fixed: various movement and air control fixes and tweaks, various clean up
This commit is contained in:
@@ -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) {
|
||||
|
||||
Reference in New Issue
Block a user