added: initial seperation of movement from gravity and rotation
This commit is contained in:
73
Assets/Scripts/Core/Graph Tasks/ProcessGravity.cs
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73
Assets/Scripts/Core/Graph Tasks/ProcessGravity.cs
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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 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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public BBParameter<Vector3> moveDirection;
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public BBParameter<float> jumpPower;
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public BBParameter<float> jumpPowerDecay;
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[Space(5)]
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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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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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MonoManager.current.onLateUpdate += LateUpdate;
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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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// Accelerate gravity
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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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if (agent.isGrounded) {
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gravityPower.value = 0f;
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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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public void LateUpdate(){
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// Decay jump power
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jumpPower.value = Mathf.Lerp(jumpPower.value, 0f, jumpPowerDecay.value * Time.deltaTime);
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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/ProcessGravity.cs.meta
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2
Assets/Scripts/Core/Graph Tasks/ProcessGravity.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5531fbd949d33204690c98dd89a5e97f
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@@ -6,9 +6,9 @@ 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.Player.Movement;
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using Reset.Movement;
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namespace Reset.Player.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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@@ -25,40 +25,30 @@ namespace NodeCanvas.Tasks.Actions {
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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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[Space(5)]
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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> jumpPower;
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public BBParameter<float> jumpPowerDecay;
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// Rotation
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public BBParameter<PlayerFacingDirection> playerFacingDirection;
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[ShowIf("playerFacingDirection", 0)]
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public Vector3 rotationTargetPosition;
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public BBParameter<float> rotationSpeed = 5f;
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public BBParameter<float> rotationSmoothing;
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private float currentRotSpeed;
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private float lastLookMagnitude;
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private Quaternion targetRotation;
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private Vector3 currentMoveDir;
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// References
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private PlayerControls controls;
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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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//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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MonoManager.current.onLateUpdate += LateUpdate;
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// Set ingitial rotation power
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currentRotSpeed = rotationSpeed.value;
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// Reference to controls
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controls = agent.GetComponent<PlayerControls>();
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@@ -75,88 +65,45 @@ namespace NodeCanvas.Tasks.Actions {
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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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// Accelerate gravity
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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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// Calculate rotation speed
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currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime);
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switch (playerFacingDirection.value) {
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case PlayerFacingDirection.Target:
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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, null));
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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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// 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) *
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Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
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} else {
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if (airMoveDirection.value.magnitude == 0) { break; }
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targetRotation = Quaternion.LookRotation(airMoveDirection.value);
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}
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break;
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case PlayerFacingDirection.MatchCamera:
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// Craft a new rotation that flattens the camera's rotation to the ground
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// Needed to keep the character from inheriting the camera's height-rotation
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targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
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break;
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case PlayerFacingDirection.Static:
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targetRotation = agent.transform.rotation;
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break;
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}
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// Construct move direction
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Vector3 finalMoveDir = Vector3.zero;
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Vector3 gravityMoveDirection;
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// Change how input is managed based on facing state
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currentMoveDir = Vector3.Slerp(currentMoveDir, groundMoveDirection.value, currentRotSpeed * Time.deltaTime);
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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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gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.3f), 0f);
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finalMoveDir += currentMoveDir; // + Vector3.down * .03f;
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} else {
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finalMoveDir += airMoveDirection.value;
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gravityMoveDirection = new(0f, jumpPower.value + Physics.gravity.y * gravityPower.value, 0f);
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finalMoveDir += currentMoveDir;
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}
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// Reset gravity power when grounded
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if (agent.isGrounded) {
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gravityPower.value = 0f;
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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 + gravityMoveDirection) * Time.deltaTime);
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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((finalMoveDir + gravityMoveDirection) * Time.deltaTime);
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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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// Set final rotation
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agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime).Flatten(0, null, 0);
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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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// 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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public void LateUpdate(){
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// Decay jump power
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jumpPower.value = Mathf.Lerp(jumpPower.value, 0f, jumpPowerDecay.value * Time.deltaTime);
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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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102
Assets/Scripts/Core/Graph Tasks/ProcessRotation.cs
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102
Assets/Scripts/Core/Graph Tasks/ProcessRotation.cs
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Reset.Movement;
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using UnityEngine;
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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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// Rotation
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public BBParameter<Vector3> moveDirection;
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public BBParameter<PlayerFacingDirection> playerFacingDirection;
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public BBParameter<float> rotationSpeed = 5f;
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public BBParameter<float> rotationSmoothing;
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private Vector3 currentMoveDir;
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private PlayerControls controls;
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private Quaternion targetRotation;
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private float currentRotSpeed;
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[ShowIf("playerFacingDirection", 0)]
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public Vector3 rotationTargetPosition;
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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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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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}
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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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// Calculate rotation speed
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currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime);
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// Set ingitial rotation power
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currentRotSpeed = rotationSpeed.value;
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switch (playerFacingDirection.value) {
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case PlayerFacingDirection.Target:
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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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// 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) *
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Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
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} else {
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if (moveDirection.value.magnitude == 0) { break; }
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targetRotation = Quaternion.LookRotation(moveDirection.value);
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}
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break;
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case PlayerFacingDirection.MatchCamera:
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// Craft a new rotation that flattens the camera's rotation to the ground
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// Needed to keep the character from inheriting the camera's height-rotation
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targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
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break;
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case PlayerFacingDirection.Static:
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targetRotation = agent.transform.rotation;
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break;
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}
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// Set final rotation
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agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime).Flatten(0, null, 0);
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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/ProcessRotation.cs.meta
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2
Assets/Scripts/Core/Graph Tasks/ProcessRotation.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 7a0fd0ebfb8888b4e8ab4c81fb3aa6c0
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@@ -1,7 +1,7 @@
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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 Reset.Player.Movement;
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using Reset.Movement;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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