fixed: various movement and air control fixes and tweaks, various clean up
This commit is contained in:
@@ -19,8 +19,6 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
[SliderField(0, 1)]
|
||||
public BBParameter<float> standStillJumpStrength;
|
||||
|
||||
|
||||
|
||||
[Tooltip("Determines how much current movement vectors into jump direction")]
|
||||
[SliderField(0, 1)]
|
||||
public BBParameter<float> currentVelocityInheritence;
|
||||
|
||||
@@ -3,16 +3,13 @@ using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
using Reset.Player.Movement;
|
||||
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class CalculateAirMovement : ActionTask<Transform>{
|
||||
public BBParameter<Vector3> airMoveDirection;
|
||||
public BBParameter<Vector3> groundMoveDirection;
|
||||
public BBParameter<Vector3> groundMoveDirection; // Unused on 7/29/25, delete if still unusued later
|
||||
|
||||
public BBParameter<PlayerFacingDirection> playerFacingDirection;
|
||||
|
||||
private float airControlPower = 1f;
|
||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
@@ -25,7 +22,7 @@ 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(){
|
||||
|
||||
airControlPower = 1f;
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
@@ -34,7 +31,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
airMoveDirection.value = Vector3.Lerp(airMoveDirection.value, Vector3.zero, .7f * Time.deltaTime);
|
||||
|
||||
// Decay Air Control power
|
||||
airControlPower = Mathf.Lerp(airControlPower, 0f, 3f * Time.deltaTime);
|
||||
airControlPower = Mathf.Lerp(airControlPower, 0f, 2f * Time.deltaTime);
|
||||
|
||||
// Add air control
|
||||
Vector3 inputVector3 = new(agent.GetComponent<PlayerControls>().rawMoveInput.x, 0f, agent.GetComponent<PlayerControls>().rawMoveInput.y);
|
||||
@@ -47,7 +44,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
groundMoveDirection.value = agent.GetComponent<CharacterController>().velocity;
|
||||
// groundMoveDirection.value = agent.GetComponent<CharacterController>().velocity;
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
|
||||
@@ -66,7 +66,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
break;
|
||||
case TransformProperty.Rotation:
|
||||
// agent.transform = Quaternion.Euler(relativeValue.value + targetValue.value);
|
||||
agent.transform.rotation = Quaternion.LookRotation(relativeValue.value) * Quaternion.Euler(targetValue.value);
|
||||
break;
|
||||
case TransformProperty.Scale:
|
||||
break;
|
||||
@@ -99,7 +99,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
break;
|
||||
case TransformProperty.Rotation:
|
||||
agent.transform.rotation = Quaternion.Euler(relativeValue.value + targetValue.value);
|
||||
agent.transform.rotation = Quaternion.Euler(relativeValue.value) * Quaternion.Euler(targetValue.value);
|
||||
break;
|
||||
case TransformProperty.Scale:
|
||||
break;
|
||||
|
||||
@@ -44,6 +44,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
private float currentRotSpeed;
|
||||
private float lastLookMagnitude;
|
||||
private Quaternion targetRotation;
|
||||
private Vector3 currentMoveDir;
|
||||
|
||||
// References
|
||||
private PlayerControls controls;
|
||||
@@ -56,7 +57,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
// Append the late update method to actually happen on late update
|
||||
MonoManager.current.onLateUpdate += LateUpdate;
|
||||
|
||||
// What
|
||||
// Set ingitial rotation power
|
||||
currentRotSpeed = rotationSpeed.value;
|
||||
|
||||
// Reference to controls
|
||||
@@ -68,8 +69,8 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
//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() {
|
||||
|
||||
protected override void OnExecute(){
|
||||
currentMoveDir = groundMoveDirection.value;
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
@@ -92,8 +93,12 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
if (controls.rawMoveInput.magnitude == 0) { break; }
|
||||
|
||||
// Set desired rotation to input direction, with respect to camera rotation
|
||||
targetRotation = Quaternion.LookRotation(new Vector3(controls.rawMoveInput.x, 0, controls.rawMoveInput.y)) *
|
||||
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
|
||||
if (agent.isGrounded){
|
||||
targetRotation = Quaternion.LookRotation(currentMoveDir) *
|
||||
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
|
||||
} else {
|
||||
targetRotation = Quaternion.LookRotation(airMoveDirection.value);
|
||||
}
|
||||
break;
|
||||
case PlayerFacingDirection.MatchCamera:
|
||||
// Craft a new rotation that flattens the camera's rotation to the ground
|
||||
@@ -108,10 +113,13 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
// Construct move direction
|
||||
Vector3 finalMoveDir = Vector3.zero;
|
||||
Vector3 gravityMoveDirection;
|
||||
|
||||
// Change how input is managed based on facing state
|
||||
currentMoveDir = Vector3.Slerp(currentMoveDir, groundMoveDirection.value, currentRotSpeed * Time.deltaTime);
|
||||
|
||||
// Add input movement
|
||||
if (agent.isGrounded){
|
||||
finalMoveDir += groundMoveDirection.value + Vector3.down * .03f;
|
||||
finalMoveDir += currentMoveDir + Vector3.down * .03f;
|
||||
gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.3f), 0f);
|
||||
} else {
|
||||
finalMoveDir += airMoveDirection.value;
|
||||
@@ -131,7 +139,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
}
|
||||
|
||||
// Set final rotation
|
||||
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime);
|
||||
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime).Flatten(0, null, 0);
|
||||
|
||||
// ???? Moved this above but don't remember if this needs to be here still
|
||||
if (agent.isGrounded) {
|
||||
|
||||
@@ -113,6 +113,8 @@ public class CameraSettingsProcessor : MonoBehaviour{
|
||||
values.orbitFollowCenterHeight.targetValue, ref values.orbitFollowCenterHeight.velocityRef,
|
||||
values.orbitFollowCenterHeight.smoothing);
|
||||
|
||||
|
||||
|
||||
orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
|
||||
values.orbitFollowCenterRadius.targetValue, ref values.orbitFollowCenterRadius.velocityRef,
|
||||
values.orbitFollowCenterRadius.smoothing);
|
||||
|
||||
Reference in New Issue
Block a user