changed: tweaks to make grapple feel better

This commit is contained in:
Chris
2025-08-17 14:37:33 -04:00
parent 6e4ab86d51
commit 93634a9586
8 changed files with 194 additions and 139 deletions

View File

@@ -2,6 +2,7 @@ using Drawing;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Services;
using Reset.Units;
using UnityEngine;
@@ -9,7 +10,7 @@ namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
[Description("Pulls the agent towards a position with a spring-like effect")]
public class DoGrapplePull : ActionTask<CharacterController>{
public class DoGrapplePull : ActionTask<UnitMovementHandler>{
public BBParameter<Vector3> grapplePoint;
public BBParameter<Vector3> offset;
@@ -26,17 +27,25 @@ namespace NodeCanvas.Tasks.Actions {
public BBParameter<AnimationCurve> pullSpeedCurve;
public BBParameter<AnimationCurve> endDeaccelerationCurve;
private float startTime;
private Vector3 originalDirection;
public float breakAtDistance;
public float breakAtDotProduct;
private float currentSpeed;
private Vector3 smoothedInput;
private Vector3 smoothedInputRefVelocity;
private Vector3 gizmoHookPoint;
private Transform camera;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit(){
MonoManager.current.onLateUpdate += DrawGrappleGizmo;
return null;
}
@@ -44,14 +53,25 @@ namespace NodeCanvas.Tasks.Actions {
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
camera = Camera.main.transform;
MonoManager.current.onLateUpdate += DrawGrappleGizmo;
originalDirection = agent.transform.position.DirectionTo(grapplePoint.value);
startTime = Time.time;
currentSpeed = pullSpeedCurve.value[0].value * pullSpeedRange.value.y;
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
protected override void OnUpdate(){
// Add input changes
Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
Vector3 input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * new Vector3(rawInput.x, rawInput.y, 0f);
input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * (camera.rotation * input);
smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 5f * Time.deltaTime);
// Create the distance variables
Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value + (smoothedInput * 5));
gizmoHookPoint = grapplePoint.value + (smoothedInput * 5);
float evaluatedSpeed = pullSpeedCurve.value.Evaluate(Mathf.Clamp((Time.time - startTime) / 6f, 0f, Mathf.Infinity));
@@ -78,40 +98,30 @@ namespace NodeCanvas.Tasks.Actions {
// Soften the speed changes
currentSpeed = Mathf.Lerp(currentSpeed, speedAgainstCurve, 10f * Time.deltaTime);
// Add input changes
Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
Vector3 input = Quaternion.LookRotation(dirToPoint) * new Vector3(rawInput.x, rawInput.y, 0f);
smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 30f * Time.deltaTime);
Debug.Log(input);
Debug.Log(dirToPoint);
dirToPoint.y *= 2.5f;
agent.Move((dirToPoint.normalized + smoothedInput) * currentSpeed * Time.deltaTime);
// agent.GetComponent<CharacterController>().Move((dirToPoint.normalized + smoothedInput) * currentSpeed * Time.deltaTime);
agent.AddToCurrentDirection((dirToPoint + smoothedInput), currentSpeed * Time.deltaTime);
// agent.DisableNextMoveCall();
// Debug.Log( $"{ endDeaccelerationCurve.value.Evaluate(((slowdownDistance.value - currentDist)) )}");
if (Vector3.Dot(originalDirection, dirToPoint) < breakAtDotProduct) {
MonoManager.current.onLateUpdate -= DrawGrappleGizmo;
EndAction(true);
} else if (currentDist < breakAtDistance) {
MonoManager.current.onLateUpdate -= DrawGrappleGizmo;
EndAction(true);
}
// EndAction(true);
}
public void DrawGrappleGizmo(){
// Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
//
// using (Draw.WithColor(Color.yellow)){
// Draw.Line(agent.transform.position + Vector3.up, grapplePoint.value);
//
// // Draw Gizmo for minimum distance
// Vector3 minLocation = agent.transform.position + (Vector3.up * 1) + (dirToPoint * pullSpeedDistances.value.x);
// Vector3 minToScreen = minLocation.DirectionTo(Camera.main.transform.position);
//
// Draw.SolidCircle(minLocation,minToScreen , .2f);
//
// // Draw Gizmo for minimum distance
// Vector3 maxLocation = agent.transform.position + (Vector3.up * .8f) + (dirToPoint * pullSpeedDistances.value.y);
// Vector3 maxToScreen = maxLocation.DirectionTo(Camera.main.transform.position);
//
// Draw.SolidCircle(maxLocation,maxToScreen , .2f);
// }
using (Draw.WithColor(Color.blue)){
Draw.SolidCircle(gizmoHookPoint, gizmoHookPoint.DirectionTo(camera.position), 1f);
}
}
//Called when the task is disabled.