change: more alterations to the new movement and settingvalue system
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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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