change: more alterations to the new movement and settingvalue system
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@@ -42,23 +42,23 @@ namespace NodeCanvas.Tasks.Actions {
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.value, ref CameraSettingsProcessor.original.orbitFollowTopRadius.value);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.value, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.value);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.value, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.value);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowTopRadius.targetValue);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.targetValue);
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OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.targetValue);
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Vector3ValueGroup.UpdateValue(cameraOffset, ref CameraSettingsProcessor.data.cameraOffsetOffset.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
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Vector3ValueGroup.UpdateValue(cameraOffset, ref CameraSettingsProcessor.data.cameraOffsetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
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Vector3ValueGroup.UpdateValue(orbitPositionDamping, ref CameraSettingsProcessor.data.orbitPositionDamping.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
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Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
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Vector3ValueGroup.UpdateValue(orbitPositionDamping, ref CameraSettingsProcessor.data.orbitPositionDamping.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
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Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
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Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.value, ref CameraSettingsProcessor.original.rotationComposerScreenPos.value);
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FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.value, ref CameraSettingsProcessor.original.mainFieldOfView.value);
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Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.targetValue, ref CameraSettingsProcessor.original.rotationComposerScreenPos.targetValue);
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FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.targetValue, ref CameraSettingsProcessor.original.mainFieldOfView.targetValue);
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FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.value, ref CameraSettingsProcessor.original.axisLookGainX.value);
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FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.value, ref CameraSettingsProcessor.original.axisLookGainY.value);
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FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.targetValue, ref CameraSettingsProcessor.original.axisLookGainX.targetValue);
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FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.targetValue, ref CameraSettingsProcessor.original.axisLookGainY.targetValue);
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BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.value, ref CameraSettingsProcessor.original.axisLookEnabledX.value);
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BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.value, ref CameraSettingsProcessor.original.axisLookEnabledY.value);
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BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledX.targetValue);
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BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledY.targetValue);
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EndAction(true);
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}
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@@ -16,12 +16,11 @@ namespace Reset.Core {
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public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing");
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[ParadoxNotion.Design.Header("Direction")]
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public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay");
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public FloatValueGroup accelerationSmoothing = new (newLabel: "Acceleration Smoothing");
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public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing");
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// public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve"); // Currently unused, may return
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// Jumping
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[ParadoxNotion.Design.Header("Jumping")]
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@@ -18,6 +18,8 @@ namespace Reset.Units {
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[SliderField(0,1)]
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public float addInputPriorty;
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public FloatValueGroup directionSmoothing = new FloatValueGroup("Direction Smoothing");
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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@@ -33,26 +33,18 @@ namespace Reset.Units {
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// ValueGroup.ChangeSmoothingEasing(jumpPower, ref agent.data.jumpPower.currentSmoothing,
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// ref agent.data.jumpPower.easing, ref agent.defaultData.jumpPower.smoothing, ref agent.defaultData.jumpPower.easing);
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FloatValueGroup.UpdateValue(jumpPowerDecay, ref agent.data.jumpPowerDecay.value, ref agent.defaultData.jumpPowerDecay.value);
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ValueGroup.ChangeSmoothingEasing(jumpPowerDecay, ref agent.data.jumpPowerDecay.currentSmoothing,
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ref agent.data.jumpPowerDecay.easing, ref agent.defaultData.jumpPowerDecay.smoothing, ref agent.defaultData.jumpPowerDecay.easing);
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FloatValueGroup.UpdateValue(jumpPowerDecay, agent.data.jumpPowerDecay);
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// Deprecated by SetNewGravity
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// FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower.value, ref agent.defaultData.gravityPower.value);
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// ValueGroup.ChangeSmoothingEasing(gravityPower, ref agent.data.gravityPower.currentSmoothing,
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// ref agent.data.gravityPower.easing, ref agent.defaultData.gravityPower.smoothing, ref agent.defaultData.gravityPower.easing);
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FloatValueGroup.UpdateValue(gravityMax, ref agent.data.gravityMax.value, ref agent.defaultData.gravityMax.value);
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ValueGroup.ChangeSmoothingEasing(gravityMax, ref agent.data.gravityMax.currentSmoothing,
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ref agent.data.gravityMax.easing, ref agent.defaultData.gravityMax.smoothing, ref agent.defaultData.gravityMax.easing);
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FloatValueGroup.UpdateValue(gravityMax, agent.data.gravityMax);
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FloatValueGroup.UpdateValue(gravityAcceleration, ref agent.data.gravityAcceleration.value, ref agent.defaultData.gravityAcceleration.value);
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ValueGroup.ChangeSmoothingEasing(gravityAcceleration, ref agent.data.gravityAcceleration.currentSmoothing,
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ref agent.data.gravityAcceleration.easing, ref agent.defaultData.gravityAcceleration.smoothing, ref agent.defaultData.gravityAcceleration.easing);
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FloatValueGroup.UpdateValue(gravityAcceleration, agent.data.gravityAcceleration);
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FloatValueGroup.UpdateValue(gravityScale, ref agent.data.gravityScale.value, ref agent.defaultData.gravityScale.value);
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ValueGroup.ChangeSmoothingEasing(gravityScale, ref agent.data.gravityScale.currentSmoothing,
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ref agent.data.gravityScale.easing, ref agent.defaultData.gravityScale.smoothing, ref agent.defaultData.gravityScale.easing);
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FloatValueGroup.UpdateValue(gravityScale, agent.data.gravityScale);
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}
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//Called once per frame while the action is active.
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@@ -1,12 +1,17 @@
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Reset.Core;
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using UnityEngine;
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namespace Reset.Units {
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[Category("Reset/Movement")]
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public class ChangeMoveSpeedSettings : ActionTask<UnitMovementHandler> {
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[SerializeField] public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
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[SerializeField] public FloatValueGroup acceleration = new (newLabel: "Acceleration");
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[SerializeField] public FloatValueGroup deacceleration = new (newLabel: "Deacceleration");
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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@@ -17,6 +22,19 @@ namespace Reset.Units {
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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FloatValueGroup.UpdateValue(moveSpeed, ref agent.data.moveSpeed.targetValue, ref agent.data.moveSpeed.defaultValue);
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ValueGroup.ChangeSmoothingEasing(moveSpeed, ref agent.data.moveSpeed.targetSmoothing,
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ref agent.data.moveSpeed.targetEasing, ref agent.data.moveSpeed.defaultSmoothing, ref agent.data.moveSpeed.defaultEasing);
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FloatValueGroup.UpdateValue(acceleration, ref agent.data.acceleration.targetValue, ref agent.data.acceleration.defaultValue);
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ValueGroup.ChangeSmoothingEasing(acceleration, ref agent.data.acceleration.targetSmoothing,
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ref agent.data.acceleration.targetEasing, ref agent.data.acceleration.defaultSmoothing, ref agent.data.acceleration.defaultEasing);
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FloatValueGroup.UpdateValue(deacceleration, ref agent.data.deacceleration.targetValue, ref agent.data.deacceleration.defaultValue);
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ValueGroup.ChangeSmoothingEasing(deacceleration, ref agent.data.deacceleration.targetSmoothing,
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ref agent.data.deacceleration.targetEasing, ref agent.data.deacceleration.defaultSmoothing, ref agent.data.deacceleration.defaultEasing);
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EndAction(true);
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}
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@@ -2,6 +2,7 @@ using System;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Reset.Movement;
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using Reset.Units;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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