added: initial seperation of movement from gravity and rotation
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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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