From 8e986bc754f9ee1dd256f667aa6bcd775592f868 Mon Sep 17 00:00:00 2001 From: Chris Date: Tue, 15 Jul 2025 18:15:30 -0400 Subject: [PATCH] maint: cleaned up some of the notes and whitespace --- Assets/Scripts/Core/Graph Tasks/AddJump.cs | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/Assets/Scripts/Core/Graph Tasks/AddJump.cs b/Assets/Scripts/Core/Graph Tasks/AddJump.cs index 7c8cc13..fe92eb3 100644 --- a/Assets/Scripts/Core/Graph Tasks/AddJump.cs +++ b/Assets/Scripts/Core/Graph Tasks/AddJump.cs @@ -78,13 +78,13 @@ namespace NodeCanvas.Tasks.Actions { // Remap the dot to set -1 (opposing direction) to -.5f, and 1 (same direciton) to 1.2f // This is done to allow some sideways jumping direction change, but none backwards, and all forwards - float remappedAirDirectionDot = Mathf.Lerp(.3f, 1.2f, airMoveDirectionDot); + float remappedAirDirectionDot = Mathf.Lerp(.1f, 1.2f, airMoveDirectionDot); remappedAirDirectionDot = Mathf.Clamp(remappedAirDirectionDot, 0f, 1f); - + // Lerp between the current direction and the inputted direction based on the previous dot product Vector3 outputDirection = Vector3.Lerp(currentInputVector3.normalized, currentVelocityVector3.normalized, remappedAirDirectionDot); - // If there is a direction force, lean into that based on it's strength + // If there is a directional force (such as the Wall Climb jump going straight upward) supplied in the task, lean into that based on it's strength outputDirection = Vector3.Lerp(outputDirection, directionalForce.value.normalized, directionalForceStrength.value).normalized; // Extra math to degrade current air move direction by velocity inheritence, before applying new air direction @@ -96,7 +96,6 @@ namespace NodeCanvas.Tasks.Actions { // Set air move direction airMoveDirection.value += outputDirection * outputVelocity; } - EndAction(true); }