changed: changing some air movement values can now be smoothed (including values that are used to smoothing out inputs)
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@@ -147,7 +147,7 @@ namespace NodeCanvas.Tasks.Actions {
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public void UpdateFloatValue(FloatValueGroup valueGroup, ref CameraSettingSingleValue<float> targetProperty){
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switch (valueGroup.changeValue) {
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case ValueChangeAction.NewValue:
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targetProperty.targetValue = valueGroup.value;
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targetProperty.targetValue = valueGroup.value.value;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.targetValue = targetProperty.originalValue;
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@@ -40,6 +40,7 @@ namespace Reset.Core {
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public FloatValueGroup gravityMax = new (newLabel: "Gravity Max");
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public FloatValueGroup gravityAcceleration = new (newLabel: "Gravity Acceleration Speed");
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public FloatValueGroup gravityScale = new (newLabel: "Gravity Scale");
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public FloatValueGroup settingsChangeSmoothing = new(newLabel: "Settings Change Smoothing");
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// Rotation
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[ParadoxNotion.Design.Header("Rotation")]
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@@ -97,6 +98,7 @@ namespace Reset.Core {
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UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
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UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
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UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
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UpdateFloatValue(settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing);
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// Rotation
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UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
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@@ -222,7 +224,7 @@ namespace Reset.Core {
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public void UpdateFloatValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
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switch (valueGroup.changeValue) {
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case ValueChangeAction.NewValue:
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targetProperty = valueGroup.value;
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targetProperty = valueGroup.value.value;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty = defaultProperty;
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@@ -1,4 +1,6 @@
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using System;
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using NodeCanvas.Editor;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEditor;
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using UnityEngine;
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@@ -97,13 +99,14 @@ namespace Reset.Core{
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public struct FloatValueGroup{
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public string label;
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public float value;
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// public float value;
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public BBParameter<float> value;
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public ValueChangeAction changeValue;
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public FloatValueGroup(string newLabel){
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label = newLabel;
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value = 0f;
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value = new BBParameter<float>().value = 0f;
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changeValue = ValueChangeAction.NoChange;
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}
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}
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@@ -123,7 +126,7 @@ namespace Reset.Core{
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#if UNITY_EDITOR
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public class BoolValueGroupDrawer : ObjectDrawer<BoolValueGroup> {
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public override BoolValueGroup OnGUI(GUIContent content, BoolValueGroup _instance){
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public override BoolValueGroup OnGUI(GUIContent _content, BoolValueGroup _instance){
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// Remove label for floats
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EditorGUIUtility.labelWidth = 50;
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@@ -274,9 +277,11 @@ namespace Reset.Core{
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// Create the x settings enum
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_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
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// Create the value/disabled information field
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if (_instance.changeValue == ValueChangeAction.NewValue){
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_instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
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// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
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BBParameterEditor.ParameterField("", _instance.value);
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} else {
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
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