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

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@@ -282,7 +435,7 @@ MonoBehaviour:
_version: 3.31 _version: 3.31
_category: _category:
_comments: _comments:
_translation: {x: 739, y: 476} _translation: {x: 524, y: 451}
_zoomFactor: 1 _zoomFactor: 1
_haltSerialization: 0 _haltSerialization: 0
_externalSerializationFile: {fileID: 0} _externalSerializationFile: {fileID: 0}

View File

@@ -42,118 +42,29 @@ namespace NodeCanvas.Tasks.Actions {
//Call EndAction() to mark the action as finished, either in success or failure. //Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere. //EndAction can be called from anywhere.
protected override void OnExecute(){ protected override void OnExecute(){
UpdateOrbitFollowValue(orbitFollowTop, ref CameraSettingsProcessor.values.orbitFollowTopHeight, ref CameraSettingsProcessor.values.orbitFollowTopRadius); OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.value, ref CameraSettingsProcessor.original.orbitFollowTopRadius.value);
UpdateOrbitFollowValue(orbitFollowCenter, ref CameraSettingsProcessor.values.orbitFollowCenterHeight, ref CameraSettingsProcessor.values.orbitFollowCenterRadius); OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.value, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.value);
UpdateOrbitFollowValue(orbitFollowBottom, ref CameraSettingsProcessor.values.orbitFollowBottomHeight, ref CameraSettingsProcessor.values.orbitFollowBottomRadius); OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.value, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.value);
UpdateVector3Value(cameraOffset, ref CameraSettingsProcessor.values.cameraOffsetOffset); Vector3ValueGroup.UpdateValue(cameraOffset, ref CameraSettingsProcessor.data.cameraOffsetOffset.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
UpdateVector3Value(orbitPositionDamping, ref CameraSettingsProcessor.values.orbitPositionDamping); Vector3ValueGroup.UpdateValue(orbitPositionDamping, ref CameraSettingsProcessor.data.orbitPositionDamping.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
UpdateVector3Value(orbitTargetOffset, ref CameraSettingsProcessor.values.orbitTargetOffset); Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
UpdateVector2Value(screenPosition, ref CameraSettingsProcessor.values.rotationComposerScreenPos); Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.value, ref CameraSettingsProcessor.original.rotationComposerScreenPos.value);
UpdateFloatValue(fieldOfView, ref CameraSettingsProcessor.values.mainFieldOfView); FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.value, ref CameraSettingsProcessor.original.mainFieldOfView.value);
UpdateFloatValue(axisLookXGain, ref CameraSettingsProcessor.values.axisLookGainX); FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.value, ref CameraSettingsProcessor.original.axisLookGainX.value);
UpdateFloatValue(axisLookYGain, ref CameraSettingsProcessor.values.axisLookGainY); FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.value, ref CameraSettingsProcessor.original.axisLookGainY.value);
UpdateBoolValue(enableXAxis, ref CameraSettingsProcessor.values.axisLookEnabledX); BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.value, ref CameraSettingsProcessor.original.axisLookEnabledX.value);
UpdateBoolValue(enableYAxis, ref CameraSettingsProcessor.values.axisLookEnabledY); BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.value, ref CameraSettingsProcessor.original.axisLookEnabledY.value);
EndAction(true); EndAction(true);
} }
public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref CameraSettingSingleValue<Vector3> targetProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.x = targetProperty.originalValue.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.y = targetProperty.originalValue.y;
break;
}
switch (valueGroup.changeZ) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.z = valueGroup.newValue.z;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.z = targetProperty.originalValue.z;
break;
}
}
public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref CameraSettingSingleValue<Vector2> targetProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.x = targetProperty.originalValue.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.y = targetProperty.originalValue.y;
break;
}
}
public void UpdateOrbitFollowValue(OrbitalFollowValueGroup valueGroup, ref CameraSettingSingleValue<float> targetHeight, ref CameraSettingSingleValue<float> targetRadius){
switch (valueGroup.changeHeight) {
case ValueChangeAction.NewValue:
targetHeight.targetValue = valueGroup.height;
break;
case ValueChangeAction.ResetValue:
targetHeight.targetValue = targetHeight.originalValue;
break;
}
switch (valueGroup.changeRadius) {
case ValueChangeAction.NewValue:
targetRadius.targetValue = valueGroup.radius;
break;
case ValueChangeAction.ResetValue:
targetRadius.targetValue = targetRadius.originalValue;
break;
}
}
public void UpdateBoolValue(BoolValueGroup valueGroup, ref CameraSettingSingleValue<bool> targetProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty.targetValue = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue = targetProperty.originalValue;
break;
}
}
public void UpdateFloatValue(FloatValueGroup valueGroup, ref CameraSettingSingleValue<float> targetProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty.targetValue = valueGroup.value.value;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue = targetProperty.originalValue;
break;
}
}
//Called once per frame while the action is active. //Called once per frame while the action is active.
protected override void OnUpdate() { protected override void OnUpdate() {

View File

@@ -2,13 +2,15 @@ using System;
using NodeCanvas.Framework; using NodeCanvas.Framework;
using ParadoxNotion.Design; using ParadoxNotion.Design;
using Reset.Units; using Reset.Units;
using Sirenix.OdinInspector.Editor;
using UnityEngine; using UnityEngine;
namespace Reset.Core { namespace Reset.Core {
[Category("Reset")] [Category("Reset")]
[Description("Commits movement unit changes to the handler.")] [Description("Commits movement unit changes to the handler.")]
public class ChangeMovementSettings : ActionTask<UnitMovementHandler> { public class ChangeMovementSettings : ActionTask<UnitMovementHandler> {
// Move Speed
[ParadoxNotion.Design.Header("Speed")] [ParadoxNotion.Design.Header("Speed")]
public FloatValueGroup moveSpeed = new (newLabel: "Move Speed"); public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing"); public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing");
@@ -19,15 +21,7 @@ namespace Reset.Core {
public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing"); public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing");
// public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve"); // Currently unused, may return // public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve"); // Currently unused, may return
// Direction
[Space(5)]
public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
public float newDirectionStrength;
[Space(5)]
public Vector2 addDirectionFromInput;
public float addInputStrength;
[SliderField(0,1)]
public float addInputPriorty;
// Jumping // Jumping
[ParadoxNotion.Design.Header("Jumping")] [ParadoxNotion.Design.Header("Jumping")]
@@ -63,48 +57,41 @@ namespace Reset.Core {
//Call EndAction() to mark the action as finished, either in success or failure. //Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere. //EndAction can be called from anywhere.
protected override void OnExecute() { protected override void OnExecute() {
// Direction // // Direction
UpdateFloatValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.data.airDirectionDecay); // FloatValueGroup.UpdateValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.defaultData.airDirectionDecay);
UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing); // FloatValueGroup.ChangeSmoothingEasing(airDirectionDecay,
UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing); // ref agent.smoothing.airDirectionDecay,
// UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return // ref agent.easing.airDirectionDecay,
// ref agent.defaultSmoothing.airDirectionDecay,
// Direction from value // ref agent.defaultEasing.airDirectionDecay
// Check that feedDir is not changed // );
UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir); //
// UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing);
// If there's a direciton add it to the player for a frame // UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing);
if (feedDir != Vector3.zero) { // // UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return
agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength); //
// Reset the fed direction after it's added so future runs don't have //
feedDir = Vector3.zero; //
} // // Move Speed
// UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed);
// Direction from controller input // UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing);
if (addDirectionFromInput != Vector2.zero){ //
agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength); // // Jump
} // UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
// UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
// Move Speed //
UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed); // // Gravity
UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing); // UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
// UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
// Jump // UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower); // UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay); // UpdateFloatValue(settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing, ref agent.defaultData.settingsChangeSmoothing);
//
// Gravity // // Rotation
UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower); // UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax); // UpdateFloatValue(rotationSpeed, ref agent.data.rotationSpeed, ref agent.defaultData.rotationSpeed);
UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration); // UpdateFloatValue(rotationSmoothing, ref agent.data.rotationSmoothing, ref agent.defaultData.rotationSmoothing);
UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale); // UpdateFloatValue(rotationInputBlending, ref agent.data.rotationInputBlending, ref agent.defaultData.rotationInputBlending);
UpdateFloatValue(settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing, ref agent.defaultData.settingsChangeSmoothing);
// Rotation
UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
UpdateFloatValue(rotationSpeed, ref agent.data.rotationSpeed, ref agent.defaultData.rotationSpeed);
UpdateFloatValue(rotationSmoothing, ref agent.data.rotationSmoothing, ref agent.defaultData.rotationSmoothing);
UpdateFloatValue(rotationInputBlending, ref agent.data.rotationInputBlending, ref agent.defaultData.rotationInputBlending);
// Rotation from value // Rotation from value
if (feedNewRotation.value != Vector3.zero) { if (feedNewRotation.value != Vector3.zero) {
@@ -133,103 +120,5 @@ namespace Reset.Core {
protected override void OnPause() { protected override void OnPause() {
} }
public void UpdateCurveProperty(CurveValueGroup valueGroup, ref AnimationCurve targetProperty, ref AnimationCurve defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NoChange:
break;
case ValueChangeAction.NewValue:
targetProperty = valueGroup.newValue;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.x = defaultProperty.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.y = defaultProperty.y;
break;
}
switch (valueGroup.changeZ) {
case ValueChangeAction.NewValue:
targetProperty.z = valueGroup.newValue.z;
break;
case ValueChangeAction.ResetValue:
targetProperty.z = defaultProperty.z;
break;
}
}
public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.x = defaultProperty.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.y = defaultProperty.y;
break;
}
}
public void UpdateBoolValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
public void UpdateEnumValue(EnumValueGroup valueGroup, ref Enum targetProperty, ref Enum defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.newValue;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
public void UpdateFloatValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.value.value;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
} }
} }

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 7879b20d5bcdf974c823d1919491e026
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,67 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Core;
using UnityEngine;
namespace Reset.Units {
[Category("Reset/Movement")]
public class ChangeDirectionSettings : ActionTask<UnitMovementHandler> {
// Direction
[Space(5)]
public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
public float newDirectionStrength;
[Space(5)]
public Vector2 addDirectionFromInput;
public float addInputStrength;
[SliderField(0,1)]
public float addInputPriorty;
//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() {
// Direction from value
// Check that feedDir is not changed
// UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir);
//
// Vector3ValueGroup.ResolvedValue(feedNewDirection, ref feedDir, ref feedDir);
//
// // If there's a direciton add it to the player for a frame
// if (feedDir != Vector3.zero) {
// agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength);
// // Reset the fed direction after it's added so future runs don't have
// feedDir = Vector3.zero;
// }
// Direction from controller input
if (addDirectionFromInput != Vector2.zero){
agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength);
}
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() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e97f34b81238a9548b0bf4f5b68c8f17

View File

@@ -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() {
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 67c9324e429e09f4da157ab85dadacff

View File

@@ -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() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c1f858e8bdedb4f46ac3e10c0dccde29

View File

@@ -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() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2af547219746e194f97217fe24cfb8cd

View File

@@ -1,35 +1,40 @@
using System; using System;
#if UNITY_EDITOR
using NodeCanvas.Editor;
#endif
using NodeCanvas.Framework; using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEditor;
using UnityEngine; using UnityEngine;
namespace Reset.Core{ namespace Reset.Core{
// Individual bool setting for each ring. Three of these will be used. public abstract class ValueGroup{
public struct OrbitalFollowValueGroup{ public interface ISmoothable{
public string label; public BBParameter<ValueChangeAction> changeEasing{ get; set; }
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
public ValueChangeAction changeHeight; public BBParameter<float> smoothing { get; set; }
public float height; public BBParameter<float> easing{ get; set; }
}
public ValueChangeAction changeRadius; public static void ChangeSmoothingEasing(ISmoothable valueGroup, ref float targetSmoothing,
public float radius; 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;
}
public OrbitalFollowValueGroup(string newLabel){ switch (valueGroup.changeEasing.value) {
label = newLabel; case ValueChangeAction.NewValue:
changeHeight = ValueChangeAction.NoChange; targetEasing = valueGroup.easing.value;
height = 0f; break;
changeRadius = ValueChangeAction.NoChange; case ValueChangeAction.ResetValue:
radius = 0f; targetEasing = defaultEasing;
break;
}
} }
} }
// Enum options for individual camera settings // Enum options for individual settings
public enum ValueChangeAction{ public enum ValueChangeAction{
NoChange, NoChange,
NewValue, NewValue,
@@ -37,460 +42,270 @@ namespace Reset.Core{
RelativeValue, // Placeholder for using as altering existing value 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 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){ public CurveValueGroup(string newLabel){
changeValue = ValueChangeAction.NoChange; changeValue = ValueChangeAction.NoChange;
newValue = new AnimationCurve(); value = new AnimationCurve();
label = newLabel; 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 string label;
public Enum newValue; public BBParameter<Enum> value;
public ValueChangeAction changeValue; public BBParameter<ValueChangeAction> changeValue;
public EnumValueGroup(string newLabel, Enum enumType){ public EnumValueGroup(string newLabel, Enum enumType){
changeValue = ValueChangeAction.NoChange; changeValue = ValueChangeAction.NoChange;
newValue = enumType; value = enumType;
label = newLabel; 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 string label;
public Vector3 newValue; public BBParameter<Vector3> value;
public ValueChangeAction changeX; public BBParameter<ValueChangeAction> changeX;
public ValueChangeAction changeY; public BBParameter<ValueChangeAction> changeY;
public ValueChangeAction changeZ; public BBParameter<ValueChangeAction> changeZ;
public Vector3ValueGroup(string newLabel){ public Vector3ValueGroup(string newLabel){
changeX = ValueChangeAction.NoChange; changeX = ValueChangeAction.NoChange;
changeY = ValueChangeAction.NoChange; changeY = ValueChangeAction.NoChange;
changeZ = ValueChangeAction.NoChange; changeZ = ValueChangeAction.NoChange;
newValue = Vector3.zero; value = new BBParameter<Vector3>{
value = Vector3.zero
};
label = newLabel; 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 string label;
public Vector2 newValue; public BBParameter<Vector2> value;
public ValueChangeAction changeX; public BBParameter<ValueChangeAction> changeEasing{ get; set; }
public ValueChangeAction changeY; 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){ public Vector2ValueGroup(string newLabel){
changeX = ValueChangeAction.NoChange; changeX = ValueChangeAction.NoChange;
changeY = ValueChangeAction.NoChange; changeY = ValueChangeAction.NoChange;
newValue = Vector2.zero; value = new BBParameter<Vector2>{
value = Vector2.zero
};
label = newLabel; 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 class FloatValueGroup : ValueGroup.ISmoothable{ // Done
public string label; public string label;
// public float value;
public BBParameter<ValueChangeAction> changeValue;
public BBParameter<float> value; public BBParameter<float> value;
public ValueChangeAction changeValue; 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){ public FloatValueGroup(string newLabel){
label = newLabel; label = newLabel;
value = new BBParameter<float>().value = 0f; value = new BBParameter<float>().value = 0f;
changeValue = ValueChangeAction.NoChange; 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 struct BoolValueGroup{
public string label; public string label;
public bool value; public BBParameter<bool> value;
public ValueChangeAction changeValue; public BBParameter<ValueChangeAction> changeValue;
public BoolValueGroup(string newLabel){ public BoolValueGroup(string newLabel){
label = newLabel; label = newLabel;
value = true; value = true;
changeValue = ValueChangeAction.NoChange; changeValue = ValueChangeAction.NoChange;
} }
}
#if UNITY_EDITOR public static void UpdateValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool defaultProperty){
public class BoolValueGroupDrawer : ObjectDrawer<BoolValueGroup> { switch (valueGroup.changeValue.value) {
public override BoolValueGroup OnGUI(GUIContent _content, BoolValueGroup _instance){ case ValueChangeAction.NewValue:
// Remove label for floats targetProperty = valueGroup.value.value;
EditorGUIUtility.labelWidth = 50; break;
case ValueChangeAction.ResetValue:
// Set layout options for the label and the float fields targetProperty = defaultProperty;
GUILayoutOption[] floatOptions = new GUILayoutOption[] { break;
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();
}
// 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
} }

View 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

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e327ef0e278a437486396775f36450dd
timeCreated: 1758039991

View File

@@ -1,82 +1,68 @@
using System;
using Reset.Core;
using Sirenix.OdinInspector;
using Unity.Cinemachine; using Unity.Cinemachine;
using UnityEngine; using UnityEngine;
public struct CameraSettingSingleValue<T>{ public struct SettingValue<T>{
// NOTE: Could add a locked variable here if needed?? public T value;
public T originalValue; public float smoothing; // Smoothing changes how fast value is changed.
public T targetValue; public float easing; // Easing changes how fast smoothing is changed, when given a new value.
public float smoothing;
public float velocityRef; public float currentSmoothing; // Actively eased and accessed value
public Vector2 velocityRefV2; public float currentValue; // Actively smoothed and accessed value
public Vector3 velocityRefV3;
public CameraSettingSingleValue(float defaultSmoothing = .2f, T original = default(T)){ public T refVel; // For use with SmoothDamp
originalValue = original;
targetValue = original; public SettingValue(float defaultEasing = 2f, float defaultSmoothing = 1f){
easing = defaultEasing;
value = default;
smoothing = defaultSmoothing; smoothing = defaultSmoothing;
currentSmoothing = 0;
velocityRef = 0; currentValue = 0;
velocityRefV2 = default; refVel = default;
velocityRefV3 = default;
}
public void Reset(){
targetValue = originalValue;
} }
} }
public struct CameraSettingValues{ public struct CameraSettingData : ICloneable{
public CameraSettingSingleValue<float> mainFieldOfView; public SettingValue<float> mainFieldOfView;
public CameraSettingSingleValue<Vector3> orbitPositionDamping; public SettingValue<Vector3> orbitPositionDamping;
public CameraSettingSingleValue<Vector3> orbitTargetOffset; public SettingValue<Vector3> orbitTargetOffset;
public CameraSettingSingleValue<bool> axisLookEnabledX; public SettingValue<bool> axisLookEnabledX;
public CameraSettingSingleValue<bool> axisLookEnabledY; public SettingValue<bool> axisLookEnabledY;
public CameraSettingSingleValue<float> axisLookGainX; public SettingValue<float> axisLookGainX;
public CameraSettingSingleValue<float> axisLookGainY; public SettingValue<float> axisLookGainY;
public CameraSettingSingleValue<float> orbitFollowTopHeight; public SettingValue<float> orbitFollowTopHeight;
public CameraSettingSingleValue<float> orbitFollowTopRadius; public SettingValue<float> orbitFollowTopRadius;
public CameraSettingSingleValue<float> orbitFollowCenterHeight; public SettingValue<float> orbitFollowCenterHeight;
public CameraSettingSingleValue<float> orbitFollowCenterRadius; public SettingValue<float> orbitFollowCenterRadius;
public CameraSettingSingleValue<float> orbitFollowBottomHeight; public SettingValue<float> orbitFollowBottomHeight;
public CameraSettingSingleValue<float> orbitFollowBottomRadius; public SettingValue<float> orbitFollowBottomRadius;
public CameraSettingSingleValue<Vector2> rotationComposerScreenPos; public SettingValue<Vector2> rotationComposerScreenPos;
public CameraSettingSingleValue<Vector3> cameraOffsetOffset; public SettingValue<Vector3> cameraOffsetOffset;
public CameraSettingValues(float defaultSmoothing){ public object Clone(){
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing); return MemberwiseClone();
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 class CameraSettingsProcessor : MonoBehaviour{ public class CameraSettingsProcessor : MonoBehaviour{
public static CameraSettingsProcessor Instance{ get; private set; } 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; public static GameObject mainCamera;
@@ -102,87 +88,112 @@ public class CameraSettingsProcessor : MonoBehaviour{
offset = mainCamera.GetComponent<CinemachineCameraOffset>(); offset = mainCamera.GetComponent<CinemachineCameraOffset>();
axisCont = mainCamera.GetComponent<CinemachineInputAxisController>(); axisCont = mainCamera.GetComponent<CinemachineInputAxisController>();
// Initialize camera settings values // Initialize camera settings values from current values
values = new CameraSettingValues{ data.mainFieldOfView.value = main.Lens.FieldOfView;
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, offset.Offset),
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, main.Lens.FieldOfView), data.orbitPositionDamping.value = orbit.TrackerSettings.PositionDamping;
axisLookEnabledX = new CameraSettingSingleValue<bool>(0, axisCont.Controllers[0].Enabled), data.orbitTargetOffset.value = orbit.TargetOffset;
axisLookEnabledY = new CameraSettingSingleValue<bool>(0, axisCont.Controllers[1].Enabled),
axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[0].Input.Gain), data.axisLookEnabledX.value = axisCont.Controllers[0].Enabled;
axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[1].Input.Gain), data.axisLookEnabledY.value = axisCont.Controllers[1].Enabled;
orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, orbit.TrackerSettings.PositionDamping),
orbitTargetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .1f, orbit.TargetOffset), data.axisLookGainX.value = axisCont.Controllers[0].Input.Gain;
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Height), data.axisLookGainY.value = axisCont.Controllers[1].Input.Gain;
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Radius),
orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Height), data.orbitFollowTopHeight.value = orbit.Orbits.Top.Height;
orbitFollowCenterRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Radius), data.orbitFollowTopRadius.value = orbit.Orbits.Top.Radius;
orbitFollowBottomHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Bottom.Height), data.orbitFollowCenterHeight.value = orbit.Orbits.Center.Height;
orbitFollowBottomRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Bottom.Radius), data.orbitFollowCenterRadius.value = orbit.Orbits.Center.Radius;
rotationComposerScreenPos = new CameraSettingSingleValue<Vector2>(defaultSmoothing: .2f, rotComp.Composition.ScreenPosition), data.orbitFollowBottomHeight.value = orbit.Orbits.Bottom.Height;
}; data.orbitFollowBottomRadius.value = orbit.Orbits.Bottom.Radius;
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(){ void ProcessCameraValues(){
main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView, main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
values.mainFieldOfView.targetValue, ref values.mainFieldOfView.velocityRef, data.mainFieldOfView.value, ref data.mainFieldOfView.refVel,
values.mainFieldOfView.smoothing); data.mainFieldOfView.smoothing);
axisCont.Controllers[0].Enabled = values.axisLookEnabledX.targetValue; axisCont.Controllers[0].Enabled = data.axisLookEnabledX.value;
axisCont.Controllers[1].Enabled = values.axisLookEnabledY.targetValue; axisCont.Controllers[1].Enabled = data.axisLookEnabledY.value;
axisCont.Controllers[0].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[0].Input.Gain, axisCont.Controllers[0].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[0].Input.Gain,
values.axisLookGainX.targetValue, ref values.axisLookGainX.velocityRef, data.axisLookGainX.value, ref data.axisLookGainX.refVel,
values.axisLookGainX.smoothing); data.axisLookGainX.smoothing);
axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain, axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain,
values.axisLookGainY.targetValue, ref values.axisLookGainY.velocityRef, data.axisLookGainY.value, ref data.axisLookGainY.refVel,
values.axisLookGainY.smoothing); data.axisLookGainY.smoothing);
orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset, orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset,
values.orbitTargetOffset.targetValue, ref values.orbitTargetOffset.velocityRefV3, data.orbitTargetOffset.value, ref data.orbitTargetOffset.refVel,
values.orbitTargetOffset.smoothing); data.orbitTargetOffset.smoothing);
orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping, orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping,
values.orbitPositionDamping.targetValue, ref values.orbitPositionDamping.velocityRefV3, data.orbitPositionDamping.value, ref data.orbitPositionDamping.refVel,
values.orbitPositionDamping.smoothing); data.orbitPositionDamping.smoothing);
orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height, orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height,
values.orbitFollowTopHeight.targetValue, ref values.orbitFollowTopHeight.velocityRef, data.orbitFollowTopHeight.value, ref data.orbitFollowTopHeight.refVel,
values.orbitFollowTopHeight.smoothing); data.orbitFollowTopHeight.smoothing);
orbit.Orbits.Top.Radius = Mathf.SmoothDamp(orbit.Orbits.Top.Radius, orbit.Orbits.Top.Radius = Mathf.SmoothDamp(orbit.Orbits.Top.Radius,
values.orbitFollowTopRadius.targetValue, ref values.orbitFollowTopRadius.velocityRef, data.orbitFollowTopRadius.value, ref data.orbitFollowTopRadius.refVel,
values.orbitFollowTopRadius.smoothing); data.orbitFollowTopRadius.smoothing);
orbit.Orbits.Center.Height = Mathf.SmoothDamp(orbit.Orbits.Center.Height, orbit.Orbits.Center.Height = Mathf.SmoothDamp(orbit.Orbits.Center.Height,
values.orbitFollowCenterHeight.targetValue, ref values.orbitFollowCenterHeight.velocityRef, data.orbitFollowCenterHeight.value, ref data.orbitFollowCenterHeight.refVel,
values.orbitFollowCenterHeight.smoothing); data.orbitFollowCenterHeight.smoothing);
orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius, orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
values.orbitFollowCenterRadius.targetValue, ref values.orbitFollowCenterRadius.velocityRef, data.orbitFollowCenterRadius.value, ref data.orbitFollowCenterRadius.refVel,
values.orbitFollowCenterRadius.smoothing); data.orbitFollowCenterRadius.smoothing);
orbit.Orbits.Bottom.Height = Mathf.SmoothDamp(orbit.Orbits.Bottom.Height, orbit.Orbits.Bottom.Height = Mathf.SmoothDamp(orbit.Orbits.Bottom.Height,
values.orbitFollowBottomHeight.targetValue, ref values.orbitFollowBottomHeight.velocityRef, data.orbitFollowBottomHeight.value, ref data.orbitFollowBottomHeight.refVel,
values.orbitFollowBottomHeight.smoothing); data.orbitFollowBottomHeight.smoothing);
orbit.Orbits.Bottom.Radius = Mathf.SmoothDamp(orbit.Orbits.Bottom.Radius, orbit.Orbits.Bottom.Radius = Mathf.SmoothDamp(orbit.Orbits.Bottom.Radius,
values.orbitFollowBottomRadius.targetValue, ref values.orbitFollowBottomRadius.velocityRef, data.orbitFollowBottomRadius.value, ref data.orbitFollowBottomRadius.refVel,
values.orbitFollowBottomRadius.smoothing); data.orbitFollowBottomRadius.smoothing);
rotComp.Composition.ScreenPosition = Vector2.SmoothDamp(rotComp.Composition.ScreenPosition, rotComp.Composition.ScreenPosition = Vector2.SmoothDamp(rotComp.Composition.ScreenPosition,
values.rotationComposerScreenPos.targetValue, ref values.rotationComposerScreenPos.velocityRefV2, data.rotationComposerScreenPos.value, ref data.rotationComposerScreenPos.refVel,
values.rotationComposerScreenPos.smoothing); data.rotationComposerScreenPos.smoothing);
offset.Offset = Vector3.SmoothDamp(offset.Offset, offset.Offset = Vector3.SmoothDamp(offset.Offset,
values.cameraOffsetOffset.targetValue, ref values.cameraOffsetOffset.velocityRefV3, data.cameraOffsetOffset.value, ref data.cameraOffsetOffset.refVel,
values.cameraOffsetOffset.smoothing); data.cameraOffsetOffset.smoothing);
}
void Update(){
ProcessCameraValues();
} }
} }

View File

@@ -1,10 +1,8 @@
using System; using System;
using NUnit.Framework.Internal;
using UnityEngine; using UnityEngine;
using ParadoxNotion.Design; using ParadoxNotion.Design;
using PlasticPipe.PlasticProtocol.Messages;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine.Serialization;
using Quaternion = UnityEngine.Quaternion;
public enum PlayerFacingDirection{ public enum PlayerFacingDirection{
TowardsTarget = 0, TowardsTarget = 0,
@@ -26,7 +24,6 @@ namespace Reset.Units{
// Movement Direction // Movement Direction
public float accelerationSmoothing = 5f; public float accelerationSmoothing = 5f;
public float deaccelerationSmoothing = 5f; public float deaccelerationSmoothing = 5f;
// public AnimationCurve deaccelerationCurve; // Currently unused, may return
[SliderField(0,1)] [SliderField(0,1)]
public float airDirectionDecay; public float airDirectionDecay;
@@ -47,9 +44,8 @@ namespace Reset.Units{
public float settingsChangeSmoothing = 6f; public float settingsChangeSmoothing = 6f;
// Rotation // Rotation
[ShowInInspector, SerializeReference] [ShowInInspector, SerializeReference] public Enum rotateFacing;
public Enum rotateFacing; public float rotationSpeed = 5f;
[FormerlySerializedAs("rotationSpeedTarget")] public float rotationSpeed = 5f;
public float rotationSmoothing = 1f; public float rotationSmoothing = 1f;
public float rotationInputBlending = .3f; public float rotationInputBlending = .3f;
@@ -58,7 +54,37 @@ namespace Reset.Units{
} }
} }
public class ResolvedMovement{
public UnitMovementHandler.MoveDirection moveDirection;
public float moveSpeed;
public Quaternion rotation;
public float rotationSpeed;
public float gravity;
}
public class UnitMovementHandler : MonoBehaviour{ 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{ // class MovementFloatModifier{
// // IBuffSource source // // IBuffSource source
// public float value; // 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 smoothedGravityScale;
[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float settingsChangeRotationSpeed; [FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float settingsChangeRotationSpeed;
private float directionChangeDot; // Lerps
private bool moveCallDisabledNextFrame; private float directionChangeDotLerp;
private Vector3 moveSmoothVelocityRef;
private bool movedThisFrame; private float gravitySmoothVelocityRef;
// References
private CharacterController controller; private CharacterController controller;
private PlayerControls controls; private PlayerControls controls;
private LockOnManager lockOnManager; private LockOnManager lockOnManager;
private Vector3 moveSmooth; // Movement Data
public float gravitySmooth; [ShowInInspector, PropertyOrder(2)] public UnitMovementData data = new();
[ShowInInspector, PropertyOrder(2)] public UnitMovementData smoothing = new();
[ShowInInspector, PropertyOrder(2)] public UnitMovementData easing = new();
private bool relativeToCamera; [HideInInspector] public UnitMovementData defaultData;
[HideInInspector] public UnitMovementData defaultSmoothing;
[ShowInInspector, PropertyOrder(2)] [HideInInspector] public UnitMovementData defaultEasing;
public UnitMovementData data = new();
[HideInInspector]
public UnitMovementData defaultData;
void Awake(){ void Awake(){
controller = GetComponent<CharacterController>(); controller = GetComponent<CharacterController>();
@@ -105,15 +130,16 @@ namespace Reset.Units{
lockOnManager = GetComponent<LockOnManager>(); lockOnManager = GetComponent<LockOnManager>();
} }
private void Start(){ void Start(){
defaultData = (UnitMovementData)data.Clone(); defaultData = (UnitMovementData)data.Clone();
defaultSmoothing = (UnitMovementData)smoothing.Clone();
defaultEasing = (UnitMovementData)easing.Clone();
} }
void Update(){ void Update(){
UpdateCurrentDirection(); UpdateCurrentDirection();
UpdateCurrentGravity(); UpdateCurrentGravity();
UpdateCurrentSpeed(); UpdateCurrentSpeed();
UpdateCurrentRotation(); UpdateCurrentRotation();
DoMovement(); DoMovement();
@@ -188,7 +214,7 @@ namespace Reset.Units{
float switchedDirection = Vector3.Dot(inputMovement, outputMoveDirection); float switchedDirection = Vector3.Dot(inputMovement, outputMoveDirection);
float switchedDirectionRemapped = Mathf.Lerp(0, 1, switchedDirection); 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 // 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 // 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); slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
lerpedValue = Vector3.Lerp(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 { } else {
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime); 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); slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
lerpedValue = Vector3.Lerp(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 { } else {
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * data.airDirectionDecay * Time.deltaTime); currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * data.airDirectionDecay * Time.deltaTime);
} }
} }
// Commit move direction // 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 // Update the speed, called every frame
@@ -237,7 +263,7 @@ namespace Reset.Units{
float gravityMoveDirection = data.jumpPower + (Physics.gravity.y * data.gravityPower); float gravityMoveDirection = data.jumpPower + (Physics.gravity.y * data.gravityPower);
// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection // 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 // Update the rotation, called every frame
@@ -295,10 +321,6 @@ namespace Reset.Units{
DoMovement(outputMoveDirection, outputSpeed, data.gravityScale); DoMovement(outputMoveDirection, outputSpeed, data.gravityScale);
} }
public void DisableNextMoveCall(){
moveCallDisabledNextFrame = true;
}
// Custom move from input // Custom move from input
public void DoMovement(Vector3 moveDir, float speed, float gravityScale){ public void DoMovement(Vector3 moveDir, float speed, float gravityScale){
// Debug.Log($"moveDir: {moveDir}, agent velocity: {transform.InverseTransformDirection(controller.velocity.normalized)}"); // Debug.Log($"moveDir: {moveDir}, agent velocity: {transform.InverseTransformDirection(controller.velocity.normalized)}");