change: all movement separated into invidividual tasks, a lot of shuffling value groups and related stuff around
This commit is contained in:
@@ -42,118 +42,29 @@ namespace NodeCanvas.Tasks.Actions {
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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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UpdateOrbitFollowValue(orbitFollowTop, ref CameraSettingsProcessor.values.orbitFollowTopHeight, ref CameraSettingsProcessor.values.orbitFollowTopRadius);
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UpdateOrbitFollowValue(orbitFollowCenter, ref CameraSettingsProcessor.values.orbitFollowCenterHeight, ref CameraSettingsProcessor.values.orbitFollowCenterRadius);
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UpdateOrbitFollowValue(orbitFollowBottom, ref CameraSettingsProcessor.values.orbitFollowBottomHeight, ref CameraSettingsProcessor.values.orbitFollowBottomRadius);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.value, ref CameraSettingsProcessor.original.orbitFollowTopRadius.value);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.value, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.value);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.value, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.value);
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UpdateVector3Value(cameraOffset, ref CameraSettingsProcessor.values.cameraOffsetOffset);
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Vector3ValueGroup.UpdateValue(cameraOffset, ref CameraSettingsProcessor.data.cameraOffsetOffset.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
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UpdateVector3Value(orbitPositionDamping, ref CameraSettingsProcessor.values.orbitPositionDamping);
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UpdateVector3Value(orbitTargetOffset, ref CameraSettingsProcessor.values.orbitTargetOffset);
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Vector3ValueGroup.UpdateValue(orbitPositionDamping, ref CameraSettingsProcessor.data.orbitPositionDamping.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
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Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
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UpdateVector2Value(screenPosition, ref CameraSettingsProcessor.values.rotationComposerScreenPos);
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UpdateFloatValue(fieldOfView, ref CameraSettingsProcessor.values.mainFieldOfView);
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Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.value, ref CameraSettingsProcessor.original.rotationComposerScreenPos.value);
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FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.value, ref CameraSettingsProcessor.original.mainFieldOfView.value);
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UpdateFloatValue(axisLookXGain, ref CameraSettingsProcessor.values.axisLookGainX);
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UpdateFloatValue(axisLookYGain, ref CameraSettingsProcessor.values.axisLookGainY);
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FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.value, ref CameraSettingsProcessor.original.axisLookGainX.value);
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FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.value, ref CameraSettingsProcessor.original.axisLookGainY.value);
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UpdateBoolValue(enableXAxis, ref CameraSettingsProcessor.values.axisLookEnabledX);
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UpdateBoolValue(enableYAxis, ref CameraSettingsProcessor.values.axisLookEnabledY);
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BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.value, ref CameraSettingsProcessor.original.axisLookEnabledX.value);
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BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.value, ref CameraSettingsProcessor.original.axisLookEnabledY.value);
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EndAction(true);
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}
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public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref CameraSettingSingleValue<Vector3> targetProperty){
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switch (valueGroup.changeX) {
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case ValueChangeAction.NewValue:
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targetProperty.targetValue.x = valueGroup.newValue.x;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.targetValue.x = targetProperty.originalValue.x;
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break;
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}
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switch (valueGroup.changeY) {
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case ValueChangeAction.NewValue:
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targetProperty.targetValue.y = valueGroup.newValue.y;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.targetValue.y = targetProperty.originalValue.y;
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break;
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}
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switch (valueGroup.changeZ) {
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case ValueChangeAction.NewValue:
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targetProperty.targetValue.z = valueGroup.newValue.z;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.targetValue.z = targetProperty.originalValue.z;
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break;
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}
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}
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public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref CameraSettingSingleValue<Vector2> targetProperty){
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switch (valueGroup.changeX) {
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case ValueChangeAction.NewValue:
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targetProperty.targetValue.x = valueGroup.newValue.x;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.targetValue.x = targetProperty.originalValue.x;
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break;
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}
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switch (valueGroup.changeY) {
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case ValueChangeAction.NewValue:
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targetProperty.targetValue.y = valueGroup.newValue.y;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.targetValue.y = targetProperty.originalValue.y;
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break;
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}
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}
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public void UpdateOrbitFollowValue(OrbitalFollowValueGroup valueGroup, ref CameraSettingSingleValue<float> targetHeight, ref CameraSettingSingleValue<float> targetRadius){
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switch (valueGroup.changeHeight) {
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case ValueChangeAction.NewValue:
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targetHeight.targetValue = valueGroup.height;
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break;
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case ValueChangeAction.ResetValue:
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targetHeight.targetValue = targetHeight.originalValue;
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break;
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}
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switch (valueGroup.changeRadius) {
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case ValueChangeAction.NewValue:
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targetRadius.targetValue = valueGroup.radius;
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break;
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case ValueChangeAction.ResetValue:
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targetRadius.targetValue = targetRadius.originalValue;
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break;
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}
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}
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public void UpdateBoolValue(BoolValueGroup valueGroup, ref CameraSettingSingleValue<bool> 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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break;
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case ValueChangeAction.ResetValue:
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targetProperty.targetValue = targetProperty.originalValue;
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break;
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}
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}
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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.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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break;
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}
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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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@@ -2,13 +2,15 @@ using System;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Reset.Units;
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using Sirenix.OdinInspector.Editor;
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using UnityEngine;
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namespace Reset.Core {
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[Category("Reset")]
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[Description("Commits movement unit changes to the handler.")]
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public class ChangeMovementSettings : ActionTask<UnitMovementHandler> {
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// Move Speed
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[ParadoxNotion.Design.Header("Speed")]
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public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
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public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing");
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@@ -19,15 +21,7 @@ namespace Reset.Core {
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public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing");
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// public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve"); // Currently unused, may return
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// Direction
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[Space(5)]
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public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
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public float newDirectionStrength;
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[Space(5)]
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public Vector2 addDirectionFromInput;
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public float addInputStrength;
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[SliderField(0,1)]
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public float addInputPriorty;
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// Jumping
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[ParadoxNotion.Design.Header("Jumping")]
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@@ -63,48 +57,41 @@ namespace Reset.Core {
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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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// Direction
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UpdateFloatValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.data.airDirectionDecay);
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UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing);
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UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing);
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// UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return
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// Direction from value
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// Check that feedDir is not changed
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UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir);
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// If there's a direciton add it to the player for a frame
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if (feedDir != Vector3.zero) {
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agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength);
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// Reset the fed direction after it's added so future runs don't have
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feedDir = Vector3.zero;
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}
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// Direction from controller input
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if (addDirectionFromInput != Vector2.zero){
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agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength);
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}
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// Move Speed
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UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed);
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UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing);
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// Jump
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UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
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UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
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// Gravity
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UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
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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.defaultData.settingsChangeSmoothing);
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// Rotation
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UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
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UpdateFloatValue(rotationSpeed, ref agent.data.rotationSpeed, ref agent.defaultData.rotationSpeed);
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UpdateFloatValue(rotationSmoothing, ref agent.data.rotationSmoothing, ref agent.defaultData.rotationSmoothing);
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UpdateFloatValue(rotationInputBlending, ref agent.data.rotationInputBlending, ref agent.defaultData.rotationInputBlending);
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// // Direction
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// FloatValueGroup.UpdateValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.defaultData.airDirectionDecay);
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// FloatValueGroup.ChangeSmoothingEasing(airDirectionDecay,
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// ref agent.smoothing.airDirectionDecay,
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// ref agent.easing.airDirectionDecay,
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// ref agent.defaultSmoothing.airDirectionDecay,
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// ref agent.defaultEasing.airDirectionDecay
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// );
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//
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// UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing);
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// UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing);
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// // UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return
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//
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//
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//
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// // Move Speed
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// UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed);
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// UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing);
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//
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// // Jump
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// UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
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// UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
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//
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// // Gravity
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// UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
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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.defaultData.settingsChangeSmoothing);
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//
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// // Rotation
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// UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
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// UpdateFloatValue(rotationSpeed, ref agent.data.rotationSpeed, ref agent.defaultData.rotationSpeed);
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// UpdateFloatValue(rotationSmoothing, ref agent.data.rotationSmoothing, ref agent.defaultData.rotationSmoothing);
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// UpdateFloatValue(rotationInputBlending, ref agent.data.rotationInputBlending, ref agent.defaultData.rotationInputBlending);
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// Rotation from value
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if (feedNewRotation.value != Vector3.zero) {
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@@ -133,103 +120,5 @@ namespace Reset.Core {
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protected override void OnPause() {
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}
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public void UpdateCurveProperty(CurveValueGroup valueGroup, ref AnimationCurve targetProperty, ref AnimationCurve defaultProperty){
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switch (valueGroup.changeValue) {
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case ValueChangeAction.NoChange:
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break;
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case ValueChangeAction.NewValue:
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targetProperty = valueGroup.newValue;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty = defaultProperty;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){
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switch (valueGroup.changeX) {
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case ValueChangeAction.NewValue:
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targetProperty.x = valueGroup.newValue.x;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.x = defaultProperty.x;
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break;
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}
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switch (valueGroup.changeY) {
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case ValueChangeAction.NewValue:
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targetProperty.y = valueGroup.newValue.y;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.y = defaultProperty.y;
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break;
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}
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switch (valueGroup.changeZ) {
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case ValueChangeAction.NewValue:
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targetProperty.z = valueGroup.newValue.z;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.z = defaultProperty.z;
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break;
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}
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}
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public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){
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switch (valueGroup.changeX) {
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case ValueChangeAction.NewValue:
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targetProperty.x = valueGroup.newValue.x;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.x = defaultProperty.x;
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break;
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}
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switch (valueGroup.changeY) {
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case ValueChangeAction.NewValue:
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targetProperty.y = valueGroup.newValue.y;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.y = defaultProperty.y;
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break;
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}
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}
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public void UpdateBoolValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool 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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break;
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case ValueChangeAction.ResetValue:
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targetProperty = defaultProperty;
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break;
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}
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}
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public void UpdateEnumValue(EnumValueGroup valueGroup, ref Enum targetProperty, ref Enum defaultProperty){
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switch (valueGroup.changeValue) {
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case ValueChangeAction.NewValue:
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targetProperty = valueGroup.newValue;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty = defaultProperty;
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break;
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}
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}
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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.value;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty = defaultProperty;
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break;
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}
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}
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}
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}
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 7879b20d5bcdf974c823d1919491e026
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folderAsset: yes
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DefaultImporter:
|
||||
externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,67 @@
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Reset.Core;
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using UnityEngine;
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namespace Reset.Units {
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[Category("Reset/Movement")]
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public class ChangeDirectionSettings : ActionTask<UnitMovementHandler> {
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// Direction
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[Space(5)]
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public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
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public float newDirectionStrength;
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[Space(5)]
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public Vector2 addDirectionFromInput;
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public float addInputStrength;
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[SliderField(0,1)]
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public float addInputPriorty;
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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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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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// Direction from value
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// Check that feedDir is not changed
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// UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir);
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//
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// Vector3ValueGroup.ResolvedValue(feedNewDirection, ref feedDir, ref feedDir);
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//
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// // If there's a direciton add it to the player for a frame
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// if (feedDir != Vector3.zero) {
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// agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength);
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// // Reset the fed direction after it's added so future runs don't have
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// feedDir = Vector3.zero;
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// }
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// Direction from controller input
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if (addDirectionFromInput != Vector2.zero){
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agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength);
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}
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EndAction(true);
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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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||||
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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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||||
}
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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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||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e97f34b81238a9548b0bf4f5b68c8f17
|
||||
@@ -0,0 +1,54 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using Reset.Core;
|
||||
|
||||
|
||||
namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class ChangeGravitySettings : ActionTask<UnitMovementHandler>{
|
||||
public FloatValueGroup jumpPower = new FloatValueGroup("Jump Power");
|
||||
public FloatValueGroup jumpPowerDecay = new FloatValueGroup("Jump Power Decay");
|
||||
|
||||
public FloatValueGroup gravityPower = new FloatValueGroup("Jump Power");
|
||||
public FloatValueGroup gravityMax = new FloatValueGroup("Jump Power");
|
||||
public FloatValueGroup gravityAcceleration = new FloatValueGroup("Jump Power");
|
||||
public FloatValueGroup gravityScale = new FloatValueGroup("Jump Power");
|
||||
|
||||
//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() {
|
||||
return null;
|
||||
}
|
||||
|
||||
//This is called once each time the task is enabled.
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute() {
|
||||
// Jump
|
||||
FloatValueGroup.UpdateValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
|
||||
FloatValueGroup.UpdateValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
|
||||
|
||||
// Gravity
|
||||
FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
|
||||
FloatValueGroup.UpdateValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
|
||||
FloatValueGroup.UpdateValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
|
||||
FloatValueGroup.UpdateValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 67c9324e429e09f4da157ab85dadacff
|
||||
@@ -0,0 +1,38 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
|
||||
|
||||
namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class ChangeMoveSpeedSettings : ActionTask<UnitMovementHandler> {
|
||||
|
||||
//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() {
|
||||
return null;
|
||||
}
|
||||
|
||||
//This is called once each time the task is enabled.
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute() {
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c1f858e8bdedb4f46ac3e10c0dccde29
|
||||
@@ -0,0 +1,38 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
|
||||
|
||||
namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class ChangeRotationSettings : ActionTask<UnitMovementHandler> {
|
||||
|
||||
//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() {
|
||||
return null;
|
||||
}
|
||||
|
||||
//This is called once each time the task is enabled.
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute() {
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2af547219746e194f97217fe24cfb8cd
|
||||
@@ -1,496 +1,311 @@
|
||||
using System;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using NodeCanvas.Editor;
|
||||
#endif
|
||||
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Core{
|
||||
// Individual bool setting for each ring. Three of these will be used.
|
||||
public struct OrbitalFollowValueGroup{
|
||||
public string label;
|
||||
|
||||
public ValueChangeAction changeHeight;
|
||||
public float height;
|
||||
|
||||
public ValueChangeAction changeRadius;
|
||||
public float radius;
|
||||
public abstract class ValueGroup{
|
||||
public interface ISmoothable{
|
||||
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
|
||||
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
|
||||
|
||||
public OrbitalFollowValueGroup(string newLabel){
|
||||
label = newLabel;
|
||||
changeHeight = ValueChangeAction.NoChange;
|
||||
height = 0f;
|
||||
changeRadius = ValueChangeAction.NoChange;
|
||||
radius = 0f;
|
||||
public BBParameter<float> smoothing { get; set; }
|
||||
public BBParameter<float> easing{ get; set; }
|
||||
}
|
||||
|
||||
public static void ChangeSmoothingEasing(ISmoothable valueGroup, ref float targetSmoothing,
|
||||
ref float targetEasing, ref float defaultSmoothing, ref float defaultEasing){
|
||||
switch (valueGroup.changeSmoothing.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetSmoothing = valueGroup.smoothing.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetSmoothing = defaultSmoothing;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeEasing.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetEasing = valueGroup.easing.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetEasing = defaultEasing;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Enum options for individual camera settings
|
||||
|
||||
// Enum options for individual settings
|
||||
public enum ValueChangeAction{
|
||||
NoChange,
|
||||
NewValue,
|
||||
ResetValue,
|
||||
RelativeValue, // Placeholder for using as altering existing value
|
||||
}
|
||||
|
||||
public struct CurveValueGroup{
|
||||
|
||||
// Individual bool setting for each ring. Three of these will be used.
|
||||
public struct OrbitalFollowValueGroup : ValueGroup.ISmoothable{
|
||||
public string label;
|
||||
public AnimationCurve newValue;
|
||||
|
||||
public ValueChangeAction changeValue;
|
||||
public BBParameter<ValueChangeAction> changeHeight;
|
||||
public BBParameter<float> height;
|
||||
|
||||
public BBParameter<ValueChangeAction> changeRadius;
|
||||
public BBParameter<float> radius;
|
||||
|
||||
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
|
||||
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
|
||||
public BBParameter<float> smoothing{ get; set; }
|
||||
public BBParameter<float> easing{ get; set; }
|
||||
|
||||
public OrbitalFollowValueGroup(string newLabel){
|
||||
label = newLabel;
|
||||
|
||||
changeHeight = ValueChangeAction.NoChange;
|
||||
height = 0f;
|
||||
changeRadius = ValueChangeAction.NoChange;
|
||||
radius = 0f;
|
||||
|
||||
changeSmoothing = ValueChangeAction.NoChange;
|
||||
smoothing = .1f;
|
||||
|
||||
changeEasing = ValueChangeAction.NoChange;
|
||||
easing = 1f;
|
||||
}
|
||||
|
||||
public static void UpdateValue(OrbitalFollowValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
|
||||
switch (valueGroup.changeHeight.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.height.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeRadius.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.radius.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct CurveValueGroup{ // Done
|
||||
public string label;
|
||||
public BBParameter<AnimationCurve> value;
|
||||
|
||||
public BBParameter<ValueChangeAction> changeValue;
|
||||
|
||||
public CurveValueGroup(string newLabel){
|
||||
changeValue = ValueChangeAction.NoChange;
|
||||
|
||||
newValue = new AnimationCurve();
|
||||
value = new AnimationCurve();
|
||||
label = newLabel;
|
||||
}
|
||||
|
||||
public static void UpdateValue(CurveValueGroup valueGroup, ref AnimationCurve targetProperty, ref AnimationCurve defaultProperty){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct EnumValueGroup{
|
||||
public struct EnumValueGroup{ // Done
|
||||
public string label;
|
||||
public Enum newValue;
|
||||
public BBParameter<Enum> value;
|
||||
|
||||
public ValueChangeAction changeValue;
|
||||
public BBParameter<ValueChangeAction> changeValue;
|
||||
|
||||
public EnumValueGroup(string newLabel, Enum enumType){
|
||||
changeValue = ValueChangeAction.NoChange;
|
||||
|
||||
newValue = enumType;
|
||||
value = enumType;
|
||||
label = newLabel;
|
||||
|
||||
|
||||
}
|
||||
|
||||
public static void UpdateValue(EnumValueGroup valueGroup, ref Enum targetProperty, ref Enum defaultProperty){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct Vector3ValueGroup{
|
||||
|
||||
public struct Vector3ValueGroup{ // Done
|
||||
public string label;
|
||||
public Vector3 newValue;
|
||||
|
||||
public ValueChangeAction changeX;
|
||||
public ValueChangeAction changeY;
|
||||
public ValueChangeAction changeZ;
|
||||
|
||||
public BBParameter<Vector3> value;
|
||||
|
||||
public BBParameter<ValueChangeAction> changeX;
|
||||
public BBParameter<ValueChangeAction> changeY;
|
||||
public BBParameter<ValueChangeAction> changeZ;
|
||||
|
||||
public Vector3ValueGroup(string newLabel){
|
||||
changeX = ValueChangeAction.NoChange;
|
||||
changeY = ValueChangeAction.NoChange;
|
||||
changeZ = ValueChangeAction.NoChange;
|
||||
|
||||
newValue = Vector3.zero;
|
||||
value = new BBParameter<Vector3>{
|
||||
value = Vector3.zero
|
||||
};
|
||||
|
||||
label = newLabel;
|
||||
}
|
||||
|
||||
public static void UpdateValue(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){
|
||||
switch (valueGroup.changeX.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty.x = valueGroup.value.value.x;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty.x = defaultProperty.x;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeY.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty.y = valueGroup.value.value.y;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty.y = defaultProperty.y;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeZ.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty.z = valueGroup.value.value.z;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty.z = defaultProperty.z;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct Vector2ValueGroup{
|
||||
public struct Vector2ValueGroup : ValueGroup.ISmoothable{ // Done
|
||||
public string label;
|
||||
public Vector2 newValue;
|
||||
public BBParameter<Vector2> value;
|
||||
|
||||
public ValueChangeAction changeX;
|
||||
public ValueChangeAction changeY;
|
||||
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
|
||||
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
|
||||
public BBParameter<float> smoothing{ get; set; }
|
||||
public BBParameter<float> easing{ get; set; }
|
||||
|
||||
public BBParameter<ValueChangeAction> changeX;
|
||||
public BBParameter<ValueChangeAction> changeY;
|
||||
|
||||
public Vector2ValueGroup(string newLabel){
|
||||
changeX = ValueChangeAction.NoChange;
|
||||
changeY = ValueChangeAction.NoChange;
|
||||
|
||||
newValue = Vector2.zero;
|
||||
value = new BBParameter<Vector2>{
|
||||
value = Vector2.zero
|
||||
};
|
||||
|
||||
label = newLabel;
|
||||
|
||||
changeEasing = ValueChangeAction.NoChange;
|
||||
changeSmoothing = ValueChangeAction.NoChange;
|
||||
smoothing = 0;
|
||||
easing = 0;
|
||||
}
|
||||
|
||||
public static void UpdateValue(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){
|
||||
switch (valueGroup.changeX.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty.x = valueGroup.value.value.x;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty.x = defaultProperty.x;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
switch (valueGroup.changeY.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty.y = valueGroup.value.value.y;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty.y = defaultProperty.y;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public struct FloatValueGroup{
|
||||
public string label;
|
||||
// public float value;
|
||||
public BBParameter<float> value;
|
||||
|
||||
public ValueChangeAction changeValue;
|
||||
public class FloatValueGroup : ValueGroup.ISmoothable{ // Done
|
||||
public string label;
|
||||
|
||||
public BBParameter<ValueChangeAction> changeValue;
|
||||
public BBParameter<float> value;
|
||||
|
||||
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
|
||||
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
|
||||
public BBParameter<float> smoothing { get; set; }
|
||||
public BBParameter<float> easing{ get; set; }
|
||||
|
||||
public FloatValueGroup(string newLabel){
|
||||
label = newLabel;
|
||||
value = new BBParameter<float>().value = 0f;
|
||||
changeValue = ValueChangeAction.NoChange;
|
||||
|
||||
changeSmoothing = ValueChangeAction.NoChange;
|
||||
smoothing = 0f;
|
||||
|
||||
changeEasing = ValueChangeAction.NoChange;
|
||||
easing = 0f;
|
||||
}
|
||||
|
||||
public static void UpdateValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct BoolValueGroup{
|
||||
public string label;
|
||||
public bool value;
|
||||
public BBParameter<bool> value;
|
||||
|
||||
public ValueChangeAction changeValue;
|
||||
public BBParameter<ValueChangeAction> changeValue;
|
||||
|
||||
public BoolValueGroup(string newLabel){
|
||||
label = newLabel;
|
||||
value = true;
|
||||
changeValue = ValueChangeAction.NoChange;
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public class BoolValueGroupDrawer : ObjectDrawer<BoolValueGroup> {
|
||||
public override BoolValueGroup OnGUI(GUIContent _content, BoolValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue == ValueChangeAction.NewValue){
|
||||
_instance.value = EditorGUILayout.Toggle(_instance.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class CurveVlueGroupDrawer : ObjectDrawer<CurveValueGroup> {
|
||||
public override CurveValueGroup OnGUI(GUIContent _content, CurveValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue == ValueChangeAction.NewValue){
|
||||
_instance.newValue = EditorGUILayout.CurveField(_instance.newValue, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class EnumValueGroupDrawer : ObjectDrawer<EnumValueGroup>{
|
||||
public override EnumValueGroup OnGUI(GUIContent _content, EnumValueGroup _instance){
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(200.0f),
|
||||
GUILayout.MinWidth(100.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue == ValueChangeAction.NewValue){
|
||||
_instance.newValue = EditorGUILayout.EnumPopup("", instance.newValue, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public class FloatValueGroupDrawer : ObjectDrawer<FloatValueGroup> {
|
||||
public override FloatValueGroup OnGUI(GUIContent _content, FloatValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
|
||||
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue == ValueChangeAction.NewValue){
|
||||
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
|
||||
BBParameterEditor.ParameterField("", _instance.value);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
public static void UpdateValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool defaultProperty){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class Vector3ValueGroupDrawer : ObjectDrawer<Vector3ValueGroup> {
|
||||
public override Vector3ValueGroup OnGUI(GUIContent _content, Vector3ValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 20;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(300.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeX = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeX);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeX == ValueChangeAction.NewValue){
|
||||
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeX == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the y settings enum
|
||||
_instance.changeY = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeY);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeY == ValueChangeAction.NewValue){
|
||||
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeY == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the y settings enum
|
||||
_instance.changeZ = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeZ);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeZ == ValueChangeAction.NewValue){
|
||||
_instance.newValue.z = EditorGUILayout.FloatField(_instance.newValue.z, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeZ == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class Vector2ValueGroupDrawer : ObjectDrawer<Vector2ValueGroup> {
|
||||
public override Vector2ValueGroup OnGUI(GUIContent _content, Vector2ValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(300.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeX = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeX);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeX == ValueChangeAction.NewValue){
|
||||
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeX == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the y settings enum
|
||||
_instance.changeY = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeY);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeY == ValueChangeAction.NewValue){
|
||||
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeY == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
// Custom editor for each orbital follow ring setting
|
||||
public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGroup>{
|
||||
public override OrbitalFollowValueGroup OnGUI(GUIContent _content, OrbitalFollowValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 1;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(300.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(60.0f),
|
||||
};
|
||||
|
||||
// Start a Horiztonal Section
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Add the left side label
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
|
||||
// Create the height settings enum
|
||||
_instance.changeHeight = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeHeight);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeHeight == ValueChangeAction.NewValue){
|
||||
_instance.height = EditorGUILayout.FloatField(_instance.height, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeHeight == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the radius settings enum
|
||||
_instance.changeRadius = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeRadius);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeRadius == ValueChangeAction.NewValue){
|
||||
_instance.radius = EditorGUILayout.FloatField(_instance.radius, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeRadius == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
454
Assets/Scripts/Core/ValueGroupEditors.cs
Normal file
454
Assets/Scripts/Core/ValueGroupEditors.cs
Normal file
@@ -0,0 +1,454 @@
|
||||
using NodeCanvas.Editor;
|
||||
using ParadoxNotion.Design;
|
||||
using Reset.Core;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public class BoolValueGroupDrawer : ObjectDrawer<BoolValueGroup> {
|
||||
public override BoolValueGroup OnGUI(GUIContent _content, BoolValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue.value == ValueChangeAction.NewValue){
|
||||
_instance.value = EditorGUILayout.Toggle(_instance.value.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public class CurveValueGroupDrawer : ObjectDrawer<CurveValueGroup> {
|
||||
public override CurveValueGroup OnGUI(GUIContent _content, CurveValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue.value == ValueChangeAction.NewValue){
|
||||
BBParameterEditor.ParameterField("", _instance.value);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class EnumValueGroupDrawer : ObjectDrawer<EnumValueGroup>{
|
||||
public override EnumValueGroup OnGUI(GUIContent _content, EnumValueGroup _instance){
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(200.0f),
|
||||
GUILayout.MinWidth(100.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue.value == ValueChangeAction.NewValue){
|
||||
_instance.value.value = EditorGUILayout.EnumPopup("", instance.value.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField((ValueChangeAction)_instance.value.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public class FloatValueGroupDrawer : ObjectDrawer<FloatValueGroup> {
|
||||
public override FloatValueGroup OnGUI(GUIContent _content, FloatValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Start the label
|
||||
GUILayout.BeginHorizontal();
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
GUIStyle titleText = new GUIStyle{
|
||||
fontSize = 12,
|
||||
fontStyle = FontStyle.Bold,
|
||||
padding = new RectOffset(8, 0, 3,0),
|
||||
normal ={
|
||||
textColor = Color.white
|
||||
}
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.Label(_instance.label, titleText);
|
||||
|
||||
// End the label
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Start the variables
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
// _instance.changeValue.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue.value);
|
||||
BBParameterEditor.ParameterField("", _instance.changeValue);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue.value == ValueChangeAction.NewValue){
|
||||
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
|
||||
BBParameterEditor.ParameterField("", _instance.value);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up with the variables
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Start the smoothing and easing section
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
GUIStyle smallText= new GUIStyle{
|
||||
fontSize = 10,
|
||||
padding = new RectOffset(8, 0, 0,0),
|
||||
normal ={
|
||||
textColor = Color.gray
|
||||
}
|
||||
};
|
||||
|
||||
// Start the left side for easing
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
// Draw the label
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Easing", smallText);
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Easing
|
||||
_instance.changeEasing.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeEasing.value);
|
||||
if (_instance.changeEasing.value == ValueChangeAction.NewValue){
|
||||
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
|
||||
BBParameterEditor.ParameterField("", _instance.easing);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeEasing.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close easing
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Start the right for smoothing
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
// Draw the label
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Smoothing", smallText);
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Easing
|
||||
_instance.changeSmoothing.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeSmoothing.value);
|
||||
if (_instance.changeSmoothing.value == ValueChangeAction.NewValue){
|
||||
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
|
||||
BBParameterEditor.ParameterField("", _instance.smoothing);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeSmoothing.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close easing
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.Space(8);
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class Vector3ValueGroupDrawer : ObjectDrawer<Vector3ValueGroup> {
|
||||
public override Vector3ValueGroup OnGUI(GUIContent _content, Vector3ValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 20;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(300.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeX.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeX.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeX.value== ValueChangeAction.NewValue) {
|
||||
var value = _instance.value.value;
|
||||
value.x = EditorGUILayout.FloatField(_instance.value.value.x, floatOptions);
|
||||
_instance.value.value = value;
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeX.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the y settings enum
|
||||
_instance.changeY.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeY.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeY.value == ValueChangeAction.NewValue) {
|
||||
var value = _instance.value.value;
|
||||
value.y = EditorGUILayout.FloatField(_instance.value.value.y, floatOptions);
|
||||
_instance.value.value = value;
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeY.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the y settings enum
|
||||
_instance.changeZ.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeZ.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeZ.value == ValueChangeAction.NewValue) {
|
||||
var value = _instance.value.value;
|
||||
value.z = EditorGUILayout.FloatField(_instance.value.value.z, floatOptions);
|
||||
_instance.value.value = value;
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeZ.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class Vector2ValueGroupDrawer : ObjectDrawer<Vector2ValueGroup> {
|
||||
public override Vector2ValueGroup OnGUI(GUIContent _content, Vector2ValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(300.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeX.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeX.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeX.value == ValueChangeAction.NewValue) {
|
||||
var value = _instance.value.value;
|
||||
value.x = EditorGUILayout.FloatField(_instance.value.value.x, floatOptions);
|
||||
_instance.value.value = value;
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeX.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the y settings enum
|
||||
_instance.changeY.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeY.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeY.value == ValueChangeAction.NewValue) {
|
||||
var value = _instance.value.value;
|
||||
value.y = EditorGUILayout.FloatField(_instance.value.value.y, floatOptions);
|
||||
_instance.value.value = value;
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeY.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
// Custom editor for each orbital follow ring setting
|
||||
public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGroup>{
|
||||
public override OrbitalFollowValueGroup OnGUI(GUIContent _content, OrbitalFollowValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 1;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(300.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(60.0f),
|
||||
};
|
||||
|
||||
// Start a Horiztonal Section
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Add the left side label
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
|
||||
// Create the height settings enum
|
||||
_instance.changeHeight.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeHeight.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeHeight.value == ValueChangeAction.NewValue){
|
||||
_instance.height.value = EditorGUILayout.FloatField(_instance.height.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeHeight.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the radius settings enum
|
||||
_instance.changeRadius.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeRadius.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeRadius.value == ValueChangeAction.NewValue){
|
||||
_instance.radius = EditorGUILayout.FloatField(_instance.radius.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeRadius.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
3
Assets/Scripts/Core/ValueGroupEditors.cs.meta
Normal file
3
Assets/Scripts/Core/ValueGroupEditors.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e327ef0e278a437486396775f36450dd
|
||||
timeCreated: 1758039991
|
||||
@@ -1,82 +1,68 @@
|
||||
using System;
|
||||
using Reset.Core;
|
||||
using Sirenix.OdinInspector;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
public struct CameraSettingSingleValue<T>{
|
||||
// NOTE: Could add a locked variable here if needed??
|
||||
public T originalValue;
|
||||
public T targetValue;
|
||||
public float smoothing;
|
||||
public struct SettingValue<T>{
|
||||
public T value;
|
||||
public float smoothing; // Smoothing changes how fast value is changed.
|
||||
public float easing; // Easing changes how fast smoothing is changed, when given a new value.
|
||||
|
||||
public float currentSmoothing; // Actively eased and accessed value
|
||||
public float currentValue; // Actively smoothed and accessed value
|
||||
|
||||
public T refVel; // For use with SmoothDamp
|
||||
|
||||
public float velocityRef;
|
||||
public Vector2 velocityRefV2;
|
||||
public Vector3 velocityRefV3;
|
||||
|
||||
public CameraSettingSingleValue(float defaultSmoothing = .2f, T original = default(T)){
|
||||
originalValue = original;
|
||||
targetValue = original;
|
||||
public SettingValue(float defaultEasing = 2f, float defaultSmoothing = 1f){
|
||||
easing = defaultEasing;
|
||||
value = default;
|
||||
smoothing = defaultSmoothing;
|
||||
|
||||
velocityRef = 0;
|
||||
velocityRefV2 = default;
|
||||
velocityRefV3 = default;
|
||||
}
|
||||
|
||||
public void Reset(){
|
||||
targetValue = originalValue;
|
||||
currentSmoothing = 0;
|
||||
currentValue = 0;
|
||||
refVel = default;
|
||||
}
|
||||
}
|
||||
|
||||
public struct CameraSettingValues{
|
||||
public CameraSettingSingleValue<float> mainFieldOfView;
|
||||
public struct CameraSettingData : ICloneable{
|
||||
public SettingValue<float> mainFieldOfView;
|
||||
|
||||
public CameraSettingSingleValue<Vector3> orbitPositionDamping;
|
||||
public CameraSettingSingleValue<Vector3> orbitTargetOffset;
|
||||
public SettingValue<Vector3> orbitPositionDamping;
|
||||
public SettingValue<Vector3> orbitTargetOffset;
|
||||
|
||||
public CameraSettingSingleValue<bool> axisLookEnabledX;
|
||||
public CameraSettingSingleValue<bool> axisLookEnabledY;
|
||||
public SettingValue<bool> axisLookEnabledX;
|
||||
public SettingValue<bool> axisLookEnabledY;
|
||||
|
||||
public CameraSettingSingleValue<float> axisLookGainX;
|
||||
public CameraSettingSingleValue<float> axisLookGainY;
|
||||
public SettingValue<float> axisLookGainX;
|
||||
public SettingValue<float> axisLookGainY;
|
||||
|
||||
public CameraSettingSingleValue<float> orbitFollowTopHeight;
|
||||
public CameraSettingSingleValue<float> orbitFollowTopRadius;
|
||||
public CameraSettingSingleValue<float> orbitFollowCenterHeight;
|
||||
public CameraSettingSingleValue<float> orbitFollowCenterRadius;
|
||||
public CameraSettingSingleValue<float> orbitFollowBottomHeight;
|
||||
public CameraSettingSingleValue<float> orbitFollowBottomRadius;
|
||||
public SettingValue<float> orbitFollowTopHeight;
|
||||
public SettingValue<float> orbitFollowTopRadius;
|
||||
public SettingValue<float> orbitFollowCenterHeight;
|
||||
public SettingValue<float> orbitFollowCenterRadius;
|
||||
public SettingValue<float> orbitFollowBottomHeight;
|
||||
public SettingValue<float> orbitFollowBottomRadius;
|
||||
|
||||
public CameraSettingSingleValue<Vector2> rotationComposerScreenPos;
|
||||
public SettingValue<Vector2> rotationComposerScreenPos;
|
||||
|
||||
public CameraSettingSingleValue<Vector3> cameraOffsetOffset;
|
||||
|
||||
public CameraSettingValues(float defaultSmoothing){
|
||||
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
|
||||
orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
|
||||
orbitTargetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
|
||||
|
||||
axisLookEnabledX = new CameraSettingSingleValue<bool>();
|
||||
axisLookEnabledY = new CameraSettingSingleValue<bool>();
|
||||
|
||||
axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
|
||||
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
orbitFollowCenterRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
orbitFollowBottomHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
orbitFollowBottomRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
|
||||
rotationComposerScreenPos = new CameraSettingSingleValue<Vector2>(defaultSmoothing);
|
||||
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
|
||||
public SettingValue<Vector3> cameraOffsetOffset;
|
||||
|
||||
public object Clone(){
|
||||
return MemberwiseClone();
|
||||
}
|
||||
}
|
||||
|
||||
public class CameraSettingsProcessor : MonoBehaviour{
|
||||
public static CameraSettingsProcessor Instance{ get; private set; }
|
||||
|
||||
public static CameraSettingValues values = new(defaultSmoothing: .2f);
|
||||
[HideInInspector] public static CameraSettingData data;
|
||||
[HideInInspector] public static CameraSettingData original;
|
||||
[ShowInInspector] public static CameraSettingData smoothing;
|
||||
[ShowInInspector] public static CameraSettingData easing;
|
||||
|
||||
|
||||
[HideInInspector] public static CameraSettingData currentSmoothing;
|
||||
[HideInInspector] public static CameraSettingData currentValue;
|
||||
|
||||
public static GameObject mainCamera;
|
||||
|
||||
@@ -102,87 +88,112 @@ public class CameraSettingsProcessor : MonoBehaviour{
|
||||
offset = mainCamera.GetComponent<CinemachineCameraOffset>();
|
||||
axisCont = mainCamera.GetComponent<CinemachineInputAxisController>();
|
||||
|
||||
// Initialize camera settings values
|
||||
values = new CameraSettingValues{
|
||||
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, offset.Offset),
|
||||
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, main.Lens.FieldOfView),
|
||||
axisLookEnabledX = new CameraSettingSingleValue<bool>(0, axisCont.Controllers[0].Enabled),
|
||||
axisLookEnabledY = new CameraSettingSingleValue<bool>(0, axisCont.Controllers[1].Enabled),
|
||||
axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[0].Input.Gain),
|
||||
axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[1].Input.Gain),
|
||||
orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, orbit.TrackerSettings.PositionDamping),
|
||||
orbitTargetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .1f, orbit.TargetOffset),
|
||||
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Height),
|
||||
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Radius),
|
||||
orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Height),
|
||||
orbitFollowCenterRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Radius),
|
||||
orbitFollowBottomHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Bottom.Height),
|
||||
orbitFollowBottomRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Bottom.Radius),
|
||||
rotationComposerScreenPos = new CameraSettingSingleValue<Vector2>(defaultSmoothing: .2f, rotComp.Composition.ScreenPosition),
|
||||
};
|
||||
}
|
||||
|
||||
void ProcessCameraValues(){
|
||||
main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
|
||||
values.mainFieldOfView.targetValue, ref values.mainFieldOfView.velocityRef,
|
||||
values.mainFieldOfView.smoothing);
|
||||
// Initialize camera settings values from current values
|
||||
data.mainFieldOfView.value = main.Lens.FieldOfView;
|
||||
|
||||
data.orbitPositionDamping.value = orbit.TrackerSettings.PositionDamping;
|
||||
data.orbitTargetOffset.value = orbit.TargetOffset;
|
||||
|
||||
axisCont.Controllers[0].Enabled = values.axisLookEnabledX.targetValue;
|
||||
data.axisLookEnabledX.value = axisCont.Controllers[0].Enabled;
|
||||
data.axisLookEnabledY.value = axisCont.Controllers[1].Enabled;
|
||||
|
||||
axisCont.Controllers[1].Enabled = values.axisLookEnabledY.targetValue;
|
||||
data.axisLookGainX.value = axisCont.Controllers[0].Input.Gain;
|
||||
data.axisLookGainY.value = axisCont.Controllers[1].Input.Gain;
|
||||
|
||||
axisCont.Controllers[0].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[0].Input.Gain,
|
||||
values.axisLookGainX.targetValue, ref values.axisLookGainX.velocityRef,
|
||||
values.axisLookGainX.smoothing);
|
||||
|
||||
axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain,
|
||||
values.axisLookGainY.targetValue, ref values.axisLookGainY.velocityRef,
|
||||
values.axisLookGainY.smoothing);
|
||||
|
||||
orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset,
|
||||
values.orbitTargetOffset.targetValue, ref values.orbitTargetOffset.velocityRefV3,
|
||||
values.orbitTargetOffset.smoothing);
|
||||
|
||||
orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping,
|
||||
values.orbitPositionDamping.targetValue, ref values.orbitPositionDamping.velocityRefV3,
|
||||
values.orbitPositionDamping.smoothing);
|
||||
|
||||
orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height,
|
||||
values.orbitFollowTopHeight.targetValue, ref values.orbitFollowTopHeight.velocityRef,
|
||||
values.orbitFollowTopHeight.smoothing);
|
||||
|
||||
orbit.Orbits.Top.Radius = Mathf.SmoothDamp(orbit.Orbits.Top.Radius,
|
||||
values.orbitFollowTopRadius.targetValue, ref values.orbitFollowTopRadius.velocityRef,
|
||||
values.orbitFollowTopRadius.smoothing);
|
||||
|
||||
orbit.Orbits.Center.Height = Mathf.SmoothDamp(orbit.Orbits.Center.Height,
|
||||
values.orbitFollowCenterHeight.targetValue, ref values.orbitFollowCenterHeight.velocityRef,
|
||||
values.orbitFollowCenterHeight.smoothing);
|
||||
|
||||
orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
|
||||
values.orbitFollowCenterRadius.targetValue, ref values.orbitFollowCenterRadius.velocityRef,
|
||||
values.orbitFollowCenterRadius.smoothing);
|
||||
|
||||
orbit.Orbits.Bottom.Height = Mathf.SmoothDamp(orbit.Orbits.Bottom.Height,
|
||||
values.orbitFollowBottomHeight.targetValue, ref values.orbitFollowBottomHeight.velocityRef,
|
||||
values.orbitFollowBottomHeight.smoothing);
|
||||
|
||||
orbit.Orbits.Bottom.Radius = Mathf.SmoothDamp(orbit.Orbits.Bottom.Radius,
|
||||
values.orbitFollowBottomRadius.targetValue, ref values.orbitFollowBottomRadius.velocityRef,
|
||||
values.orbitFollowBottomRadius.smoothing);
|
||||
data.orbitFollowTopHeight.value = orbit.Orbits.Top.Height;
|
||||
data.orbitFollowTopRadius.value = orbit.Orbits.Top.Radius;
|
||||
data.orbitFollowCenterHeight.value = orbit.Orbits.Center.Height;
|
||||
data.orbitFollowCenterRadius.value = orbit.Orbits.Center.Radius;
|
||||
data.orbitFollowBottomHeight.value = orbit.Orbits.Bottom.Height;
|
||||
data.orbitFollowBottomRadius.value = orbit.Orbits.Bottom.Radius;
|
||||
|
||||
rotComp.Composition.ScreenPosition = Vector2.SmoothDamp(rotComp.Composition.ScreenPosition,
|
||||
values.rotationComposerScreenPos.targetValue, ref values.rotationComposerScreenPos.velocityRefV2,
|
||||
values.rotationComposerScreenPos.smoothing);
|
||||
|
||||
offset.Offset = Vector3.SmoothDamp(offset.Offset,
|
||||
values.cameraOffsetOffset.targetValue, ref values.cameraOffsetOffset.velocityRefV3,
|
||||
values.cameraOffsetOffset.smoothing);
|
||||
|
||||
|
||||
data.rotationComposerScreenPos.value = rotComp.Composition.ScreenPosition;
|
||||
data.cameraOffsetOffset.value = offset.Offset;
|
||||
|
||||
// And copy to the original
|
||||
original = (CameraSettingData)data.Clone();
|
||||
}
|
||||
|
||||
void Update(){
|
||||
EaseToNewSmoothingValues();
|
||||
ProcessCameraValues();
|
||||
}
|
||||
|
||||
void EaseToNewSmoothingValues(){
|
||||
data.mainFieldOfView.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, data.mainFieldOfView.easing * Time.deltaTime);
|
||||
|
||||
data.orbitPositionDamping.currentSmoothing = Mathf.MoveTowards(data.orbitPositionDamping.currentSmoothing, data.orbitPositionDamping.smoothing, easing.orbitPositionDamping.easing * Time.deltaTime);
|
||||
data.orbitTargetOffset.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
|
||||
data.axisLookGainX.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.axisLookGainY.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
|
||||
data.orbitFollowTopHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.orbitFollowTopRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.orbitFollowCenterHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.orbitFollowCenterRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.orbitFollowBottomHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.orbitFollowBottomRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
|
||||
data.rotationComposerScreenPos.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.cameraOffsetOffset.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
}
|
||||
|
||||
void ProcessCameraValues(){
|
||||
main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
|
||||
data.mainFieldOfView.value, ref data.mainFieldOfView.refVel,
|
||||
data.mainFieldOfView.smoothing);
|
||||
|
||||
axisCont.Controllers[0].Enabled = data.axisLookEnabledX.value;
|
||||
|
||||
axisCont.Controllers[1].Enabled = data.axisLookEnabledY.value;
|
||||
|
||||
axisCont.Controllers[0].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[0].Input.Gain,
|
||||
data.axisLookGainX.value, ref data.axisLookGainX.refVel,
|
||||
data.axisLookGainX.smoothing);
|
||||
|
||||
axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain,
|
||||
data.axisLookGainY.value, ref data.axisLookGainY.refVel,
|
||||
data.axisLookGainY.smoothing);
|
||||
|
||||
orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset,
|
||||
data.orbitTargetOffset.value, ref data.orbitTargetOffset.refVel,
|
||||
data.orbitTargetOffset.smoothing);
|
||||
|
||||
orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping,
|
||||
data.orbitPositionDamping.value, ref data.orbitPositionDamping.refVel,
|
||||
data.orbitPositionDamping.smoothing);
|
||||
|
||||
orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height,
|
||||
data.orbitFollowTopHeight.value, ref data.orbitFollowTopHeight.refVel,
|
||||
data.orbitFollowTopHeight.smoothing);
|
||||
|
||||
orbit.Orbits.Top.Radius = Mathf.SmoothDamp(orbit.Orbits.Top.Radius,
|
||||
data.orbitFollowTopRadius.value, ref data.orbitFollowTopRadius.refVel,
|
||||
data.orbitFollowTopRadius.smoothing);
|
||||
|
||||
orbit.Orbits.Center.Height = Mathf.SmoothDamp(orbit.Orbits.Center.Height,
|
||||
data.orbitFollowCenterHeight.value, ref data.orbitFollowCenterHeight.refVel,
|
||||
data.orbitFollowCenterHeight.smoothing);
|
||||
|
||||
orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
|
||||
data.orbitFollowCenterRadius.value, ref data.orbitFollowCenterRadius.refVel,
|
||||
data.orbitFollowCenterRadius.smoothing);
|
||||
|
||||
orbit.Orbits.Bottom.Height = Mathf.SmoothDamp(orbit.Orbits.Bottom.Height,
|
||||
data.orbitFollowBottomHeight.value, ref data.orbitFollowBottomHeight.refVel,
|
||||
data.orbitFollowBottomHeight.smoothing);
|
||||
|
||||
orbit.Orbits.Bottom.Radius = Mathf.SmoothDamp(orbit.Orbits.Bottom.Radius,
|
||||
data.orbitFollowBottomRadius.value, ref data.orbitFollowBottomRadius.refVel,
|
||||
data.orbitFollowBottomRadius.smoothing);
|
||||
|
||||
rotComp.Composition.ScreenPosition = Vector2.SmoothDamp(rotComp.Composition.ScreenPosition,
|
||||
data.rotationComposerScreenPos.value, ref data.rotationComposerScreenPos.refVel,
|
||||
data.rotationComposerScreenPos.smoothing);
|
||||
|
||||
offset.Offset = Vector3.SmoothDamp(offset.Offset,
|
||||
data.cameraOffsetOffset.value, ref data.cameraOffsetOffset.refVel,
|
||||
data.cameraOffsetOffset.smoothing);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
using System;
|
||||
using NUnit.Framework.Internal;
|
||||
using UnityEngine;
|
||||
using ParadoxNotion.Design;
|
||||
using PlasticPipe.PlasticProtocol.Messages;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine.Serialization;
|
||||
using Quaternion = UnityEngine.Quaternion;
|
||||
|
||||
public enum PlayerFacingDirection{
|
||||
TowardsTarget = 0,
|
||||
@@ -26,8 +24,7 @@ namespace Reset.Units{
|
||||
// Movement Direction
|
||||
public float accelerationSmoothing = 5f;
|
||||
public float deaccelerationSmoothing = 5f;
|
||||
// public AnimationCurve deaccelerationCurve; // Currently unused, may return
|
||||
|
||||
|
||||
[SliderField(0,1)]
|
||||
public float airDirectionDecay;
|
||||
|
||||
@@ -47,9 +44,8 @@ namespace Reset.Units{
|
||||
public float settingsChangeSmoothing = 6f;
|
||||
|
||||
// Rotation
|
||||
[ShowInInspector, SerializeReference]
|
||||
public Enum rotateFacing;
|
||||
[FormerlySerializedAs("rotationSpeedTarget")] public float rotationSpeed = 5f;
|
||||
[ShowInInspector, SerializeReference] public Enum rotateFacing;
|
||||
public float rotationSpeed = 5f;
|
||||
public float rotationSmoothing = 1f;
|
||||
public float rotationInputBlending = .3f;
|
||||
|
||||
@@ -57,8 +53,38 @@ namespace Reset.Units{
|
||||
return MemberwiseClone();
|
||||
}
|
||||
}
|
||||
|
||||
public class ResolvedMovement{
|
||||
public UnitMovementHandler.MoveDirection moveDirection;
|
||||
public float moveSpeed;
|
||||
public Quaternion rotation;
|
||||
public float rotationSpeed;
|
||||
public float gravity;
|
||||
}
|
||||
|
||||
public class UnitMovementHandler : MonoBehaviour{
|
||||
public struct MoveDirection{
|
||||
private Transform owner;
|
||||
|
||||
private Vector2 moveDir; // Always local
|
||||
|
||||
public Vector2 World{
|
||||
get => owner.TransformDirection(Local);
|
||||
set{
|
||||
moveDir = owner.InverseTransformDirection(value);
|
||||
Local = moveDir;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 Local{
|
||||
get => owner.InverseTransformDirection(World);
|
||||
set {
|
||||
moveDir = value;
|
||||
World = owner.TransformDirection(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// class MovementFloatModifier{
|
||||
// // IBuffSource source
|
||||
// public float value;
|
||||
@@ -79,25 +105,24 @@ namespace Reset.Units{
|
||||
[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float smoothedGravityScale;
|
||||
[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float settingsChangeRotationSpeed;
|
||||
|
||||
private float directionChangeDot;
|
||||
private bool moveCallDisabledNextFrame;
|
||||
|
||||
private bool movedThisFrame;
|
||||
// Lerps
|
||||
private float directionChangeDotLerp;
|
||||
private Vector3 moveSmoothVelocityRef;
|
||||
private float gravitySmoothVelocityRef;
|
||||
|
||||
// References
|
||||
private CharacterController controller;
|
||||
private PlayerControls controls;
|
||||
private LockOnManager lockOnManager;
|
||||
|
||||
private Vector3 moveSmooth;
|
||||
public float gravitySmooth;
|
||||
|
||||
private bool relativeToCamera;
|
||||
// Movement Data
|
||||
[ShowInInspector, PropertyOrder(2)] public UnitMovementData data = new();
|
||||
[ShowInInspector, PropertyOrder(2)] public UnitMovementData smoothing = new();
|
||||
[ShowInInspector, PropertyOrder(2)] public UnitMovementData easing = new();
|
||||
|
||||
[ShowInInspector, PropertyOrder(2)]
|
||||
public UnitMovementData data = new();
|
||||
|
||||
[HideInInspector]
|
||||
public UnitMovementData defaultData;
|
||||
[HideInInspector] public UnitMovementData defaultData;
|
||||
[HideInInspector] public UnitMovementData defaultSmoothing;
|
||||
[HideInInspector] public UnitMovementData defaultEasing;
|
||||
|
||||
void Awake(){
|
||||
controller = GetComponent<CharacterController>();
|
||||
@@ -105,15 +130,16 @@ namespace Reset.Units{
|
||||
lockOnManager = GetComponent<LockOnManager>();
|
||||
}
|
||||
|
||||
private void Start(){
|
||||
void Start(){
|
||||
defaultData = (UnitMovementData)data.Clone();
|
||||
defaultSmoothing = (UnitMovementData)smoothing.Clone();
|
||||
defaultEasing = (UnitMovementData)easing.Clone();
|
||||
}
|
||||
|
||||
void Update(){
|
||||
UpdateCurrentDirection();
|
||||
UpdateCurrentGravity();
|
||||
UpdateCurrentSpeed();
|
||||
|
||||
UpdateCurrentRotation();
|
||||
|
||||
DoMovement();
|
||||
@@ -188,7 +214,7 @@ namespace Reset.Units{
|
||||
float switchedDirection = Vector3.Dot(inputMovement, outputMoveDirection);
|
||||
float switchedDirectionRemapped = Mathf.Lerp(0, 1, switchedDirection);
|
||||
|
||||
directionChangeDot = Mathf.Lerp(switchedDirection, switchedDirectionRemapped, 5f * Time.deltaTime) ; // turn that .5f into a variable
|
||||
directionChangeDotLerp = Mathf.Lerp(switchedDirection, switchedDirectionRemapped, 5f * Time.deltaTime) ; // turn that .5f into a variable
|
||||
|
||||
// Smooth movement. Use deaccel smoothing if the input magnitude is lower, and accel smoothing if it's higher
|
||||
// Also checks when grounded to only use Slerp on the ground
|
||||
@@ -197,7 +223,7 @@ namespace Reset.Units{
|
||||
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
|
||||
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
|
||||
|
||||
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDot);
|
||||
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDotLerp);
|
||||
} else {
|
||||
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
|
||||
}
|
||||
@@ -206,14 +232,14 @@ namespace Reset.Units{
|
||||
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
|
||||
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
|
||||
|
||||
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDot);
|
||||
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDotLerp);
|
||||
} else {
|
||||
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * data.airDirectionDecay * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
// Commit move direction
|
||||
outputMoveDirection = Vector3.SmoothDamp(outputMoveDirection, new Vector3(currentNoY.x, outputMoveDirection.y, currentNoY.z),ref moveSmooth , .5f *Time.deltaTime);
|
||||
outputMoveDirection = Vector3.SmoothDamp(outputMoveDirection, new Vector3(currentNoY.x, outputMoveDirection.y, currentNoY.z),ref moveSmoothVelocityRef , .5f *Time.deltaTime);
|
||||
}
|
||||
|
||||
// Update the speed, called every frame
|
||||
@@ -237,7 +263,7 @@ namespace Reset.Units{
|
||||
float gravityMoveDirection = data.jumpPower + (Physics.gravity.y * data.gravityPower);
|
||||
|
||||
// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
|
||||
outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmooth, .1f * Time.deltaTime);
|
||||
outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmoothVelocityRef, .1f * Time.deltaTime);
|
||||
}
|
||||
|
||||
// Update the rotation, called every frame
|
||||
@@ -294,10 +320,6 @@ namespace Reset.Units{
|
||||
public void DoMovement(){
|
||||
DoMovement(outputMoveDirection, outputSpeed, data.gravityScale);
|
||||
}
|
||||
|
||||
public void DisableNextMoveCall(){
|
||||
moveCallDisabledNextFrame = true;
|
||||
}
|
||||
|
||||
// Custom move from input
|
||||
public void DoMovement(Vector3 moveDir, float speed, float gravityScale){
|
||||
|
||||
Reference in New Issue
Block a user