change: all movement separated into invidividual tasks, a lot of shuffling value groups and related stuff around
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@@ -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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