maint: cleaned up some of the notes and whitespace
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@@ -78,13 +78,13 @@ namespace NodeCanvas.Tasks.Actions {
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// Remap the dot to set -1 (opposing direction) to -.5f, and 1 (same direciton) to 1.2f
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// Remap the dot to set -1 (opposing direction) to -.5f, and 1 (same direciton) to 1.2f
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// This is done to allow some sideways jumping direction change, but none backwards, and all forwards
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// This is done to allow some sideways jumping direction change, but none backwards, and all forwards
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float remappedAirDirectionDot = Mathf.Lerp(.3f, 1.2f, airMoveDirectionDot);
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float remappedAirDirectionDot = Mathf.Lerp(.1f, 1.2f, airMoveDirectionDot);
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remappedAirDirectionDot = Mathf.Clamp(remappedAirDirectionDot, 0f, 1f);
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remappedAirDirectionDot = Mathf.Clamp(remappedAirDirectionDot, 0f, 1f);
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// Lerp between the current direction and the inputted direction based on the previous dot product
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// Lerp between the current direction and the inputted direction based on the previous dot product
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Vector3 outputDirection = Vector3.Lerp(currentInputVector3.normalized, currentVelocityVector3.normalized, remappedAirDirectionDot);
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Vector3 outputDirection = Vector3.Lerp(currentInputVector3.normalized, currentVelocityVector3.normalized, remappedAirDirectionDot);
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// If there is a direction force, lean into that based on it's strength
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// 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
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outputDirection = Vector3.Lerp(outputDirection, directionalForce.value.normalized, directionalForceStrength.value).normalized;
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outputDirection = Vector3.Lerp(outputDirection, directionalForce.value.normalized, directionalForceStrength.value).normalized;
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// Extra math to degrade current air move direction by velocity inheritence, before applying new air direction
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// Extra math to degrade current air move direction by velocity inheritence, before applying new air direction
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@@ -96,7 +96,6 @@ namespace NodeCanvas.Tasks.Actions {
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// Set air move direction
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// Set air move direction
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airMoveDirection.value += outputDirection * outputVelocity;
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airMoveDirection.value += outputDirection * outputVelocity;
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}
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}
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EndAction(true);
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EndAction(true);
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}
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}
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