.magnitude > currentNoY.magnitude) {
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currentMoveDir = Vector3.Lerp(currentMoveDir, targetNoY,accelerationSmoothing.value * Time.deltaTime);
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} else {
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float deaccelValue = deaccelerationCurve.value.Evaluate(inputMovement.magnitude);
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currentMoveDir = Vector3.Lerp(currentMoveDir, targetNoY, deaccelerationSmoothing.value * Time.deltaTime);
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}
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currentMoveDir.y = moveDirection.value.y;
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// Commit move direction
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moveDirection.value = currentMoveDir;
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// Debug.Log(moveDirection.value);
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EndAction(true);
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}
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// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())
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//Called when the task is disabled.
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protected override void OnStop() {
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EndAction(true);
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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60
Assets/Scripts/Core/Graph Tasks/UpdateMovementSpeed.cs
Normal file
60
Assets/Scripts/Core/Graph Tasks/UpdateMovementSpeed.cs
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@@ -0,0 +1,60 @@
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using System;
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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 Reset.Movement {
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[Category("Reset/Movement")]
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[Description("Updates the movespeed for this agent")]
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public class UpdateMovementSpeed : ActionTask{
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public BBParameter<float> target;
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public BBParameter<float> speed;
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public BBParameter<float> smoothing = 10f;
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private float currentSpeed;
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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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if (!speed.useBlackboard) {
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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);
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}
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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 void OnExecute(){
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// currentSpeed = speed.value;
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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currentSpeed = Mathf.Lerp(currentSpeed, target.value, smoothing.value * Time.deltaTime);
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speed.value = currentSpeed;
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if (Mathf.Abs(currentSpeed - speed.value) < .01f) {
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}
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Debug.Log("Speed Done");
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EndAction(true);
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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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: 6a4c5896d783ad845861edd0c9eea14b
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@@ -8,7 +8,8 @@ using UnityEngine.TextCore.Text;
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namespace Reset.Player.Movement {
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[Category("Reset/Movement")]
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[Description("Finalizes the character rotation and commits it to the Transform")]
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public class ProcessRotation : ActionTask<CharacterController> {
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// TODO: Rename to UpdateRotation
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public class UpdateRotation : ActionTask<CharacterController> {
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// Rotation
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public BBParameter<Vector3> moveDirection;
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@@ -25,24 +26,13 @@ namespace Reset.Player.Movement {
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[ShowIf("playerFacingDirection", 0)]
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public Vector3 rotationTargetPosition;
|
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|
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//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() {
|
||||
|
||||
|
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controls = agent.GetComponent<PlayerControls>();
|
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|
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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.
|
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protected override void OnUpdate() {
|
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// Calculate rotation speed
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@@ -51,26 +41,21 @@ namespace Reset.Player.Movement {
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// Set ingitial rotation power
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currentRotSpeed = rotationSpeed.value;
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// Get input value
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Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
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switch (playerFacingDirection.value) {
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case PlayerFacingDirection.Target:
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case PlayerFacingDirection.TowardsTarget:
|
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// Set rotation to just the direction of the target
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targetRotation = Quaternion.LookRotation((agent.transform.position.DirectionTo(rotationTargetPosition)).Flatten(null, 0));
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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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case PlayerFacingDirection.MatchForward:
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if (controls.rawMoveInput.magnitude < 0.01f) { 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) *
|
||||
targetRotation = Quaternion.LookRotation(inputMovement) *
|
||||
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
|
||||
} else {
|
||||
if (moveDirection.value.magnitude == 0) { break; }
|
||||
|
||||
targetRotation = Quaternion.LookRotation(moveDirection.value);
|
||||
}
|
||||
break;
|
||||
case PlayerFacingDirection.MatchCamera:
|
||||
// Craft a new rotation that flattens the camera's rotation to the ground
|
||||
@@ -85,10 +70,10 @@ namespace Reset.Player.Movement {
|
||||
// Set final rotation
|
||||
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime).Flatten(0, null, 0);
|
||||
|
||||
Debug.Log("Rotation Done");
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
Reference in New Issue
Block a user