change: rebuilt grapple

This commit is contained in:
Chris
2025-08-30 01:08:23 -04:00
parent a018b8ba21
commit 7d1ee7da7d
15 changed files with 201 additions and 101 deletions

View File

@@ -1,5 +1,4 @@
using System;
using System.Numerics;
using NUnit.Framework.Internal;
using UnityEngine;
using ParadoxNotion.Design;
@@ -7,8 +6,6 @@ using Sirenix.OdinInspector;
using UnityEditor.Rendering;
using UnityEngine.Serialization;
using Quaternion = UnityEngine.Quaternion;
using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
public enum PlayerFacingDirection{
TowardsTarget = 0,
@@ -72,7 +69,7 @@ namespace Reset.Units{
[ShowInInspector, ReadOnly] private float outputSpeed;
[ShowInInspector, ReadOnly] private float additionalSpeed;
[ShowInInspector, ReadOnly] public Vector3 outputMoveDirection;
[ShowInInspector, ReadOnly] private Vector3 additionalMoveDirection;
[ShowInInspector, ReadOnly] public Vector3 additionalMoveDirection;
[ShowInInspector, ReadOnly] private Quaternion outputRotation;
[ShowInInspector, ReadOnly] private Quaternion specifiedRotation;
[ShowInInspector, ReadOnly] private float outputRotationSpeed;
@@ -138,7 +135,7 @@ namespace Reset.Units{
}
public void SmoothToSpeed(float desiredSpeed, float smoothing, out float referenceSpeed){
additionalSpeed = Mathf.Lerp(outputSpeed, desiredSpeed, smoothing * Time.deltaTime);
additionalSpeed = Mathf.Lerp(additionalSpeed, desiredSpeed, smoothing * Time.deltaTime);
referenceSpeed = additionalSpeed;
}
@@ -257,7 +254,7 @@ namespace Reset.Units{
float gravityMoveDirection = data.jumpPower + (Physics.gravity.y * data.gravityPower);
// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
// outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmooth, .1f * Time.deltaTime);
outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmooth, .1f * Time.deltaTime);
}
// Update the rotation, called every frame