change: all movement separated into invidividual tasks, a lot of shuffling value groups and related stuff around
This commit is contained in:
@@ -14,238 +14,391 @@ MonoBehaviour:
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Smoothing","changeValue":2,"value":{},"smoothing":{},"easing":{}},"rotationInputBlending":{"label":"Rotation
|
||||
Input Blending","changeValue":2,"value":{},"smoothing":{},"easing":{}},"feedNewRotation":{},"feedRelativeTo":{},"$type":"Reset.Core.ChangeMovementSettings"}]},"_color":{"r":0.3647059,"g":0.3215686,"b":1.0,"a":1.0},"_name":"Airborne
|
||||
Standard Movement","_position":{"x":286.209,"y":32.4603},"$type":"NodeCanvas.StateMachines.ActionState","$id":"22"},{"_actionList":{"executionMode":1,"actions":[{"moveSpeed":{"label":"Move
|
||||
Speed","value":{},"changeValue":1},"moveSpeedSoothing":{"label":"Move Speed Smoothing","value":{}},"airDirectionDecay":{"label":"Air
|
||||
Direction Decay","value":{}},"accelerationSmoothing":{"label":"Acceleration Smoothing","value":{}},"deaccelerationSmoothing":{"label":"Deacceleration
|
||||
Smoothing","value":{}},"feedNewDirection":{"label":"Feed New Direction","newValue":{"z":1.0}},"jumpPower":{"label":"Jump
|
||||
Power","value":{}},"jumpPowerDecay":{"label":"Jump Decay Speed","value":{}},"gravityPower":{"label":"Gravity
|
||||
Power","value":{}},"gravityMax":{"label":"Gravity Max","value":{}},"gravityAcceleration":{"label":"Gravity
|
||||
Acceleration Speed","value":{},"changeValue":1},"gravityScale":{"label":"Gravity
|
||||
Scale","value":{}},"settingsChangeSmoothing":{"label":"Settings Change Smoothing","value":{}},"rotateFacing":{"label":"Facing
|
||||
Speed","changeValue":1,"value":{},"smoothing":{},"easing":{}},"moveSpeedSoothing":{"label":"Move
|
||||
Speed Smoothing","value":{},"smoothing":{},"easing":{}},"airDirectionDecay":{"label":"Air
|
||||
Direction Decay","value":{},"smoothing":{},"easing":{}},"accelerationSmoothing":{"label":"Acceleration
|
||||
Smoothing","value":{},"smoothing":{},"easing":{}},"deaccelerationSmoothing":{"label":"Deacceleration
|
||||
Smoothing","value":{},"smoothing":{},"easing":{}},"feedNewDirection":{"label":"Feed
|
||||
New Direction","value":{},"smoothing":{},"easing":{}},"jumpPower":{"label":"Jump
|
||||
Power","value":{},"smoothing":{},"easing":{}},"jumpPowerDecay":{"label":"Jump
|
||||
Decay Speed","value":{},"smoothing":{},"easing":{}},"gravityPower":{"label":"Gravity
|
||||
Power","value":{},"smoothing":{},"easing":{}},"gravityMax":{"label":"Gravity
|
||||
Max","value":{},"smoothing":{},"easing":{}},"gravityAcceleration":{"label":"Gravity
|
||||
Acceleration Speed","changeValue":1,"value":{},"smoothing":{},"easing":{}},"gravityScale":{"label":"Gravity
|
||||
Scale","value":{},"smoothing":{},"easing":{}},"settingsChangeSmoothing":{"label":"Settings
|
||||
Change Smoothing","value":{},"smoothing":{},"easing":{}},"rotateFacing":{"label":"Facing
|
||||
Direction","newValue":{"$content":4,"$type":"PlayerFacingDirection"},"changeValue":1},"rotationSpeed":{"label":"Rotation
|
||||
Speed","value":{}},"rotationSmoothing":{"label":"Rotation Smoothing","value":{}},"rotationInputBlending":{"label":"Rotation
|
||||
Input Blending","value":{}},"feedNewRotation":{},"feedRelativeTo":{},"$type":"Reset.Core.ChangeMovementSettings"},{"fieldOfView":{"label":"FOV","value":{},"changeValue":1},"axisLookXGain":{"label":"Look
|
||||
Orbit X Gain","value":{}},"axisLookYGain":{"label":"Look Orbit Y Gain","value":{}},"$type":"NodeCanvas.Tasks.Actions.ChangeCameraSettings"}]},"_color":{"r":1.0,"g":1.0,"b":1.0,"a":1.0},"_name":"Sprint
|
||||
Speed","value":{},"smoothing":{},"easing":{}},"rotationSmoothing":{"label":"Rotation
|
||||
Smoothing","value":{},"smoothing":{},"easing":{}},"rotationInputBlending":{"label":"Rotation
|
||||
Input Blending","value":{},"smoothing":{},"easing":{}},"feedNewRotation":{},"feedRelativeTo":{},"$type":"Reset.Core.ChangeMovementSettings"},{"fieldOfView":{"label":"FOV","changeValue":1,"value":{},"smoothing":{},"easing":{}},"orbitTargetOffset":{"label":"Target
|
||||
Offset","value":{},"smoothing":{},"easing":{}},"orbitPositionDamping":{"label":"Position
|
||||
Damping","value":{},"smoothing":{},"easing":{}},"enableXAxis":{"label":"Input
|
||||
Axis X Enabled","value":{"_value":true}},"enableYAxis":{"label":"Input Axis Y
|
||||
Enabled","value":{"_value":true}},"axisLookXGain":{"label":"Look Orbit X Gain","value":{},"smoothing":{},"easing":{}},"axisLookYGain":{"label":"Look
|
||||
Orbit Y Gain","value":{},"smoothing":{},"easing":{}},"screenPosition":{"label":"Screen
|
||||
Position","value":{},"smoothing":{},"easing":{}},"cameraOffset":{"label":"Offset","value":{},"smoothing":{},"easing":{}},"$type":"NodeCanvas.Tasks.Actions.ChangeCameraSettings"}]},"_color":{"r":1.0,"g":1.0,"b":1.0,"a":1.0},"_name":"Sprint
|
||||
Burst","_position":{"x":633.7453,"y":530.2648},"$type":"NodeCanvas.StateMachines.ActionState","$id":"23"},{"_onEnterList":{"executionMode":1,"actions":[{"valueA":{"_name":"airJumpsRemaining","_targetVariableID":"23f0ddc0-c4e8-462f-a7e0-fdd8e818d08d"},"valueB":{"_value":4},"$type":"NodeCanvas.Tasks.Actions.SetVariable`1[[System.Int32,
|
||||
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},{"moveSpeed":{"label":"Move
|
||||
Speed","value":{}},"moveSpeedSoothing":{"label":"Move Speed Smoothing","value":{},"changeValue":1},"airDirectionDecay":{"label":"Air
|
||||
Direction Decay","value":{}},"accelerationSmoothing":{"label":"Acceleration Smoothing","value":{}},"deaccelerationSmoothing":{"label":"Deacceleration
|
||||
Smoothing","value":{}},"jumpPower":{"label":"Jump Power","value":{},"changeValue":1},"jumpPowerDecay":{"label":"Jump
|
||||
Decay Speed","value":{}},"gravityPower":{"label":"Gravity Power","value":{}},"gravityMax":{"label":"Gravity
|
||||
Max","value":{}},"gravityAcceleration":{"label":"Gravity Acceleration Speed","value":{},"changeValue":1},"gravityScale":{"label":"Gravity
|
||||
Scale","value":{}},"settingsChangeSmoothing":{"label":"Settings Change Smoothing","value":{}},"rotateFacing":{"label":"Facing
|
||||
Speed","value":{},"smoothing":{},"easing":{}},"moveSpeedSoothing":{"label":"Move
|
||||
Speed Smoothing","changeValue":1,"value":{},"smoothing":{},"easing":{}},"airDirectionDecay":{"label":"Air
|
||||
Direction Decay","value":{},"smoothing":{},"easing":{}},"accelerationSmoothing":{"label":"Acceleration
|
||||
Smoothing","value":{},"smoothing":{},"easing":{}},"deaccelerationSmoothing":{"label":"Deacceleration
|
||||
Smoothing","value":{},"smoothing":{},"easing":{}},"feedNewDirection":{"label":"Feed
|
||||
New Direction","value":{},"smoothing":{},"easing":{}},"jumpPower":{"label":"Jump
|
||||
Power","changeValue":1,"value":{},"smoothing":{},"easing":{}},"jumpPowerDecay":{"label":"Jump
|
||||
Decay Speed","value":{},"smoothing":{},"easing":{}},"gravityPower":{"label":"Gravity
|
||||
Power","value":{},"smoothing":{},"easing":{}},"gravityMax":{"label":"Gravity
|
||||
Max","value":{},"smoothing":{},"easing":{}},"gravityAcceleration":{"label":"Gravity
|
||||
Acceleration Speed","changeValue":1,"value":{},"smoothing":{},"easing":{}},"gravityScale":{"label":"Gravity
|
||||
Scale","value":{},"smoothing":{},"easing":{}},"settingsChangeSmoothing":{"label":"Settings
|
||||
Change Smoothing","value":{},"smoothing":{},"easing":{}},"rotateFacing":{"label":"Facing
|
||||
Direction","newValue":{"$content":4,"$type":"PlayerFacingDirection"},"changeValue":1},"rotationSpeed":{"label":"Rotation
|
||||
Speed","value":{}},"rotationSmoothing":{"label":"Rotation Smoothing","value":{}},"rotationInputBlending":{"label":"Rotation
|
||||
Input Blending","value":{}},"feedNewRotation":{},"feedRelativeTo":{},"$type":"Reset.Core.ChangeMovementSettings"},{"fieldOfView":{"label":"FOV","value":{},"changeValue":2},"axisLookXGain":{"label":"Look
|
||||
Orbit X Gain","value":{}},"axisLookYGain":{"label":"Look Orbit Y Gain","value":{}},"$type":"NodeCanvas.Tasks.Actions.ChangeCameraSettings"}]},"_onUpdateList":{"actions":[]},"_onExitList":{"executionMode":1,"actions":[{"moveSpeed":{"label":"Move
|
||||
Speed","value":{},"changeValue":1},"moveSpeedSoothing":{"label":"Move Speed Smoothing","value":{}},"airDirectionDecay":{"label":"Air
|
||||
Direction Decay","value":{}},"accelerationSmoothing":{"label":"Acceleration Smoothing","value":{},"changeValue":1},"deaccelerationSmoothing":{"label":"Deacceleration
|
||||
Smoothing","value":{},"changeValue":1},"jumpPower":{"label":"Jump Power","value":{}},"jumpPowerDecay":{"label":"Jump
|
||||
Decay Speed","value":{}},"gravityPower":{"label":"Gravity Power","value":{}},"gravityMax":{"label":"Gravity
|
||||
Max","value":{}},"gravityAcceleration":{"label":"Gravity Acceleration Speed","value":{},"changeValue":2},"gravityScale":{"label":"Gravity
|
||||
Scale","value":{}},"settingsChangeSmoothing":{"label":"Settings Change Smoothing","value":{}},"rotateFacing":{"label":"Facing
|
||||
Speed","value":{},"smoothing":{},"easing":{}},"rotationSmoothing":{"label":"Rotation
|
||||
Smoothing","value":{},"smoothing":{},"easing":{}},"rotationInputBlending":{"label":"Rotation
|
||||
Input Blending","value":{},"smoothing":{},"easing":{}},"feedNewRotation":{},"feedRelativeTo":{},"$type":"Reset.Core.ChangeMovementSettings"},{"fieldOfView":{"label":"FOV","changeValue":2,"value":{},"smoothing":{},"easing":{}},"orbitTargetOffset":{"label":"Target
|
||||
Offset","value":{},"smoothing":{},"easing":{}},"orbitPositionDamping":{"label":"Position
|
||||
Damping","value":{},"smoothing":{},"easing":{}},"enableXAxis":{"label":"Input
|
||||
Axis X Enabled","value":{"_value":true}},"enableYAxis":{"label":"Input Axis Y
|
||||
Enabled","value":{"_value":true}},"axisLookXGain":{"label":"Look Orbit X Gain","value":{},"smoothing":{},"easing":{}},"axisLookYGain":{"label":"Look
|
||||
Orbit Y Gain","value":{},"smoothing":{},"easing":{}},"screenPosition":{"label":"Screen
|
||||
Position","value":{},"smoothing":{},"easing":{}},"cameraOffset":{"label":"Offset","value":{},"smoothing":{},"easing":{}},"$type":"NodeCanvas.Tasks.Actions.ChangeCameraSettings"}]},"_onUpdateList":{"actions":[]},"_onExitList":{"executionMode":1,"actions":[{"moveSpeed":{"label":"Move
|
||||
Speed","changeValue":1,"value":{},"smoothing":{},"easing":{}},"moveSpeedSoothing":{"label":"Move
|
||||
Speed Smoothing","value":{},"smoothing":{},"easing":{}},"airDirectionDecay":{"label":"Air
|
||||
Direction Decay","value":{},"smoothing":{},"easing":{}},"accelerationSmoothing":{"label":"Acceleration
|
||||
Smoothing","changeValue":1,"value":{},"smoothing":{},"easing":{}},"deaccelerationSmoothing":{"label":"Deacceleration
|
||||
Smoothing","changeValue":1,"value":{},"smoothing":{},"easing":{}},"feedNewDirection":{"label":"Feed
|
||||
New Direction","value":{},"smoothing":{},"easing":{}},"jumpPower":{"label":"Jump
|
||||
Power","value":{},"smoothing":{},"easing":{}},"jumpPowerDecay":{"label":"Jump
|
||||
Decay Speed","value":{},"smoothing":{},"easing":{}},"gravityPower":{"label":"Gravity
|
||||
Power","value":{},"smoothing":{},"easing":{}},"gravityMax":{"label":"Gravity
|
||||
Max","value":{},"smoothing":{},"easing":{}},"gravityAcceleration":{"label":"Gravity
|
||||
Acceleration Speed","changeValue":2,"value":{},"smoothing":{},"easing":{}},"gravityScale":{"label":"Gravity
|
||||
Scale","value":{},"smoothing":{},"easing":{}},"settingsChangeSmoothing":{"label":"Settings
|
||||
Change Smoothing","value":{},"smoothing":{},"easing":{}},"rotateFacing":{"label":"Facing
|
||||
Direction","newValue":{"$content":4,"$type":"PlayerFacingDirection"},"changeValue":2},"rotationSpeed":{"label":"Rotation
|
||||
Speed","value":{}},"rotationSmoothing":{"label":"Rotation Smoothing","value":{}},"rotationInputBlending":{"label":"Rotation
|
||||
Input Blending","value":{}},"feedNewRotation":{},"feedRelativeTo":{},"$type":"Reset.Core.ChangeMovementSettings"}]},"foldEnter":true,"foldUpdate":true,"foldExit":true,"_color":{"r":1.0,"g":1.0,"b":1.0,"a":1.0},"_name":"Grounded
|
||||
Speed","value":{},"smoothing":{},"easing":{}},"rotationSmoothing":{"label":"Rotation
|
||||
Smoothing","value":{},"smoothing":{},"easing":{}},"rotationInputBlending":{"label":"Rotation
|
||||
Input Blending","value":{},"smoothing":{},"easing":{}},"feedNewRotation":{},"feedRelativeTo":{},"$type":"Reset.Core.ChangeMovementSettings"}]},"foldEnter":true,"foldUpdate":true,"foldExit":true,"_color":{"r":1.0,"g":1.0,"b":1.0,"a":1.0},"_name":"Grounded
|
||||
Running","_position":{"x":829.2946,"y":679.0282},"$type":"NodeCanvas.StateMachines.SuperActionState","$id":"24"},{"_onEnterList":{"executionMode":1,"actions":[{"moveSpeed":{"label":"Move
|
||||
Speed","value":{}},"moveSpeedSoothing":{"label":"Move Speed Smoothing","value":{}},"airDirectionDecay":{"label":"Air
|
||||
Direction Decay","value":{}},"accelerationSmoothing":{"label":"Acceleration Smoothing","value":{"_value":2.0},"changeValue":1},"deaccelerationSmoothing":{"label":"Deacceleration
|
||||
Smoothing","value":{"_value":2.0},"changeValue":1},"feedNewDirection":{"label":"Feed
|
||||
New Direction","newValue":{"z":1.0},"changeZ":1},"jumpPower":{"label":"Jump Power","value":{"_value":13.0},"changeValue":1},"jumpPowerDecay":{"label":"Jump
|
||||
Decay Speed","value":{"_value":2.0},"changeValue":1},"gravityPower":{"label":"Gravity
|
||||
Power","value":{},"changeValue":2},"gravityMax":{"label":"Gravity Max","value":{}},"gravityAcceleration":{"label":"Gravity
|
||||
Acceleration Speed","value":{},"changeValue":2},"gravityScale":{"label":"Gravity
|
||||
Scale","value":{}},"settingsChangeSmoothing":{"label":"Settings Change Smoothing","value":{}},"rotateFacing":{"label":"Facing
|
||||
Speed","value":{},"smoothing":{},"easing":{}},"moveSpeedSoothing":{"label":"Move
|
||||
Speed Smoothing","value":{},"smoothing":{},"easing":{}},"airDirectionDecay":{"label":"Air
|
||||
Direction Decay","value":{},"smoothing":{},"easing":{}},"accelerationSmoothing":{"label":"Acceleration
|
||||
Smoothing","changeValue":1,"value":{"_value":2.0},"smoothing":{},"easing":{}},"deaccelerationSmoothing":{"label":"Deacceleration
|
||||
Smoothing","changeValue":1,"value":{"_value":2.0},"smoothing":{},"easing":{}},"feedNewDirection":{"label":"Feed
|
||||
New Direction","value":{},"smoothing":{},"easing":{},"changeZ":1},"jumpPower":{"label":"Jump
|
||||
Power","changeValue":1,"value":{"_value":13.0},"smoothing":{},"easing":{}},"jumpPowerDecay":{"label":"Jump
|
||||
Decay Speed","changeValue":1,"value":{"_value":2.0},"smoothing":{},"easing":{}},"gravityPower":{"label":"Gravity
|
||||
Power","changeValue":2,"value":{},"smoothing":{},"easing":{}},"gravityMax":{"label":"Gravity
|
||||
Max","value":{},"smoothing":{},"easing":{}},"gravityAcceleration":{"label":"Gravity
|
||||
Acceleration Speed","changeValue":2,"value":{},"smoothing":{},"easing":{}},"gravityScale":{"label":"Gravity
|
||||
Scale","value":{},"smoothing":{},"easing":{}},"settingsChangeSmoothing":{"label":"Settings
|
||||
Change Smoothing","value":{},"smoothing":{},"easing":{}},"rotateFacing":{"label":"Facing
|
||||
Direction","newValue":{"$content":4,"$type":"PlayerFacingDirection"},"changeValue":1},"rotationSpeed":{"label":"Rotation
|
||||
Speed","value":{}},"rotationSmoothing":{"label":"Rotation Smoothing","value":{}},"rotationInputBlending":{"label":"Rotation
|
||||
Input Blending","value":{}},"feedNewRotation":{},"feedRelativeTo":{},"$type":"Reset.Core.ChangeMovementSettings"}]},"_onUpdateList":{"executionMode":1,"actions":[]},"_onExitList":{"executionMode":1,"actions":[{"valueA":{"_name":"airJumpsRemaining","_targetVariableID":"23f0ddc0-c4e8-462f-a7e0-fdd8e818d08d"},"Operation":2,"valueB":{"_value":1},"$type":"NodeCanvas.Tasks.Actions.SetInt"}]},"foldEnter":true,"foldExit":true,"_color":{"r":0.4117647,"g":0.945098,"b":0.254902,"a":1.0},"_name":"Run
|
||||
Speed","value":{},"smoothing":{},"easing":{}},"rotationSmoothing":{"label":"Rotation
|
||||
Smoothing","value":{},"smoothing":{},"easing":{}},"rotationInputBlending":{"label":"Rotation
|
||||
Input Blending","value":{},"smoothing":{},"easing":{}},"feedNewRotation":{},"feedRelativeTo":{},"$type":"Reset.Core.ChangeMovementSettings"}]},"_onUpdateList":{"executionMode":1,"actions":[]},"_onExitList":{"executionMode":1,"actions":[{"valueA":{"_name":"airJumpsRemaining","_targetVariableID":"23f0ddc0-c4e8-462f-a7e0-fdd8e818d08d"},"Operation":2,"valueB":{"_value":1},"$type":"NodeCanvas.Tasks.Actions.SetInt"}]},"foldEnter":true,"foldExit":true,"_color":{"r":0.4117647,"g":0.945098,"b":0.254902,"a":1.0},"_name":"Run
|
||||
Jump","_position":{"x":1013.465,"y":94.1021},"$type":"NodeCanvas.StateMachines.SuperActionState","$id":"25"},{"_subTree":{"_value":1},"_variablesMap":[{"_targetSubGraphVariableID":"e1cfd0be-7f55-420d-bdd8-e72531fc61ba","_canWrite":true,"_type":"UnityEngine.Transform","_name":"mainCamera","_targetVariableID":"2bc9b3d6-dcbe-45de-8f8c-911adedd6ab0"},{"_targetSubGraphVariableID":"c4e68b75-5129-428c-8177-abb7b38986f5","_canWrite":true,"_type":"PlayerFacingDirection","_value":{"$content":0,"$type":"PlayerFacingDirection"}}],"_position":{"x":-510.8982,"y":192.1267},"$type":"NodeCanvas.StateMachines.ConcurrentSubTree"},{"_subTree":{"_value":2},"_tag":"","_position":{"x":88.88627,"y":313.6888},"_comment":"","$type":"NodeCanvas.StateMachines.ConcurrentSubTree"},{"_conditionList":{"conditions":[]},"_actionList":{"executionMode":1,"actions":[{"targetVector":{"_name":"outputMoveDirection","_targetVariableID":"3b9833f5-870a-4182-9824-e31a9896eec2"},"x":{"_name":""},"y":{"_name":"_currentYMoveDirection"},"z":{"_name":""},"$type":"NodeCanvas.Tasks.Actions.DecomposeVector"}]},"_position":{"x":40.44446,"y":196.4959},"$type":"NodeCanvas.StateMachines.OnFSMUpdate"},{"_onEnterList":{"executionMode":1,"actions":[]},"_onUpdateList":{"executionMode":1,"actions":[]},"_onExitList":{"executionMode":1,"actions":[]},"_color":{"r":0.4980392,"g":1.0,"b":0.9803922,"a":1.0},"_name":"Airborne
|
||||
Standby","_position":{"x":1509.989,"y":-548.8954},"$type":"NodeCanvas.StateMachines.SuperActionState"},{"_subTree":{"_value":3},"_position":{"x":1125.669,"y":-308.5995},"$type":"NodeCanvas.StateMachines.ConcurrentSubTree"},{"_subFSM":{"_value":4},"_position":{"x":175.7607,"y":577.6639},"$type":"NodeCanvas.StateMachines.ConcurrentSubFSM"}],"connections":[{"_condition":{"valueA":{"_name":"isGrounded","_targetVariableID":"619300a4-be8b-4ad4-ba2a-978468094ba2"},"valueB":{},"$type":"NodeCanvas.Tasks.Conditions.CheckBoolean"},"_sourceNode":{"$ref":"0"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"conditions":[{"actionName":{"_value":"Jump"},"actionPhase":{"_value":3},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},{"actionName":{"_value":"Jump"},"actionPhase":{"_value":4},"_invert":true,"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},{"observerLabel":{"_value":"itemdrop"},"outputHitTo":{},"deactivateOnFinish":false,"_invert":true,"$type":"NodeCanvas.Tasks.Conditions.CheckEnvironmentObserver"}],"$type":"NodeCanvas.Framework.ConditionList"},"_sourceNode":{"$ref":"0"},"_targetNode":{"$ref":"21"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Grapple
|
||||
Launch"},"saveEventValue":{"_name":"_grappleLaunchDir"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent`1[[UnityEngine.Vector3,
|
||||
@@ -282,7 +435,7 @@ MonoBehaviour:
|
||||
_version: 3.31
|
||||
_category:
|
||||
_comments:
|
||||
_translation: {x: 739, y: 476}
|
||||
_translation: {x: 524, y: 451}
|
||||
_zoomFactor: 1
|
||||
_haltSerialization: 0
|
||||
_externalSerializationFile: {fileID: 0}
|
||||
|
||||
@@ -42,118 +42,29 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute(){
|
||||
UpdateOrbitFollowValue(orbitFollowTop, ref CameraSettingsProcessor.values.orbitFollowTopHeight, ref CameraSettingsProcessor.values.orbitFollowTopRadius);
|
||||
UpdateOrbitFollowValue(orbitFollowCenter, ref CameraSettingsProcessor.values.orbitFollowCenterHeight, ref CameraSettingsProcessor.values.orbitFollowCenterRadius);
|
||||
UpdateOrbitFollowValue(orbitFollowBottom, ref CameraSettingsProcessor.values.orbitFollowBottomHeight, ref CameraSettingsProcessor.values.orbitFollowBottomRadius);
|
||||
OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.value, ref CameraSettingsProcessor.original.orbitFollowTopRadius.value);
|
||||
OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.value, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.value);
|
||||
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);
|
||||
UpdateVector3Value(orbitTargetOffset, ref CameraSettingsProcessor.values.orbitTargetOffset);
|
||||
Vector3ValueGroup.UpdateValue(orbitPositionDamping, ref CameraSettingsProcessor.data.orbitPositionDamping.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
|
||||
Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
|
||||
|
||||
UpdateVector2Value(screenPosition, ref CameraSettingsProcessor.values.rotationComposerScreenPos);
|
||||
UpdateFloatValue(fieldOfView, ref CameraSettingsProcessor.values.mainFieldOfView);
|
||||
Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.value, ref CameraSettingsProcessor.original.rotationComposerScreenPos.value);
|
||||
FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.value, ref CameraSettingsProcessor.original.mainFieldOfView.value);
|
||||
|
||||
UpdateFloatValue(axisLookXGain, ref CameraSettingsProcessor.values.axisLookGainX);
|
||||
UpdateFloatValue(axisLookYGain, ref CameraSettingsProcessor.values.axisLookGainY);
|
||||
FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.value, ref CameraSettingsProcessor.original.axisLookGainX.value);
|
||||
FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.value, ref CameraSettingsProcessor.original.axisLookGainY.value);
|
||||
|
||||
UpdateBoolValue(enableXAxis, ref CameraSettingsProcessor.values.axisLookEnabledX);
|
||||
UpdateBoolValue(enableYAxis, ref CameraSettingsProcessor.values.axisLookEnabledY);
|
||||
BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.value, ref CameraSettingsProcessor.original.axisLookEnabledX.value);
|
||||
BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.value, ref CameraSettingsProcessor.original.axisLookEnabledY.value);
|
||||
|
||||
|
||||
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.
|
||||
protected override void OnUpdate() {
|
||||
|
||||
@@ -2,13 +2,15 @@ using System;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using Reset.Units;
|
||||
using Sirenix.OdinInspector.Editor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Core {
|
||||
[Category("Reset")]
|
||||
[Description("Commits movement unit changes to the handler.")]
|
||||
public class ChangeMovementSettings : ActionTask<UnitMovementHandler> {
|
||||
// Move Speed
|
||||
|
||||
|
||||
[ParadoxNotion.Design.Header("Speed")]
|
||||
public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
|
||||
public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing");
|
||||
@@ -19,15 +21,7 @@ namespace Reset.Core {
|
||||
public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing");
|
||||
// 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
|
||||
[ParadoxNotion.Design.Header("Jumping")]
|
||||
@@ -63,48 +57,41 @@ namespace Reset.Core {
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute() {
|
||||
// Direction
|
||||
UpdateFloatValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.data.airDirectionDecay);
|
||||
UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing);
|
||||
UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing);
|
||||
// UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return
|
||||
|
||||
// Direction from value
|
||||
// Check that feedDir is not changed
|
||||
UpdateVector3Value(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);
|
||||
}
|
||||
|
||||
// Move Speed
|
||||
UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed);
|
||||
UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing);
|
||||
|
||||
// Jump
|
||||
UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
|
||||
UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
|
||||
|
||||
// Gravity
|
||||
UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
|
||||
UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
|
||||
UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
|
||||
UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
|
||||
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);
|
||||
// // Direction
|
||||
// FloatValueGroup.UpdateValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.defaultData.airDirectionDecay);
|
||||
// FloatValueGroup.ChangeSmoothingEasing(airDirectionDecay,
|
||||
// ref agent.smoothing.airDirectionDecay,
|
||||
// ref agent.easing.airDirectionDecay,
|
||||
// ref agent.defaultSmoothing.airDirectionDecay,
|
||||
// ref agent.defaultEasing.airDirectionDecay
|
||||
// );
|
||||
//
|
||||
// UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing);
|
||||
// UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing);
|
||||
// // UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return
|
||||
//
|
||||
//
|
||||
//
|
||||
// // Move Speed
|
||||
// UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed);
|
||||
// UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing);
|
||||
//
|
||||
// // Jump
|
||||
// UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
|
||||
// UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
|
||||
//
|
||||
// // Gravity
|
||||
// UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
|
||||
// UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
|
||||
// UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
|
||||
// UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
|
||||
// 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
|
||||
if (feedNewRotation.value != Vector3.zero) {
|
||||
@@ -133,103 +120,5 @@ namespace Reset.Core {
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7879b20d5bcdf974c823d1919491e026
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e97f34b81238a9548b0bf4f5b68c8f17
|
||||
@@ -0,0 +1,54 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using Reset.Core;
|
||||
|
||||
|
||||
namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class ChangeGravitySettings : ActionTask<UnitMovementHandler>{
|
||||
public FloatValueGroup jumpPower = new FloatValueGroup("Jump Power");
|
||||
public FloatValueGroup jumpPowerDecay = new FloatValueGroup("Jump Power Decay");
|
||||
|
||||
public FloatValueGroup gravityPower = new FloatValueGroup("Jump Power");
|
||||
public FloatValueGroup gravityMax = new FloatValueGroup("Jump Power");
|
||||
public FloatValueGroup gravityAcceleration = new FloatValueGroup("Jump Power");
|
||||
public FloatValueGroup gravityScale = new FloatValueGroup("Jump Power");
|
||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
//Return null if init was successfull. Return an error string otherwise
|
||||
protected override string OnInit() {
|
||||
return null;
|
||||
}
|
||||
|
||||
//This is called once each time the task is enabled.
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute() {
|
||||
// Jump
|
||||
FloatValueGroup.UpdateValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
|
||||
FloatValueGroup.UpdateValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
|
||||
|
||||
// Gravity
|
||||
FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
|
||||
FloatValueGroup.UpdateValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
|
||||
FloatValueGroup.UpdateValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
|
||||
FloatValueGroup.UpdateValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 67c9324e429e09f4da157ab85dadacff
|
||||
@@ -0,0 +1,38 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
|
||||
|
||||
namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class ChangeMoveSpeedSettings : ActionTask<UnitMovementHandler> {
|
||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
//Return null if init was successfull. Return an error string otherwise
|
||||
protected override string OnInit() {
|
||||
return null;
|
||||
}
|
||||
|
||||
//This is called once each time the task is enabled.
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute() {
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c1f858e8bdedb4f46ac3e10c0dccde29
|
||||
@@ -0,0 +1,38 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
|
||||
|
||||
namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class ChangeRotationSettings : ActionTask<UnitMovementHandler> {
|
||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
//Return null if init was successfull. Return an error string otherwise
|
||||
protected override string OnInit() {
|
||||
return null;
|
||||
}
|
||||
|
||||
//This is called once each time the task is enabled.
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute() {
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2af547219746e194f97217fe24cfb8cd
|
||||
@@ -1,35 +1,40 @@
|
||||
using System;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using NodeCanvas.Editor;
|
||||
#endif
|
||||
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Core{
|
||||
// Individual bool setting for each ring. Three of these will be used.
|
||||
public struct OrbitalFollowValueGroup{
|
||||
public string label;
|
||||
public abstract class ValueGroup{
|
||||
public interface ISmoothable{
|
||||
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
|
||||
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
|
||||
|
||||
public ValueChangeAction changeHeight;
|
||||
public float height;
|
||||
public BBParameter<float> smoothing { get; set; }
|
||||
public BBParameter<float> easing{ get; set; }
|
||||
}
|
||||
|
||||
public ValueChangeAction changeRadius;
|
||||
public float radius;
|
||||
public static void ChangeSmoothingEasing(ISmoothable valueGroup, ref float targetSmoothing,
|
||||
ref float targetEasing, ref float defaultSmoothing, ref float defaultEasing){
|
||||
switch (valueGroup.changeSmoothing.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetSmoothing = valueGroup.smoothing.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetSmoothing = defaultSmoothing;
|
||||
break;
|
||||
}
|
||||
|
||||
public OrbitalFollowValueGroup(string newLabel){
|
||||
label = newLabel;
|
||||
changeHeight = ValueChangeAction.NoChange;
|
||||
height = 0f;
|
||||
changeRadius = ValueChangeAction.NoChange;
|
||||
radius = 0f;
|
||||
switch (valueGroup.changeEasing.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetEasing = valueGroup.easing.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetEasing = defaultEasing;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Enum options for individual camera settings
|
||||
// Enum options for individual settings
|
||||
public enum ValueChangeAction{
|
||||
NoChange,
|
||||
NewValue,
|
||||
@@ -37,460 +42,270 @@ namespace Reset.Core{
|
||||
RelativeValue, // Placeholder for using as altering existing value
|
||||
}
|
||||
|
||||
public struct CurveValueGroup{
|
||||
// Individual bool setting for each ring. Three of these will be used.
|
||||
public struct OrbitalFollowValueGroup : ValueGroup.ISmoothable{
|
||||
public string label;
|
||||
public AnimationCurve newValue;
|
||||
|
||||
public ValueChangeAction changeValue;
|
||||
public BBParameter<ValueChangeAction> changeHeight;
|
||||
public BBParameter<float> height;
|
||||
|
||||
public BBParameter<ValueChangeAction> changeRadius;
|
||||
public BBParameter<float> radius;
|
||||
|
||||
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
|
||||
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
|
||||
public BBParameter<float> smoothing{ get; set; }
|
||||
public BBParameter<float> easing{ get; set; }
|
||||
|
||||
public OrbitalFollowValueGroup(string newLabel){
|
||||
label = newLabel;
|
||||
|
||||
changeHeight = ValueChangeAction.NoChange;
|
||||
height = 0f;
|
||||
changeRadius = ValueChangeAction.NoChange;
|
||||
radius = 0f;
|
||||
|
||||
changeSmoothing = ValueChangeAction.NoChange;
|
||||
smoothing = .1f;
|
||||
|
||||
changeEasing = ValueChangeAction.NoChange;
|
||||
easing = 1f;
|
||||
}
|
||||
|
||||
public static void UpdateValue(OrbitalFollowValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
|
||||
switch (valueGroup.changeHeight.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.height.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeRadius.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.radius.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct CurveValueGroup{ // Done
|
||||
public string label;
|
||||
public BBParameter<AnimationCurve> value;
|
||||
|
||||
public BBParameter<ValueChangeAction> changeValue;
|
||||
|
||||
public CurveValueGroup(string newLabel){
|
||||
changeValue = ValueChangeAction.NoChange;
|
||||
|
||||
newValue = new AnimationCurve();
|
||||
value = new AnimationCurve();
|
||||
label = newLabel;
|
||||
}
|
||||
|
||||
public static void UpdateValue(CurveValueGroup valueGroup, ref AnimationCurve targetProperty, ref AnimationCurve defaultProperty){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct EnumValueGroup{
|
||||
public struct EnumValueGroup{ // Done
|
||||
public string label;
|
||||
public Enum newValue;
|
||||
public BBParameter<Enum> value;
|
||||
|
||||
public ValueChangeAction changeValue;
|
||||
public BBParameter<ValueChangeAction> changeValue;
|
||||
|
||||
public EnumValueGroup(string newLabel, Enum enumType){
|
||||
changeValue = ValueChangeAction.NoChange;
|
||||
|
||||
newValue = enumType;
|
||||
value = enumType;
|
||||
label = newLabel;
|
||||
}
|
||||
|
||||
|
||||
public static void UpdateValue(EnumValueGroup valueGroup, ref Enum targetProperty, ref Enum defaultProperty){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct Vector3ValueGroup{
|
||||
public struct Vector3ValueGroup{ // Done
|
||||
public string label;
|
||||
public Vector3 newValue;
|
||||
public BBParameter<Vector3> value;
|
||||
|
||||
public ValueChangeAction changeX;
|
||||
public ValueChangeAction changeY;
|
||||
public ValueChangeAction changeZ;
|
||||
public BBParameter<ValueChangeAction> changeX;
|
||||
public BBParameter<ValueChangeAction> changeY;
|
||||
public BBParameter<ValueChangeAction> changeZ;
|
||||
|
||||
public Vector3ValueGroup(string newLabel){
|
||||
changeX = ValueChangeAction.NoChange;
|
||||
changeY = ValueChangeAction.NoChange;
|
||||
changeZ = ValueChangeAction.NoChange;
|
||||
|
||||
newValue = Vector3.zero;
|
||||
value = new BBParameter<Vector3>{
|
||||
value = Vector3.zero
|
||||
};
|
||||
|
||||
label = newLabel;
|
||||
}
|
||||
|
||||
public static void UpdateValue(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){
|
||||
switch (valueGroup.changeX.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty.x = valueGroup.value.value.x;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty.x = defaultProperty.x;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeY.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty.y = valueGroup.value.value.y;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty.y = defaultProperty.y;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeZ.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty.z = valueGroup.value.value.z;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty.z = defaultProperty.z;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct Vector2ValueGroup{
|
||||
public struct Vector2ValueGroup : ValueGroup.ISmoothable{ // Done
|
||||
public string label;
|
||||
public Vector2 newValue;
|
||||
public BBParameter<Vector2> value;
|
||||
|
||||
public ValueChangeAction changeX;
|
||||
public ValueChangeAction changeY;
|
||||
public BBParameter<ValueChangeAction> changeEasing{ get; set; }
|
||||
public BBParameter<ValueChangeAction> changeSmoothing{ get; set; }
|
||||
public BBParameter<float> smoothing{ get; set; }
|
||||
public BBParameter<float> easing{ get; set; }
|
||||
|
||||
public BBParameter<ValueChangeAction> changeX;
|
||||
public BBParameter<ValueChangeAction> changeY;
|
||||
|
||||
public Vector2ValueGroup(string newLabel){
|
||||
changeX = ValueChangeAction.NoChange;
|
||||
changeY = ValueChangeAction.NoChange;
|
||||
|
||||
newValue = Vector2.zero;
|
||||
value = new BBParameter<Vector2>{
|
||||
value = Vector2.zero
|
||||
};
|
||||
|
||||
label = newLabel;
|
||||
|
||||
changeEasing = ValueChangeAction.NoChange;
|
||||
changeSmoothing = ValueChangeAction.NoChange;
|
||||
smoothing = 0;
|
||||
easing = 0;
|
||||
}
|
||||
|
||||
public static void UpdateValue(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){
|
||||
switch (valueGroup.changeX.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty.x = valueGroup.value.value.x;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty.x = defaultProperty.x;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
switch (valueGroup.changeY.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty.y = valueGroup.value.value.y;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty.y = defaultProperty.y;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public struct FloatValueGroup{
|
||||
|
||||
public class FloatValueGroup : ValueGroup.ISmoothable{ // Done
|
||||
public string label;
|
||||
// public float value;
|
||||
|
||||
public BBParameter<ValueChangeAction> changeValue;
|
||||
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){
|
||||
label = newLabel;
|
||||
value = new BBParameter<float>().value = 0f;
|
||||
changeValue = ValueChangeAction.NoChange;
|
||||
|
||||
changeSmoothing = ValueChangeAction.NoChange;
|
||||
smoothing = 0f;
|
||||
|
||||
changeEasing = ValueChangeAction.NoChange;
|
||||
easing = 0f;
|
||||
}
|
||||
|
||||
public static void UpdateValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct BoolValueGroup{
|
||||
public string label;
|
||||
public bool value;
|
||||
public BBParameter<bool> value;
|
||||
|
||||
public ValueChangeAction changeValue;
|
||||
public BBParameter<ValueChangeAction> changeValue;
|
||||
|
||||
public BoolValueGroup(string newLabel){
|
||||
label = newLabel;
|
||||
value = true;
|
||||
changeValue = ValueChangeAction.NoChange;
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public class BoolValueGroupDrawer : ObjectDrawer<BoolValueGroup> {
|
||||
public override BoolValueGroup OnGUI(GUIContent _content, BoolValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue == ValueChangeAction.NewValue){
|
||||
_instance.value = EditorGUILayout.Toggle(_instance.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
public static void UpdateValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool defaultProperty){
|
||||
switch (valueGroup.changeValue.value) {
|
||||
case ValueChangeAction.NewValue:
|
||||
targetProperty = valueGroup.value.value;
|
||||
break;
|
||||
case ValueChangeAction.ResetValue:
|
||||
targetProperty = defaultProperty;
|
||||
break;
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class 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
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
454
Assets/Scripts/Core/ValueGroupEditors.cs
Normal file
454
Assets/Scripts/Core/ValueGroupEditors.cs
Normal file
@@ -0,0 +1,454 @@
|
||||
using NodeCanvas.Editor;
|
||||
using ParadoxNotion.Design;
|
||||
using Reset.Core;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public class BoolValueGroupDrawer : ObjectDrawer<BoolValueGroup> {
|
||||
public override BoolValueGroup OnGUI(GUIContent _content, BoolValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue.value == ValueChangeAction.NewValue){
|
||||
_instance.value = EditorGUILayout.Toggle(_instance.value.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public class CurveValueGroupDrawer : ObjectDrawer<CurveValueGroup> {
|
||||
public override CurveValueGroup OnGUI(GUIContent _content, CurveValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue.value == ValueChangeAction.NewValue){
|
||||
BBParameterEditor.ParameterField("", _instance.value);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class EnumValueGroupDrawer : ObjectDrawer<EnumValueGroup>{
|
||||
public override EnumValueGroup OnGUI(GUIContent _content, EnumValueGroup _instance){
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(200.0f),
|
||||
GUILayout.MinWidth(100.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue.value == ValueChangeAction.NewValue){
|
||||
_instance.value.value = EditorGUILayout.EnumPopup("", instance.value.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField((ValueChangeAction)_instance.value.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public class FloatValueGroupDrawer : ObjectDrawer<FloatValueGroup> {
|
||||
public override FloatValueGroup OnGUI(GUIContent _content, FloatValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Start the label
|
||||
GUILayout.BeginHorizontal();
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
GUIStyle titleText = new GUIStyle{
|
||||
fontSize = 12,
|
||||
fontStyle = FontStyle.Bold,
|
||||
padding = new RectOffset(8, 0, 3,0),
|
||||
normal ={
|
||||
textColor = Color.white
|
||||
}
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.Label(_instance.label, titleText);
|
||||
|
||||
// End the label
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Start the variables
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
// _instance.changeValue.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue.value);
|
||||
BBParameterEditor.ParameterField("", _instance.changeValue);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue.value == ValueChangeAction.NewValue){
|
||||
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
|
||||
BBParameterEditor.ParameterField("", _instance.value);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up with the variables
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Start the smoothing and easing section
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
GUIStyle smallText= new GUIStyle{
|
||||
fontSize = 10,
|
||||
padding = new RectOffset(8, 0, 0,0),
|
||||
normal ={
|
||||
textColor = Color.gray
|
||||
}
|
||||
};
|
||||
|
||||
// Start the left side for easing
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
// Draw the label
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Easing", smallText);
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Easing
|
||||
_instance.changeEasing.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeEasing.value);
|
||||
if (_instance.changeEasing.value == ValueChangeAction.NewValue){
|
||||
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
|
||||
BBParameterEditor.ParameterField("", _instance.easing);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeEasing.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close easing
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Start the right for smoothing
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
// Draw the label
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Smoothing", smallText);
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Easing
|
||||
_instance.changeSmoothing.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeSmoothing.value);
|
||||
if (_instance.changeSmoothing.value == ValueChangeAction.NewValue){
|
||||
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
|
||||
BBParameterEditor.ParameterField("", _instance.smoothing);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeSmoothing.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close easing
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.Space(8);
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class Vector3ValueGroupDrawer : ObjectDrawer<Vector3ValueGroup> {
|
||||
public override Vector3ValueGroup OnGUI(GUIContent _content, Vector3ValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 20;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(300.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeX.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeX.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeX.value== ValueChangeAction.NewValue) {
|
||||
var value = _instance.value.value;
|
||||
value.x = EditorGUILayout.FloatField(_instance.value.value.x, floatOptions);
|
||||
_instance.value.value = value;
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeX.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the y settings enum
|
||||
_instance.changeY.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeY.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeY.value == ValueChangeAction.NewValue) {
|
||||
var value = _instance.value.value;
|
||||
value.y = EditorGUILayout.FloatField(_instance.value.value.y, floatOptions);
|
||||
_instance.value.value = value;
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeY.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the y settings enum
|
||||
_instance.changeZ.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeZ.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeZ.value == ValueChangeAction.NewValue) {
|
||||
var value = _instance.value.value;
|
||||
value.z = EditorGUILayout.FloatField(_instance.value.value.z, floatOptions);
|
||||
_instance.value.value = value;
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeZ.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class Vector2ValueGroupDrawer : ObjectDrawer<Vector2ValueGroup> {
|
||||
public override Vector2ValueGroup OnGUI(GUIContent _content, Vector2ValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(300.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeX.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeX.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeX.value == ValueChangeAction.NewValue) {
|
||||
var value = _instance.value.value;
|
||||
value.x = EditorGUILayout.FloatField(_instance.value.value.x, floatOptions);
|
||||
_instance.value.value = value;
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeX.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the y settings enum
|
||||
_instance.changeY.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeY.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeY.value == ValueChangeAction.NewValue) {
|
||||
var value = _instance.value.value;
|
||||
value.y = EditorGUILayout.FloatField(_instance.value.value.y, floatOptions);
|
||||
_instance.value.value = value;
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeY.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
// Custom editor for each orbital follow ring setting
|
||||
public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGroup>{
|
||||
public override OrbitalFollowValueGroup OnGUI(GUIContent _content, OrbitalFollowValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 1;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(300.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(60.0f),
|
||||
};
|
||||
|
||||
// Start a Horiztonal Section
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Add the left side label
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
|
||||
// Create the height settings enum
|
||||
_instance.changeHeight.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeHeight.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeHeight.value == ValueChangeAction.NewValue){
|
||||
_instance.height.value = EditorGUILayout.FloatField(_instance.height.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeHeight.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// It do what it do.
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Create the radius settings enum
|
||||
_instance.changeRadius.value = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeRadius.value);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeRadius.value == ValueChangeAction.NewValue){
|
||||
_instance.radius = EditorGUILayout.FloatField(_instance.radius.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeRadius.value == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
3
Assets/Scripts/Core/ValueGroupEditors.cs.meta
Normal file
3
Assets/Scripts/Core/ValueGroupEditors.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e327ef0e278a437486396775f36450dd
|
||||
timeCreated: 1758039991
|
||||
@@ -1,82 +1,68 @@
|
||||
using System;
|
||||
using Reset.Core;
|
||||
using Sirenix.OdinInspector;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
public struct CameraSettingSingleValue<T>{
|
||||
// NOTE: Could add a locked variable here if needed??
|
||||
public T originalValue;
|
||||
public T targetValue;
|
||||
public float smoothing;
|
||||
public struct SettingValue<T>{
|
||||
public T value;
|
||||
public float smoothing; // Smoothing changes how fast value is changed.
|
||||
public float easing; // Easing changes how fast smoothing is changed, when given a new value.
|
||||
|
||||
public float velocityRef;
|
||||
public Vector2 velocityRefV2;
|
||||
public Vector3 velocityRefV3;
|
||||
public float currentSmoothing; // Actively eased and accessed value
|
||||
public float currentValue; // Actively smoothed and accessed value
|
||||
|
||||
public CameraSettingSingleValue(float defaultSmoothing = .2f, T original = default(T)){
|
||||
originalValue = original;
|
||||
targetValue = original;
|
||||
public T refVel; // For use with SmoothDamp
|
||||
|
||||
public SettingValue(float defaultEasing = 2f, float defaultSmoothing = 1f){
|
||||
easing = defaultEasing;
|
||||
value = default;
|
||||
smoothing = defaultSmoothing;
|
||||
|
||||
velocityRef = 0;
|
||||
velocityRefV2 = default;
|
||||
velocityRefV3 = default;
|
||||
}
|
||||
|
||||
public void Reset(){
|
||||
targetValue = originalValue;
|
||||
currentSmoothing = 0;
|
||||
currentValue = 0;
|
||||
refVel = default;
|
||||
}
|
||||
}
|
||||
|
||||
public struct CameraSettingValues{
|
||||
public CameraSettingSingleValue<float> mainFieldOfView;
|
||||
public struct CameraSettingData : ICloneable{
|
||||
public SettingValue<float> mainFieldOfView;
|
||||
|
||||
public CameraSettingSingleValue<Vector3> orbitPositionDamping;
|
||||
public CameraSettingSingleValue<Vector3> orbitTargetOffset;
|
||||
public SettingValue<Vector3> orbitPositionDamping;
|
||||
public SettingValue<Vector3> orbitTargetOffset;
|
||||
|
||||
public CameraSettingSingleValue<bool> axisLookEnabledX;
|
||||
public CameraSettingSingleValue<bool> axisLookEnabledY;
|
||||
public SettingValue<bool> axisLookEnabledX;
|
||||
public SettingValue<bool> axisLookEnabledY;
|
||||
|
||||
public CameraSettingSingleValue<float> axisLookGainX;
|
||||
public CameraSettingSingleValue<float> axisLookGainY;
|
||||
public SettingValue<float> axisLookGainX;
|
||||
public SettingValue<float> axisLookGainY;
|
||||
|
||||
public CameraSettingSingleValue<float> orbitFollowTopHeight;
|
||||
public CameraSettingSingleValue<float> orbitFollowTopRadius;
|
||||
public CameraSettingSingleValue<float> orbitFollowCenterHeight;
|
||||
public CameraSettingSingleValue<float> orbitFollowCenterRadius;
|
||||
public CameraSettingSingleValue<float> orbitFollowBottomHeight;
|
||||
public CameraSettingSingleValue<float> orbitFollowBottomRadius;
|
||||
public SettingValue<float> orbitFollowTopHeight;
|
||||
public SettingValue<float> orbitFollowTopRadius;
|
||||
public SettingValue<float> orbitFollowCenterHeight;
|
||||
public SettingValue<float> orbitFollowCenterRadius;
|
||||
public SettingValue<float> orbitFollowBottomHeight;
|
||||
public SettingValue<float> orbitFollowBottomRadius;
|
||||
|
||||
public CameraSettingSingleValue<Vector2> rotationComposerScreenPos;
|
||||
public SettingValue<Vector2> rotationComposerScreenPos;
|
||||
|
||||
public CameraSettingSingleValue<Vector3> cameraOffsetOffset;
|
||||
public SettingValue<Vector3> cameraOffsetOffset;
|
||||
|
||||
public CameraSettingValues(float defaultSmoothing){
|
||||
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
|
||||
orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
|
||||
orbitTargetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
|
||||
|
||||
axisLookEnabledX = new CameraSettingSingleValue<bool>();
|
||||
axisLookEnabledY = new CameraSettingSingleValue<bool>();
|
||||
|
||||
axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
|
||||
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
orbitFollowCenterRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
orbitFollowBottomHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
orbitFollowBottomRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
|
||||
|
||||
rotationComposerScreenPos = new CameraSettingSingleValue<Vector2>(defaultSmoothing);
|
||||
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
|
||||
public object Clone(){
|
||||
return MemberwiseClone();
|
||||
}
|
||||
}
|
||||
|
||||
public class CameraSettingsProcessor : MonoBehaviour{
|
||||
public static CameraSettingsProcessor Instance{ get; private set; }
|
||||
|
||||
public static CameraSettingValues values = new(defaultSmoothing: .2f);
|
||||
[HideInInspector] public static CameraSettingData data;
|
||||
[HideInInspector] public static CameraSettingData original;
|
||||
[ShowInInspector] public static CameraSettingData smoothing;
|
||||
[ShowInInspector] public static CameraSettingData easing;
|
||||
|
||||
|
||||
[HideInInspector] public static CameraSettingData currentSmoothing;
|
||||
[HideInInspector] public static CameraSettingData currentValue;
|
||||
|
||||
public static GameObject mainCamera;
|
||||
|
||||
@@ -102,87 +88,112 @@ public class CameraSettingsProcessor : MonoBehaviour{
|
||||
offset = mainCamera.GetComponent<CinemachineCameraOffset>();
|
||||
axisCont = mainCamera.GetComponent<CinemachineInputAxisController>();
|
||||
|
||||
// Initialize camera settings values
|
||||
values = new CameraSettingValues{
|
||||
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, offset.Offset),
|
||||
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, main.Lens.FieldOfView),
|
||||
axisLookEnabledX = new CameraSettingSingleValue<bool>(0, axisCont.Controllers[0].Enabled),
|
||||
axisLookEnabledY = new CameraSettingSingleValue<bool>(0, axisCont.Controllers[1].Enabled),
|
||||
axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[0].Input.Gain),
|
||||
axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[1].Input.Gain),
|
||||
orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, orbit.TrackerSettings.PositionDamping),
|
||||
orbitTargetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .1f, orbit.TargetOffset),
|
||||
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Height),
|
||||
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Radius),
|
||||
orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Height),
|
||||
orbitFollowCenterRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Radius),
|
||||
orbitFollowBottomHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Bottom.Height),
|
||||
orbitFollowBottomRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Bottom.Radius),
|
||||
rotationComposerScreenPos = new CameraSettingSingleValue<Vector2>(defaultSmoothing: .2f, rotComp.Composition.ScreenPosition),
|
||||
};
|
||||
// Initialize camera settings values from current values
|
||||
data.mainFieldOfView.value = main.Lens.FieldOfView;
|
||||
|
||||
data.orbitPositionDamping.value = orbit.TrackerSettings.PositionDamping;
|
||||
data.orbitTargetOffset.value = orbit.TargetOffset;
|
||||
|
||||
data.axisLookEnabledX.value = axisCont.Controllers[0].Enabled;
|
||||
data.axisLookEnabledY.value = axisCont.Controllers[1].Enabled;
|
||||
|
||||
data.axisLookGainX.value = axisCont.Controllers[0].Input.Gain;
|
||||
data.axisLookGainY.value = axisCont.Controllers[1].Input.Gain;
|
||||
|
||||
data.orbitFollowTopHeight.value = orbit.Orbits.Top.Height;
|
||||
data.orbitFollowTopRadius.value = orbit.Orbits.Top.Radius;
|
||||
data.orbitFollowCenterHeight.value = orbit.Orbits.Center.Height;
|
||||
data.orbitFollowCenterRadius.value = orbit.Orbits.Center.Radius;
|
||||
data.orbitFollowBottomHeight.value = orbit.Orbits.Bottom.Height;
|
||||
data.orbitFollowBottomRadius.value = orbit.Orbits.Bottom.Radius;
|
||||
|
||||
data.rotationComposerScreenPos.value = rotComp.Composition.ScreenPosition;
|
||||
data.cameraOffsetOffset.value = offset.Offset;
|
||||
|
||||
// And copy to the original
|
||||
original = (CameraSettingData)data.Clone();
|
||||
}
|
||||
|
||||
void Update(){
|
||||
EaseToNewSmoothingValues();
|
||||
ProcessCameraValues();
|
||||
}
|
||||
|
||||
void EaseToNewSmoothingValues(){
|
||||
data.mainFieldOfView.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, data.mainFieldOfView.easing * Time.deltaTime);
|
||||
|
||||
data.orbitPositionDamping.currentSmoothing = Mathf.MoveTowards(data.orbitPositionDamping.currentSmoothing, data.orbitPositionDamping.smoothing, easing.orbitPositionDamping.easing * Time.deltaTime);
|
||||
data.orbitTargetOffset.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
|
||||
data.axisLookGainX.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.axisLookGainY.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
|
||||
data.orbitFollowTopHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.orbitFollowTopRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.orbitFollowCenterHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.orbitFollowCenterRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.orbitFollowBottomHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.orbitFollowBottomRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
|
||||
data.rotationComposerScreenPos.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
data.cameraOffsetOffset.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
|
||||
}
|
||||
|
||||
void ProcessCameraValues(){
|
||||
main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
|
||||
values.mainFieldOfView.targetValue, ref values.mainFieldOfView.velocityRef,
|
||||
values.mainFieldOfView.smoothing);
|
||||
data.mainFieldOfView.value, ref data.mainFieldOfView.refVel,
|
||||
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,
|
||||
values.axisLookGainX.targetValue, ref values.axisLookGainX.velocityRef,
|
||||
values.axisLookGainX.smoothing);
|
||||
data.axisLookGainX.value, ref data.axisLookGainX.refVel,
|
||||
data.axisLookGainX.smoothing);
|
||||
|
||||
axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain,
|
||||
values.axisLookGainY.targetValue, ref values.axisLookGainY.velocityRef,
|
||||
values.axisLookGainY.smoothing);
|
||||
data.axisLookGainY.value, ref data.axisLookGainY.refVel,
|
||||
data.axisLookGainY.smoothing);
|
||||
|
||||
orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset,
|
||||
values.orbitTargetOffset.targetValue, ref values.orbitTargetOffset.velocityRefV3,
|
||||
values.orbitTargetOffset.smoothing);
|
||||
data.orbitTargetOffset.value, ref data.orbitTargetOffset.refVel,
|
||||
data.orbitTargetOffset.smoothing);
|
||||
|
||||
orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping,
|
||||
values.orbitPositionDamping.targetValue, ref values.orbitPositionDamping.velocityRefV3,
|
||||
values.orbitPositionDamping.smoothing);
|
||||
data.orbitPositionDamping.value, ref data.orbitPositionDamping.refVel,
|
||||
data.orbitPositionDamping.smoothing);
|
||||
|
||||
orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height,
|
||||
values.orbitFollowTopHeight.targetValue, ref values.orbitFollowTopHeight.velocityRef,
|
||||
values.orbitFollowTopHeight.smoothing);
|
||||
data.orbitFollowTopHeight.value, ref data.orbitFollowTopHeight.refVel,
|
||||
data.orbitFollowTopHeight.smoothing);
|
||||
|
||||
orbit.Orbits.Top.Radius = Mathf.SmoothDamp(orbit.Orbits.Top.Radius,
|
||||
values.orbitFollowTopRadius.targetValue, ref values.orbitFollowTopRadius.velocityRef,
|
||||
values.orbitFollowTopRadius.smoothing);
|
||||
data.orbitFollowTopRadius.value, ref data.orbitFollowTopRadius.refVel,
|
||||
data.orbitFollowTopRadius.smoothing);
|
||||
|
||||
orbit.Orbits.Center.Height = Mathf.SmoothDamp(orbit.Orbits.Center.Height,
|
||||
values.orbitFollowCenterHeight.targetValue, ref values.orbitFollowCenterHeight.velocityRef,
|
||||
values.orbitFollowCenterHeight.smoothing);
|
||||
data.orbitFollowCenterHeight.value, ref data.orbitFollowCenterHeight.refVel,
|
||||
data.orbitFollowCenterHeight.smoothing);
|
||||
|
||||
orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
|
||||
values.orbitFollowCenterRadius.targetValue, ref values.orbitFollowCenterRadius.velocityRef,
|
||||
values.orbitFollowCenterRadius.smoothing);
|
||||
data.orbitFollowCenterRadius.value, ref data.orbitFollowCenterRadius.refVel,
|
||||
data.orbitFollowCenterRadius.smoothing);
|
||||
|
||||
orbit.Orbits.Bottom.Height = Mathf.SmoothDamp(orbit.Orbits.Bottom.Height,
|
||||
values.orbitFollowBottomHeight.targetValue, ref values.orbitFollowBottomHeight.velocityRef,
|
||||
values.orbitFollowBottomHeight.smoothing);
|
||||
data.orbitFollowBottomHeight.value, ref data.orbitFollowBottomHeight.refVel,
|
||||
data.orbitFollowBottomHeight.smoothing);
|
||||
|
||||
orbit.Orbits.Bottom.Radius = Mathf.SmoothDamp(orbit.Orbits.Bottom.Radius,
|
||||
values.orbitFollowBottomRadius.targetValue, ref values.orbitFollowBottomRadius.velocityRef,
|
||||
values.orbitFollowBottomRadius.smoothing);
|
||||
data.orbitFollowBottomRadius.value, ref data.orbitFollowBottomRadius.refVel,
|
||||
data.orbitFollowBottomRadius.smoothing);
|
||||
|
||||
rotComp.Composition.ScreenPosition = Vector2.SmoothDamp(rotComp.Composition.ScreenPosition,
|
||||
values.rotationComposerScreenPos.targetValue, ref values.rotationComposerScreenPos.velocityRefV2,
|
||||
values.rotationComposerScreenPos.smoothing);
|
||||
data.rotationComposerScreenPos.value, ref data.rotationComposerScreenPos.refVel,
|
||||
data.rotationComposerScreenPos.smoothing);
|
||||
|
||||
offset.Offset = Vector3.SmoothDamp(offset.Offset,
|
||||
values.cameraOffsetOffset.targetValue, ref values.cameraOffsetOffset.velocityRefV3,
|
||||
values.cameraOffsetOffset.smoothing);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Update(){
|
||||
ProcessCameraValues();
|
||||
data.cameraOffsetOffset.value, ref data.cameraOffsetOffset.refVel,
|
||||
data.cameraOffsetOffset.smoothing);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
using System;
|
||||
using NUnit.Framework.Internal;
|
||||
using UnityEngine;
|
||||
using ParadoxNotion.Design;
|
||||
using PlasticPipe.PlasticProtocol.Messages;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine.Serialization;
|
||||
using Quaternion = UnityEngine.Quaternion;
|
||||
|
||||
public enum PlayerFacingDirection{
|
||||
TowardsTarget = 0,
|
||||
@@ -26,7 +24,6 @@ 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;
|
||||
|
||||
@@ -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 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;
|
||||
// Movement Data
|
||||
[ShowInInspector, PropertyOrder(2)] public UnitMovementData data = new();
|
||||
[ShowInInspector, PropertyOrder(2)] public UnitMovementData smoothing = new();
|
||||
[ShowInInspector, PropertyOrder(2)] public UnitMovementData easing = new();
|
||||
|
||||
private bool relativeToCamera;
|
||||
|
||||
[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
|
||||
@@ -295,10 +321,6 @@ namespace Reset.Units{
|
||||
DoMovement(outputMoveDirection, outputSpeed, data.gravityScale);
|
||||
}
|
||||
|
||||
public void DisableNextMoveCall(){
|
||||
moveCallDisabledNextFrame = true;
|
||||
}
|
||||
|
||||
// Custom move from input
|
||||
public void DoMovement(Vector3 moveDir, float speed, float gravityScale){
|
||||
// Debug.Log($"moveDir: {moveDir}, agent velocity: {transform.InverseTransformDirection(controller.velocity.normalized)}");
|
||||
|
||||
Reference in New Issue
Block a user