change: all movement separated into invidividual tasks, a lot of shuffling value groups and related stuff around
This commit is contained in:
@@ -1,82 +1,68 @@
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using System;
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using Reset.Core;
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using Sirenix.OdinInspector;
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using Unity.Cinemachine;
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using UnityEngine;
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public struct CameraSettingSingleValue<T>{
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// NOTE: Could add a locked variable here if needed??
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public T originalValue;
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public T targetValue;
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public float smoothing;
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public struct SettingValue<T>{
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public T value;
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public float smoothing; // Smoothing changes how fast value is changed.
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public float easing; // Easing changes how fast smoothing is changed, when given a new value.
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public float currentSmoothing; // Actively eased and accessed value
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public float currentValue; // Actively smoothed and accessed value
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public T refVel; // For use with SmoothDamp
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public float velocityRef;
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public Vector2 velocityRefV2;
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public Vector3 velocityRefV3;
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public CameraSettingSingleValue(float defaultSmoothing = .2f, T original = default(T)){
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originalValue = original;
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targetValue = original;
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public SettingValue(float defaultEasing = 2f, float defaultSmoothing = 1f){
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easing = defaultEasing;
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value = default;
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smoothing = defaultSmoothing;
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velocityRef = 0;
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velocityRefV2 = default;
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velocityRefV3 = default;
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}
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public void Reset(){
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targetValue = originalValue;
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currentSmoothing = 0;
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currentValue = 0;
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refVel = default;
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}
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}
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public struct CameraSettingValues{
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public CameraSettingSingleValue<float> mainFieldOfView;
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public struct CameraSettingData : ICloneable{
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public SettingValue<float> mainFieldOfView;
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public CameraSettingSingleValue<Vector3> orbitPositionDamping;
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public CameraSettingSingleValue<Vector3> orbitTargetOffset;
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public SettingValue<Vector3> orbitPositionDamping;
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public SettingValue<Vector3> orbitTargetOffset;
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public CameraSettingSingleValue<bool> axisLookEnabledX;
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public CameraSettingSingleValue<bool> axisLookEnabledY;
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public SettingValue<bool> axisLookEnabledX;
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public SettingValue<bool> axisLookEnabledY;
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public CameraSettingSingleValue<float> axisLookGainX;
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public CameraSettingSingleValue<float> axisLookGainY;
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public SettingValue<float> axisLookGainX;
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public SettingValue<float> axisLookGainY;
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public CameraSettingSingleValue<float> orbitFollowTopHeight;
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public CameraSettingSingleValue<float> orbitFollowTopRadius;
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public CameraSettingSingleValue<float> orbitFollowCenterHeight;
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public CameraSettingSingleValue<float> orbitFollowCenterRadius;
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public CameraSettingSingleValue<float> orbitFollowBottomHeight;
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public CameraSettingSingleValue<float> orbitFollowBottomRadius;
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public SettingValue<float> orbitFollowTopHeight;
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public SettingValue<float> orbitFollowTopRadius;
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public SettingValue<float> orbitFollowCenterHeight;
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public SettingValue<float> orbitFollowCenterRadius;
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public SettingValue<float> orbitFollowBottomHeight;
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public SettingValue<float> orbitFollowBottomRadius;
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public CameraSettingSingleValue<Vector2> rotationComposerScreenPos;
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public SettingValue<Vector2> rotationComposerScreenPos;
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public CameraSettingSingleValue<Vector3> cameraOffsetOffset;
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public CameraSettingValues(float defaultSmoothing){
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mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing);
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orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
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orbitTargetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
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axisLookEnabledX = new CameraSettingSingleValue<bool>();
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axisLookEnabledY = new CameraSettingSingleValue<bool>();
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axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing);
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axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing);
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orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
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orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
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orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
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orbitFollowCenterRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
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orbitFollowBottomHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
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orbitFollowBottomRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
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rotationComposerScreenPos = new CameraSettingSingleValue<Vector2>(defaultSmoothing);
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cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
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public SettingValue<Vector3> cameraOffsetOffset;
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public object Clone(){
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return MemberwiseClone();
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}
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}
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public class CameraSettingsProcessor : MonoBehaviour{
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public static CameraSettingsProcessor Instance{ get; private set; }
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public static CameraSettingValues values = new(defaultSmoothing: .2f);
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[HideInInspector] public static CameraSettingData data;
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[HideInInspector] public static CameraSettingData original;
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[ShowInInspector] public static CameraSettingData smoothing;
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[ShowInInspector] public static CameraSettingData easing;
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[HideInInspector] public static CameraSettingData currentSmoothing;
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[HideInInspector] public static CameraSettingData currentValue;
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public static GameObject mainCamera;
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@@ -102,87 +88,112 @@ public class CameraSettingsProcessor : MonoBehaviour{
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offset = mainCamera.GetComponent<CinemachineCameraOffset>();
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axisCont = mainCamera.GetComponent<CinemachineInputAxisController>();
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// Initialize camera settings values
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values = new CameraSettingValues{
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cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, offset.Offset),
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mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, main.Lens.FieldOfView),
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axisLookEnabledX = new CameraSettingSingleValue<bool>(0, axisCont.Controllers[0].Enabled),
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axisLookEnabledY = new CameraSettingSingleValue<bool>(0, axisCont.Controllers[1].Enabled),
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axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[0].Input.Gain),
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axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[1].Input.Gain),
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orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, orbit.TrackerSettings.PositionDamping),
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orbitTargetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .1f, orbit.TargetOffset),
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orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Height),
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orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Radius),
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orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Height),
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orbitFollowCenterRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Radius),
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orbitFollowBottomHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Bottom.Height),
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orbitFollowBottomRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Bottom.Radius),
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rotationComposerScreenPos = new CameraSettingSingleValue<Vector2>(defaultSmoothing: .2f, rotComp.Composition.ScreenPosition),
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};
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}
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void ProcessCameraValues(){
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main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
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values.mainFieldOfView.targetValue, ref values.mainFieldOfView.velocityRef,
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values.mainFieldOfView.smoothing);
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// Initialize camera settings values from current values
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data.mainFieldOfView.value = main.Lens.FieldOfView;
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data.orbitPositionDamping.value = orbit.TrackerSettings.PositionDamping;
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data.orbitTargetOffset.value = orbit.TargetOffset;
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axisCont.Controllers[0].Enabled = values.axisLookEnabledX.targetValue;
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data.axisLookEnabledX.value = axisCont.Controllers[0].Enabled;
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data.axisLookEnabledY.value = axisCont.Controllers[1].Enabled;
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axisCont.Controllers[1].Enabled = values.axisLookEnabledY.targetValue;
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data.axisLookGainX.value = axisCont.Controllers[0].Input.Gain;
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data.axisLookGainY.value = axisCont.Controllers[1].Input.Gain;
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axisCont.Controllers[0].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[0].Input.Gain,
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values.axisLookGainX.targetValue, ref values.axisLookGainX.velocityRef,
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values.axisLookGainX.smoothing);
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axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain,
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values.axisLookGainY.targetValue, ref values.axisLookGainY.velocityRef,
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values.axisLookGainY.smoothing);
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orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset,
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values.orbitTargetOffset.targetValue, ref values.orbitTargetOffset.velocityRefV3,
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values.orbitTargetOffset.smoothing);
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orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping,
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values.orbitPositionDamping.targetValue, ref values.orbitPositionDamping.velocityRefV3,
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values.orbitPositionDamping.smoothing);
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orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height,
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values.orbitFollowTopHeight.targetValue, ref values.orbitFollowTopHeight.velocityRef,
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values.orbitFollowTopHeight.smoothing);
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orbit.Orbits.Top.Radius = Mathf.SmoothDamp(orbit.Orbits.Top.Radius,
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values.orbitFollowTopRadius.targetValue, ref values.orbitFollowTopRadius.velocityRef,
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values.orbitFollowTopRadius.smoothing);
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orbit.Orbits.Center.Height = Mathf.SmoothDamp(orbit.Orbits.Center.Height,
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values.orbitFollowCenterHeight.targetValue, ref values.orbitFollowCenterHeight.velocityRef,
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values.orbitFollowCenterHeight.smoothing);
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orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
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values.orbitFollowCenterRadius.targetValue, ref values.orbitFollowCenterRadius.velocityRef,
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values.orbitFollowCenterRadius.smoothing);
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orbit.Orbits.Bottom.Height = Mathf.SmoothDamp(orbit.Orbits.Bottom.Height,
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values.orbitFollowBottomHeight.targetValue, ref values.orbitFollowBottomHeight.velocityRef,
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values.orbitFollowBottomHeight.smoothing);
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orbit.Orbits.Bottom.Radius = Mathf.SmoothDamp(orbit.Orbits.Bottom.Radius,
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values.orbitFollowBottomRadius.targetValue, ref values.orbitFollowBottomRadius.velocityRef,
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values.orbitFollowBottomRadius.smoothing);
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data.orbitFollowTopHeight.value = orbit.Orbits.Top.Height;
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data.orbitFollowTopRadius.value = orbit.Orbits.Top.Radius;
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data.orbitFollowCenterHeight.value = orbit.Orbits.Center.Height;
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data.orbitFollowCenterRadius.value = orbit.Orbits.Center.Radius;
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data.orbitFollowBottomHeight.value = orbit.Orbits.Bottom.Height;
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data.orbitFollowBottomRadius.value = orbit.Orbits.Bottom.Radius;
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rotComp.Composition.ScreenPosition = Vector2.SmoothDamp(rotComp.Composition.ScreenPosition,
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values.rotationComposerScreenPos.targetValue, ref values.rotationComposerScreenPos.velocityRefV2,
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values.rotationComposerScreenPos.smoothing);
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offset.Offset = Vector3.SmoothDamp(offset.Offset,
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values.cameraOffsetOffset.targetValue, ref values.cameraOffsetOffset.velocityRefV3,
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values.cameraOffsetOffset.smoothing);
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data.rotationComposerScreenPos.value = rotComp.Composition.ScreenPosition;
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data.cameraOffsetOffset.value = offset.Offset;
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// And copy to the original
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original = (CameraSettingData)data.Clone();
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}
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void Update(){
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EaseToNewSmoothingValues();
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ProcessCameraValues();
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}
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void EaseToNewSmoothingValues(){
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data.mainFieldOfView.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, data.mainFieldOfView.easing * Time.deltaTime);
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data.orbitPositionDamping.currentSmoothing = Mathf.MoveTowards(data.orbitPositionDamping.currentSmoothing, data.orbitPositionDamping.smoothing, easing.orbitPositionDamping.easing * Time.deltaTime);
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data.orbitTargetOffset.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.axisLookGainX.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.axisLookGainY.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowTopHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowTopRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowCenterHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowCenterRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowBottomHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowBottomRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.rotationComposerScreenPos.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.cameraOffsetOffset.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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}
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void ProcessCameraValues(){
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main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
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data.mainFieldOfView.value, ref data.mainFieldOfView.refVel,
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data.mainFieldOfView.smoothing);
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axisCont.Controllers[0].Enabled = data.axisLookEnabledX.value;
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axisCont.Controllers[1].Enabled = data.axisLookEnabledY.value;
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axisCont.Controllers[0].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[0].Input.Gain,
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data.axisLookGainX.value, ref data.axisLookGainX.refVel,
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data.axisLookGainX.smoothing);
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axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain,
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data.axisLookGainY.value, ref data.axisLookGainY.refVel,
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data.axisLookGainY.smoothing);
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orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset,
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data.orbitTargetOffset.value, ref data.orbitTargetOffset.refVel,
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data.orbitTargetOffset.smoothing);
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orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping,
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data.orbitPositionDamping.value, ref data.orbitPositionDamping.refVel,
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data.orbitPositionDamping.smoothing);
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orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height,
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data.orbitFollowTopHeight.value, ref data.orbitFollowTopHeight.refVel,
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data.orbitFollowTopHeight.smoothing);
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orbit.Orbits.Top.Radius = Mathf.SmoothDamp(orbit.Orbits.Top.Radius,
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data.orbitFollowTopRadius.value, ref data.orbitFollowTopRadius.refVel,
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data.orbitFollowTopRadius.smoothing);
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orbit.Orbits.Center.Height = Mathf.SmoothDamp(orbit.Orbits.Center.Height,
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data.orbitFollowCenterHeight.value, ref data.orbitFollowCenterHeight.refVel,
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data.orbitFollowCenterHeight.smoothing);
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orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
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data.orbitFollowCenterRadius.value, ref data.orbitFollowCenterRadius.refVel,
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data.orbitFollowCenterRadius.smoothing);
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orbit.Orbits.Bottom.Height = Mathf.SmoothDamp(orbit.Orbits.Bottom.Height,
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data.orbitFollowBottomHeight.value, ref data.orbitFollowBottomHeight.refVel,
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data.orbitFollowBottomHeight.smoothing);
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orbit.Orbits.Bottom.Radius = Mathf.SmoothDamp(orbit.Orbits.Bottom.Radius,
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data.orbitFollowBottomRadius.value, ref data.orbitFollowBottomRadius.refVel,
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data.orbitFollowBottomRadius.smoothing);
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rotComp.Composition.ScreenPosition = Vector2.SmoothDamp(rotComp.Composition.ScreenPosition,
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data.rotationComposerScreenPos.value, ref data.rotationComposerScreenPos.refVel,
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data.rotationComposerScreenPos.smoothing);
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offset.Offset = Vector3.SmoothDamp(offset.Offset,
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data.cameraOffsetOffset.value, ref data.cameraOffsetOffset.refVel,
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data.cameraOffsetOffset.smoothing);
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}
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}
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@@ -1,10 +1,8 @@
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using System;
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using NUnit.Framework.Internal;
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using UnityEngine;
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using ParadoxNotion.Design;
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using PlasticPipe.PlasticProtocol.Messages;
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using Sirenix.OdinInspector;
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using UnityEngine.Serialization;
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using Quaternion = UnityEngine.Quaternion;
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public enum PlayerFacingDirection{
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TowardsTarget = 0,
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@@ -26,8 +24,7 @@ namespace Reset.Units{
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// Movement Direction
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public float accelerationSmoothing = 5f;
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public float deaccelerationSmoothing = 5f;
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// public AnimationCurve deaccelerationCurve; // Currently unused, may return
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[SliderField(0,1)]
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public float airDirectionDecay;
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@@ -47,9 +44,8 @@ namespace Reset.Units{
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public float settingsChangeSmoothing = 6f;
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// Rotation
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[ShowInInspector, SerializeReference]
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public Enum rotateFacing;
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[FormerlySerializedAs("rotationSpeedTarget")] public float rotationSpeed = 5f;
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[ShowInInspector, SerializeReference] public Enum rotateFacing;
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public float rotationSpeed = 5f;
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public float rotationSmoothing = 1f;
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public float rotationInputBlending = .3f;
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@@ -57,8 +53,38 @@ namespace Reset.Units{
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return MemberwiseClone();
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}
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}
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public class ResolvedMovement{
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public UnitMovementHandler.MoveDirection moveDirection;
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public float moveSpeed;
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public Quaternion rotation;
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public float rotationSpeed;
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public float gravity;
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}
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public class UnitMovementHandler : MonoBehaviour{
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public struct MoveDirection{
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private Transform owner;
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private Vector2 moveDir; // Always local
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public Vector2 World{
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get => owner.TransformDirection(Local);
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set{
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moveDir = owner.InverseTransformDirection(value);
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Local = moveDir;
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}
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}
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public Vector2 Local{
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get => owner.InverseTransformDirection(World);
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set {
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moveDir = value;
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World = owner.TransformDirection(value);
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}
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}
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}
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// class MovementFloatModifier{
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// // IBuffSource source
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// public float value;
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@@ -79,25 +105,24 @@ namespace Reset.Units{
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[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