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

This commit is contained in:
Chris
2025-09-16 17:07:20 -04:00
parent 7a0499f36a
commit aad8b78c22
17 changed files with 1507 additions and 1036 deletions

View File

@@ -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){