fix: various changes to handler such as gravity speed decoupling, data cloning, rotation smoothing,

This commit is contained in:
Chris
2025-08-10 14:58:07 -04:00
parent a9f51b62c0
commit 82308c59c0

View File

@@ -18,7 +18,9 @@ namespace Reset.Units{
// public Object sourceObject();
// public
// }
public class UnitMovementData{
[Serializable]
public class UnitMovementData : ICloneable{
// Movement Direction
public float accelerationSmoothing = 5f;
public float deaccelerationSmoothing = 5f;
@@ -30,21 +32,26 @@ namespace Reset.Units{
// Jumping
[ShowInInspector, ReadOnly] public float jumpPower;
public float jumpPowerDecay;
public float jumpPowerDecay = 3f;
// Gravity
[ShowInInspector, ReadOnly] public float gravityPower;
public float gravityMax;
public float gravityAcceleration;
public float gravityMax = 8f;
public float gravityAcceleration = 1f;
public float gravityScale = 1f;
// Rotation
public PlayerFacingDirection rotateFacing;
public float rotationSpeedTarget = 5f;
public float rotationSmoothing;
public float rotationSmoothing = 1f;
// Smoothing
public Quaternion targetRotation;
public float currentRotSpeed;
public object Clone(){
return this.MemberwiseClone();
}
}
public class UnitMovementHandler : MonoBehaviour{
@@ -63,9 +70,14 @@ namespace Reset.Units{
private CharacterController controller;
public PlayerControls controls;
[SerializeReference, ShowInInspector]
[ShowInInspector, PropertyOrder(2)]
public UnitMovementData data = new UnitMovementData();
[Button, PropertyOrder(1)]
void ResetMovementData(){
data = new UnitMovementData();
}
void Awake(){
controller = GetComponent<CharacterController>();
}
@@ -81,13 +93,7 @@ namespace Reset.Units{
private void UpdateCurrentDirection(){
// Get input value
Vector3 inputMovement =
new Vector3(
controls.
rawMoveInput.x,
0f,
controls.
rawMoveInput.y);
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
// Construct move direction
Vector3 targetDirection = inputMovement;
@@ -105,7 +111,7 @@ namespace Reset.Units{
currentNoY = Vector3.Slerp(currentNoY, targetNoY,data.accelerationSmoothing * Time.deltaTime);
} else {
float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
// float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
}
@@ -129,16 +135,13 @@ namespace Reset.Units{
}
// Create the final gravity value
float gravityMoveDirection = data.jumpPower + Physics.gravity.y * data.gravityPower;
float gravityMoveDirection = data.jumpPower + (Physics.gravity.y * data.gravityPower);
// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
outputMoveDirection = new Vector3(outputMoveDirection.x, gravityMoveDirection, outputMoveDirection.z);
outputMoveDirection.y = gravityMoveDirection;
}
private void UpdateCurrentRotation(){
// Calculate rotation speed
outputRotationSpeed = Mathf.Lerp(outputRotationSpeed, data.rotationSpeedTarget, data.rotationSmoothing * Time.deltaTime);
// Get input value
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
@@ -166,17 +169,28 @@ namespace Reset.Units{
break;
}
// Calculate rotation speed
outputRotationSpeed = Mathf.Lerp(outputRotationSpeed, data.rotationSpeedTarget, data.rotationSmoothing * Time.deltaTime);
// Set final rotation
transform.rotation = Quaternion.Lerp(transform.rotation, outputRotation, 10f * Time.deltaTime).Flatten(0, null, 0);
transform.rotation = Quaternion.Lerp(transform.rotation, outputRotation, outputRotationSpeed * Time.deltaTime).Flatten(0, null, 0);
}
public void DoMovement(){
DoMovement(outputMoveDirection, outputSpeed);
DoMovement(outputMoveDirection, outputSpeed, data.gravityScale);
}
public void DoMovement(Vector3 moveDir, float speed){
public void DoMovement(Vector3 moveDir, float speed, float gravity){
// Commit the move, with respect to the camera's rotation
controller.Move((Camera.main.transform.rotation.Flatten(0, null, 0) * (moveDir * speed) * Time.deltaTime));
Vector3 moveXZDir = new Vector3(moveDir.x, 0f, moveDir.z);
Vector3 moveYDir = new Vector3(0f, moveDir.y, 0f);
moveXZDir *= speed * Time.deltaTime;
moveYDir *= gravity * Time.deltaTime;
Vector3 finalDir = moveXZDir + moveYDir;
controller.Move((Camera.main.transform.rotation.Flatten(0, null, 0) * finalDir));
}
public void LateUpdate(){
@@ -185,6 +199,11 @@ namespace Reset.Units{
private void UpdateGravityLate(){
// Decay jump power
data.jumpPower -= data.jumpPowerDecay * Time.deltaTime;
}
public void AssignNewData(UnitMovementData movementData){
data = (UnitMovementData)movementData.Clone();
}
}
}