maint: renamed player folder to units to match namespaces. added unit class as well.
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326
Assets/Scripts/Units/UnitMovementHandler.cs
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326
Assets/Scripts/Units/UnitMovementHandler.cs
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using System.Collections.Generic;
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using UnityEngine;
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using Reset.Core.Tools;
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using Sirenix.OdinInspector;
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namespace Reset.Units{
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public class UnitMovementHandler : MonoBehaviour{
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[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
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public ResolvedMovement resolvedMovement;
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// SmoothDamp Velocities
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private Vector2 refVelocityDirectionChangingHardness;
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// Smoothing Values
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private float directionChangeDotLerp;
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private Vector3 moveSmoothVelocityRef;
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private float gravitySmoothVelocityRef;
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// References
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private CharacterController controller;
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private PlayerControls controls;
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private LockOnManager lockOnManager;
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// Movement Data
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[ShowInInspector, PropertyOrder(2), FoldoutGroup("Movement Data", expanded: true), InlineProperty, HideLabel] public UnitMovementData data = new();
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// Other
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public Vector3 specifiedRotation; // Used for locking a specific direction
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void Awake(){
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controller = GetComponent<CharacterController>();
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controls = GetComponent<PlayerControls>();
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lockOnManager = GetComponent<LockOnManager>();
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InitAllSettings();
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}
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void Start(){
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resolvedMovement = new ResolvedMovement{
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moveDirection = new ResolvedMovement.MoveDirection(transform)
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};
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}
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void Update(){
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SmoothAllSettings();
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UpdateCurrentDirection();
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UpdateCurrentGravity();
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UpdateCurrentSpeed();
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UpdateCurrentRotation();
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// Apply movement
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DoMovement(resolvedMovement.moveDirection.World, resolvedMovement.gravity, resolvedMovement.moveSpeed, data.gravityScale.Value);
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DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (Local)", resolvedMovement.moveDirection.Local);
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DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World);
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}
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// Update the direction, called every frame
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private void UpdateCurrentDirection(){
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// Get input value
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Vector2 targetDirection = new Vector2(controls.rawMoveInput.x, controls.rawMoveInput.y);
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// Rotate input by camera rotation (instead of rotating the output direction by camera rotation)
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targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
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// Deadzone
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if (targetDirection.magnitude < .08f) {
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targetDirection = Vector2.zero;
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}
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// Set Raw Direction (this is used by the camera later)
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resolvedMovement.moveDirection.RawWorld = targetDirection;
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// Get current direction
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Vector2 currentDirection = resolvedMovement.moveDirection.World;
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// Also need to find the dot value of the current input versus the current move direction
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float switchedDirection = Vector3.Dot(targetDirection, currentDirection);
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float switchedDirectionRemapped = Mathf.Lerp(0, 1, switchedDirection);
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directionChangeDotLerp = Mathf.Lerp(switchedDirection, switchedDirectionRemapped, data.directionSpinningHardness.Value * Time.deltaTime);
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DebugOverlayDrawer.ChangeValue("Movement", "Direction Change Dot", directionChangeDotLerp);
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// Smooth movement. Use deaccel smoothing if the input magnitude is lower, and accel smoothing if it's higher
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// Also checks when grounded to only use Slerp on the ground
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Vector3 slerpedValue;
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Vector2 lerpedValue;
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Vector2 newDirection;
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if (controller.isGrounded){
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slerpedValue = Vector3.Slerp(currentDirection, targetDirection, data.directionSpinningSpeed.Value * Time.deltaTime);
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lerpedValue = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * Time.deltaTime);
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newDirection = Vector2.Lerp(slerpedValue, lerpedValue, directionChangeDotLerp);
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} else {
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newDirection = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * data.airDirectionDecay.Value * Time.deltaTime);
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}
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// Commit the new direction
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resolvedMovement.moveDirection.World = newDirection;
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}
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// Update the speed, called every frame
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private void UpdateCurrentSpeed(){
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// ""Smooth"" the speed
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float smoothedSpeed;
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if (resolvedMovement.moveDirection.Local.magnitude < controls.rawMoveInput.magnitude) {
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smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, data.moveSpeed.Value, data.acceleration.Value * Time.deltaTime);
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} else {
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smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, 0f, data.deacceleration.Value * Time.deltaTime);
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}
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// Commit the speed
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resolvedMovement.moveSpeed = smoothedSpeed;
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DebugOverlayDrawer.ChangeValue("Movement", "Resolved Speed", resolvedMovement.moveSpeed);
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}
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// Update the gravity, called every frame
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// NOTE: most gravity interactions, like when grounded or not, is now handled by the state machine
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private void UpdateCurrentGravity(){
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// Accelerate gravity
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if (!controller.isGrounded){
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resolvedMovement.gravity -= data.gravityAcceleration.Value * Time.deltaTime;
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}
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// Create the final gravity value
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float gravityMoveDirection = Physics.gravity.y * resolvedMovement.gravity;
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}
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// Update the rotation, called every frame
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private void UpdateCurrentRotation(){
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// Get input value
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Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
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Quaternion targetRotation = Quaternion.identity;
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// Switch the desired rotation based on current movement setting
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switch (data.facingDirection.Value) {
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// Just look at target
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case PlayerFacingDirection.TowardsTarget:
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// Look directly at the target
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if (lockOnManager.mainTarget == null) {
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Debug.LogError("Trying to rotate towards a target but there is no target. Not setting a rotation");
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targetRotation = transform.rotation;
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break;
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}
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targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
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break;
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case PlayerFacingDirection.Momentum:
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// Look towards the current direction the agent is moving
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if (inputMovement.magnitude > .05f){
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targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up);
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}
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break;
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case PlayerFacingDirection.MatchInput:
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// Look towards the input direction- similar to Momentum but snappier
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if (controls.rawMoveInput.magnitude < 0.05f) { break; }
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targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
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break;
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case PlayerFacingDirection.MatchCamera:
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// Look the same direction as the camera
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targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
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break;
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case PlayerFacingDirection.Static:
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// Don't change
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targetRotation = resolvedMovement.rotation;
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break;
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}
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DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
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// Add the current input into the created rotation
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if (inputMovement.magnitude > .05) {
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resolvedMovement.rotation = targetRotation;
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} else if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera) {
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resolvedMovement.rotation = targetRotation;
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}
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// Apply rotation to the character
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transform.rotation = Quaternion.Slerp(transform.rotation, resolvedMovement.rotation, data.rotationSpeed.Value * Time.deltaTime).Flatten(0, null, 0);
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}
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// Custom move from input
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private void DoMovement(Vector2 moveDir, float gravDir, float speed, float gravityScale){
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// Seperate the different move directions. Additonal becomes it's own because it needs to be added independently of the other two
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Vector2 moveXZDir = moveDir;
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float moveYDir = gravDir;
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// Add their related speeds
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moveXZDir *= speed * Time.deltaTime;
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moveYDir *= data.gravityScale.Value * Time.deltaTime;
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// Construct the direction and move
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Vector3 finalDir = new Vector3(moveXZDir.x, moveYDir, moveXZDir.y);
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controller.Move(finalDir);
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}
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// Setting absolute to true will cause the current gravity to snap to the new gravity value.
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// Keeping it false will make it apply additively to the current gravity. Both options use relativty for linear interpolation.
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public void SetNewGravity(float value, float relativity, bool absolute){ // new
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if (absolute){
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resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, value, relativity);
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} else {
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resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, resolvedMovement.gravity + value, relativity);
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}
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}
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public void SetNewDirection(Vector2 value, float relativity, bool absolute, Vector2 relativeTo = default, bool relativeToRotation = true){ // new
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Vector2 relativeValue;
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if (relativeToRotation){
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relativeValue = (Quaternion.LookRotation(relativeTo.ToVector3()) * value.ToVector3()).ToVector2();
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} else {
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relativeValue = relativeTo + value;
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}
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if (absolute){
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resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, relativeValue, relativity);
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} else {
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resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, resolvedMovement.moveDirection.World + relativeValue, relativity);
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}
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Debug.Log(resolvedMovement.moveDirection.World);
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}
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public void SetNewRawDirection(Vector2 value, float relativity, bool absolute, Vector2 relativeTo = default){ // new
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Vector2 relativeValue = relativeTo + value;
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if (absolute){
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resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, relativeValue, relativity);
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} else {
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resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, resolvedMovement.moveDirection.RawWorld + relativeValue, relativity);
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}
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}
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public void SetNewSpeed(float value, float relativity, bool absolute, float relativeTo = Mathf.Infinity){ // new
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if (absolute){
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resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, value, relativity);
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} else {
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resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, resolvedMovement.moveSpeed + value, relativity);
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}
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}
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public void SetNewRotation(Vector3 value, float relativity, bool absolute, Vector3 relativeTo = default){ // new
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Quaternion valueAsQuaternion = Quaternion.LookRotation(value);
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if (relativeTo != default) {
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valueAsQuaternion = Quaternion.LookRotation(relativeTo) * valueAsQuaternion;
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}
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if (absolute){
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resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, valueAsQuaternion, relativity);
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} else {
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resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * valueAsQuaternion, relativity);
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}
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}
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public void SetSpecifiedRotation(Vector3 inputRotation){
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specifiedRotation = inputRotation;
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}
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public Vector2 GetResolvedDirection(){
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return resolvedMovement.moveDirection.World;
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}
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public Vector3 GetResolvedDirectionVector3(){
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return resolvedMovement.moveDirection.World.ToVector3();
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}
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public float GetResolvedSpeed(){
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return resolvedMovement.moveSpeed;
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}
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public float GetResolvedGravity(){
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return resolvedMovement.gravity;
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}
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public Quaternion GetResolvedRotation(){
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return resolvedMovement.rotation;
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}
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[Button("Initialize Settings", ButtonHeight = 30), PropertySpace(10,5 )]
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void InitAllSettings(){
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var settingsList = data.GetAllSettings();
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foreach (IResettableSettingValue value in settingsList) {
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value.Initialize();
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value.Verify();
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}
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}
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void SmoothAllSettings(){
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var settingsList = data.GetAllSettings();
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foreach (IResettableSettingValue value in settingsList) {
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value.SmoothAndEase();
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}
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}
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public void AddToCurrentDirection(Vector3 inputDirection, float power){ // Old
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Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
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}
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public void SmoothToSpeed(float desiredSpeed, float smoothing){ // Old
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Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
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}
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public void SetNewDirection(Vector3 inputDirection){ // NOTE: If smoothing desired add a default bool for smoothing maybe? // Old
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Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
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}
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public void SetNewGravity(float value){
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Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
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}
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public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old
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Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
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}
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}
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}
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