change: more alterations to the new movement and settingvalue system

This commit is contained in:
Chris
2025-09-22 14:24:50 -04:00
parent d4231d4f38
commit b21adf93e2
18 changed files with 399 additions and 333 deletions

File diff suppressed because one or more lines are too long

View File

@@ -225,9 +225,9 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
value: 6
smoothing: 1
deacceleration:
value: 1
smoothing: 7.46
easing: 2
currentSmoothing: 0
currentValue: 0
@@ -239,6 +239,13 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
softening:
value: 5
smoothing: 1
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 10
smoothing: 10
@@ -319,7 +326,7 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
deacceleration:
value: 0
smoothing: 1
easing: 2
@@ -333,6 +340,13 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
softening:
value: 0
smoothing: 10
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 0
smoothing: 10
@@ -413,7 +427,7 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
deacceleration:
value: 0
smoothing: 1
easing: 2
@@ -427,6 +441,13 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
softening:
value: 0
smoothing: 10
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 0
smoothing: 10
@@ -507,7 +528,7 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
deacceleration:
value: 0
smoothing: 1
easing: 2
@@ -521,6 +542,13 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
softening:
value: 0
smoothing: 10
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 0
smoothing: 10
@@ -601,7 +629,7 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
deacceleration:
value: 0
smoothing: 1
easing: 2
@@ -615,6 +643,13 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
softening:
value: 0
smoothing: 10
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 0
smoothing: 10
@@ -695,7 +730,7 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
deaccerlation:
deacceleration:
value: 0
smoothing: 1
easing: 2
@@ -709,6 +744,13 @@ MonoBehaviour:
currentSmoothing: 0
currentValue: 0
refVel: 0
softening:
value: 0
smoothing: 10
easing: 2
currentSmoothing: 0
currentValue: 0
refVel: 0
moveSpeed:
value: 0
smoothing: 10

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@@ -42,23 +42,23 @@ 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(){
OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.value, ref CameraSettingsProcessor.original.orbitFollowTopRadius.value);
OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.value, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.value);
OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.value, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.value);
OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowTopRadius.targetValue);
OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.targetValue);
OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.targetValue);
Vector3ValueGroup.UpdateValue(cameraOffset, ref CameraSettingsProcessor.data.cameraOffsetOffset.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
Vector3ValueGroup.UpdateValue(cameraOffset, ref CameraSettingsProcessor.data.cameraOffsetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
Vector3ValueGroup.UpdateValue(orbitPositionDamping, ref CameraSettingsProcessor.data.orbitPositionDamping.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.value, ref CameraSettingsProcessor.original.cameraOffsetOffset.value);
Vector3ValueGroup.UpdateValue(orbitPositionDamping, ref CameraSettingsProcessor.data.orbitPositionDamping.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue);
Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.value, ref CameraSettingsProcessor.original.rotationComposerScreenPos.value);
FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.value, ref CameraSettingsProcessor.original.mainFieldOfView.value);
Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.targetValue, ref CameraSettingsProcessor.original.rotationComposerScreenPos.targetValue);
FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.targetValue, ref CameraSettingsProcessor.original.mainFieldOfView.targetValue);
FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.value, ref CameraSettingsProcessor.original.axisLookGainX.value);
FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.value, ref CameraSettingsProcessor.original.axisLookGainY.value);
FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.targetValue, ref CameraSettingsProcessor.original.axisLookGainX.targetValue);
FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.targetValue, ref CameraSettingsProcessor.original.axisLookGainY.targetValue);
BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.value, ref CameraSettingsProcessor.original.axisLookEnabledX.value);
BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.value, ref CameraSettingsProcessor.original.axisLookEnabledY.value);
BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledX.targetValue);
BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledY.targetValue);
EndAction(true);
}

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@@ -16,13 +16,12 @@ namespace Reset.Core {
public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing");
[ParadoxNotion.Design.Header("Direction")]
public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay");
public FloatValueGroup accelerationSmoothing = new (newLabel: "Acceleration Smoothing");
public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing");
// public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve"); // Currently unused, may return
// Jumping
[ParadoxNotion.Design.Header("Jumping")]
public FloatValueGroup jumpPower = new (newLabel: "Jump Power");

View File

@@ -18,6 +18,8 @@ namespace Reset.Units {
[SliderField(0,1)]
public float addInputPriorty;
public FloatValueGroup directionSmoothing = new FloatValueGroup("Direction Smoothing");
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {

View File

@@ -33,26 +33,18 @@ namespace Reset.Units {
// ValueGroup.ChangeSmoothingEasing(jumpPower, ref agent.data.jumpPower.currentSmoothing,
// ref agent.data.jumpPower.easing, ref agent.defaultData.jumpPower.smoothing, ref agent.defaultData.jumpPower.easing);
FloatValueGroup.UpdateValue(jumpPowerDecay, ref agent.data.jumpPowerDecay.value, ref agent.defaultData.jumpPowerDecay.value);
ValueGroup.ChangeSmoothingEasing(jumpPowerDecay, ref agent.data.jumpPowerDecay.currentSmoothing,
ref agent.data.jumpPowerDecay.easing, ref agent.defaultData.jumpPowerDecay.smoothing, ref agent.defaultData.jumpPowerDecay.easing);
FloatValueGroup.UpdateValue(jumpPowerDecay, agent.data.jumpPowerDecay);
// Deprecated by SetNewGravity
// FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower.value, ref agent.defaultData.gravityPower.value);
// ValueGroup.ChangeSmoothingEasing(gravityPower, ref agent.data.gravityPower.currentSmoothing,
// ref agent.data.gravityPower.easing, ref agent.defaultData.gravityPower.smoothing, ref agent.defaultData.gravityPower.easing);
FloatValueGroup.UpdateValue(gravityMax, ref agent.data.gravityMax.value, ref agent.defaultData.gravityMax.value);
ValueGroup.ChangeSmoothingEasing(gravityMax, ref agent.data.gravityMax.currentSmoothing,
ref agent.data.gravityMax.easing, ref agent.defaultData.gravityMax.smoothing, ref agent.defaultData.gravityMax.easing);
FloatValueGroup.UpdateValue(gravityMax, agent.data.gravityMax);
FloatValueGroup.UpdateValue(gravityAcceleration, ref agent.data.gravityAcceleration.value, ref agent.defaultData.gravityAcceleration.value);
ValueGroup.ChangeSmoothingEasing(gravityAcceleration, ref agent.data.gravityAcceleration.currentSmoothing,
ref agent.data.gravityAcceleration.easing, ref agent.defaultData.gravityAcceleration.smoothing, ref agent.defaultData.gravityAcceleration.easing);
FloatValueGroup.UpdateValue(gravityAcceleration, agent.data.gravityAcceleration);
FloatValueGroup.UpdateValue(gravityScale, ref agent.data.gravityScale.value, ref agent.defaultData.gravityScale.value);
ValueGroup.ChangeSmoothingEasing(gravityScale, ref agent.data.gravityScale.currentSmoothing,
ref agent.data.gravityScale.easing, ref agent.defaultData.gravityScale.smoothing, ref agent.defaultData.gravityScale.easing);
FloatValueGroup.UpdateValue(gravityScale, agent.data.gravityScale);
}
//Called once per frame while the action is active.

View File

@@ -1,11 +1,16 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Core;
using UnityEngine;
namespace Reset.Units {
[Category("Reset/Movement")]
public class ChangeMoveSpeedSettings : ActionTask<UnitMovementHandler> {
[SerializeField] public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
[SerializeField] public FloatValueGroup acceleration = new (newLabel: "Acceleration");
[SerializeField] public FloatValueGroup deacceleration = new (newLabel: "Deacceleration");
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
@@ -17,6 +22,19 @@ namespace Reset.Units {
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
FloatValueGroup.UpdateValue(moveSpeed, ref agent.data.moveSpeed.targetValue, ref agent.data.moveSpeed.defaultValue);
ValueGroup.ChangeSmoothingEasing(moveSpeed, ref agent.data.moveSpeed.targetSmoothing,
ref agent.data.moveSpeed.targetEasing, ref agent.data.moveSpeed.defaultSmoothing, ref agent.data.moveSpeed.defaultEasing);
FloatValueGroup.UpdateValue(acceleration, ref agent.data.acceleration.targetValue, ref agent.data.acceleration.defaultValue);
ValueGroup.ChangeSmoothingEasing(acceleration, ref agent.data.acceleration.targetSmoothing,
ref agent.data.acceleration.targetEasing, ref agent.data.acceleration.defaultSmoothing, ref agent.data.acceleration.defaultEasing);
FloatValueGroup.UpdateValue(deacceleration, ref agent.data.deacceleration.targetValue, ref agent.data.deacceleration.defaultValue);
ValueGroup.ChangeSmoothingEasing(deacceleration, ref agent.data.deacceleration.targetSmoothing,
ref agent.data.deacceleration.targetEasing, ref agent.data.deacceleration.defaultSmoothing, ref agent.data.deacceleration.defaultEasing);
EndAction(true);
}

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@@ -2,6 +2,7 @@ using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Movement;
using Reset.Units;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {

View File

@@ -384,7 +384,25 @@ namespace Reset.Core{
Easing = new BBParameter<float>().value = 0f;
}
public static void UpdateValue(FloatValueGroup valueGroup, SettingValue<float> settingValue){
switch (valueGroup.changeValue.value) {
case ValueChangeAction.NewValue:
settingValue.Value = valueGroup.value.value;
break;
case ValueChangeAction.ResetValue:
settingValue.Value = settingValue.defaultValue;
break;
case ValueChangeAction.RelativeValue:
settingValue.Value += valueGroup.value.value;
break;
}
ValueGroup.ChangeSmoothingEasing(valueGroup, ref settingValue.targetSmoothing,
ref settingValue.targetEasing, ref settingValue.defaultEasing, ref settingValue.defaultSmoothing);
}
public static void UpdateValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
Debug.LogWarning("Deprecated call of UpdateValue(). Use the new one with only two arguments!");
switch (valueGroup.changeValue.value) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.value.value;

View File

@@ -69,111 +69,77 @@ public class CameraSettingsProcessor : MonoBehaviour{
axisCont = mainCamera.GetComponent<CinemachineInputAxisController>();
// Initialize camera settings values from current values
data.mainFieldOfView.value = main.Lens.FieldOfView;
data.mainFieldOfView.targetValue = main.Lens.FieldOfView;
data.orbitPositionDamping.value = orbit.TrackerSettings.PositionDamping;
data.orbitTargetOffset.value = orbit.TargetOffset;
data.orbitPositionDamping.targetValue = orbit.TrackerSettings.PositionDamping;
data.orbitTargetOffset.targetValue = orbit.TargetOffset;
data.axisLookEnabledX.value = axisCont.Controllers[0].Enabled;
data.axisLookEnabledY.value = axisCont.Controllers[1].Enabled;
data.axisLookEnabledX.targetValue = axisCont.Controllers[0].Enabled;
data.axisLookEnabledY.targetValue = axisCont.Controllers[1].Enabled;
data.axisLookGainX.value = axisCont.Controllers[0].Input.Gain;
data.axisLookGainY.value = axisCont.Controllers[1].Input.Gain;
data.axisLookGainX.targetValue = axisCont.Controllers[0].Input.Gain;
data.axisLookGainY.targetValue = axisCont.Controllers[1].Input.Gain;
data.orbitFollowTopHeight.value = orbit.Orbits.Top.Height;
data.orbitFollowTopRadius.value = orbit.Orbits.Top.Radius;
data.orbitFollowCenterHeight.value = orbit.Orbits.Center.Height;
data.orbitFollowCenterRadius.value = orbit.Orbits.Center.Radius;
data.orbitFollowBottomHeight.value = orbit.Orbits.Bottom.Height;
data.orbitFollowBottomRadius.value = orbit.Orbits.Bottom.Radius;
data.orbitFollowTopHeight.targetValue = orbit.Orbits.Top.Height;
data.orbitFollowTopRadius.targetValue = orbit.Orbits.Top.Radius;
data.orbitFollowCenterHeight.targetValue = orbit.Orbits.Center.Height;
data.orbitFollowCenterRadius.targetValue = orbit.Orbits.Center.Radius;
data.orbitFollowBottomHeight.targetValue = orbit.Orbits.Bottom.Height;
data.orbitFollowBottomRadius.targetValue = orbit.Orbits.Bottom.Radius;
data.rotationComposerScreenPos.value = rotComp.Composition.ScreenPosition;
data.cameraOffsetOffset.value = offset.Offset;
data.rotationComposerScreenPos.targetValue = rotComp.Composition.ScreenPosition;
data.cameraOffsetOffset.targetValue = offset.Offset;
// And copy to the original
original = (CameraSettingData)data.Clone();
}
void Update(){
EaseToNewSmoothingValues();
ProcessCameraValues();
// EaseToNewSmoothingValues();
// ProcessCameraValues();
}
void EaseToNewSmoothingValues(){
data.mainFieldOfView.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, data.mainFieldOfView.easing * Time.deltaTime);
data.mainFieldOfView.SmoothAndEase();
data.orbitPositionDamping.currentSmoothing = Mathf.MoveTowards(data.orbitPositionDamping.currentSmoothing, data.orbitPositionDamping.smoothing, easing.orbitPositionDamping.easing * Time.deltaTime);
data.orbitTargetOffset.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.orbitPositionDamping.SmoothAndEase();
data.orbitTargetOffset.SmoothAndEase();
data.axisLookGainX.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.axisLookGainY.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.axisLookGainX.SmoothAndEase();
data.axisLookGainY.SmoothAndEase();
data.orbitFollowTopHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.orbitFollowTopRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.orbitFollowCenterHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.orbitFollowCenterRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.orbitFollowBottomHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.orbitFollowBottomRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.orbitFollowTopHeight.SmoothAndEase();
data.orbitFollowTopRadius.SmoothAndEase();
data.orbitFollowCenterHeight.SmoothAndEase();
data.orbitFollowCenterRadius.SmoothAndEase();
data.orbitFollowBottomHeight.SmoothAndEase();
data.orbitFollowBottomRadius.SmoothAndEase();
data.rotationComposerScreenPos.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.cameraOffsetOffset.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
data.rotationComposerScreenPos.SmoothAndEase();
data.cameraOffsetOffset.SmoothAndEase();
}
void ProcessCameraValues(){
main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
data.mainFieldOfView.value, ref data.mainFieldOfView.refVel,
data.mainFieldOfView.smoothing);
main.Lens.FieldOfView = data.mainFieldOfView.Value;
axisCont.Controllers[0].Enabled = data.axisLookEnabledX.value;
axisCont.Controllers[0].Enabled = data.axisLookEnabledX.Value;
axisCont.Controllers[1].Enabled = data.axisLookEnabledY.Value;
axisCont.Controllers[1].Enabled = data.axisLookEnabledY.value;
axisCont.Controllers[0].Input.Gain = data.axisLookGainX.Value;
axisCont.Controllers[1].Input.Gain = data.axisLookGainY.Value;
axisCont.Controllers[0].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[0].Input.Gain,
data.axisLookGainX.value, ref data.axisLookGainX.refVel,
data.axisLookGainX.smoothing);
orbit.TrackerSettings.PositionDamping = data.orbitPositionDamping.Value;
orbit.TargetOffset = data.orbitTargetOffset.Value;
axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain,
data.axisLookGainY.value, ref data.axisLookGainY.refVel,
data.axisLookGainY.smoothing);
orbit.Orbits.Top.Height = data.orbitFollowTopHeight.Value;
orbit.Orbits.Top.Radius = data.orbitFollowTopRadius.Value;
orbit.Orbits.Center.Height = data.orbitFollowCenterHeight.Value;
orbit.Orbits.Center.Radius = data.orbitFollowCenterRadius.Value;
orbit.Orbits.Bottom.Height = data.orbitFollowBottomHeight.Value;
orbit.Orbits.Bottom.Radius = data.orbitFollowBottomRadius.Value;
orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset,
data.orbitTargetOffset.value, ref data.orbitTargetOffset.refVel,
data.orbitTargetOffset.smoothing);
rotComp.Composition.ScreenPosition = data.rotationComposerScreenPos.Value;
orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping,
data.orbitPositionDamping.value, ref data.orbitPositionDamping.refVel,
data.orbitPositionDamping.smoothing);
orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height,
data.orbitFollowTopHeight.value, ref data.orbitFollowTopHeight.refVel,
data.orbitFollowTopHeight.smoothing);
orbit.Orbits.Top.Radius = Mathf.SmoothDamp(orbit.Orbits.Top.Radius,
data.orbitFollowTopRadius.value, ref data.orbitFollowTopRadius.refVel,
data.orbitFollowTopRadius.smoothing);
orbit.Orbits.Center.Height = Mathf.SmoothDamp(orbit.Orbits.Center.Height,
data.orbitFollowCenterHeight.value, ref data.orbitFollowCenterHeight.refVel,
data.orbitFollowCenterHeight.smoothing);
orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
data.orbitFollowCenterRadius.value, ref data.orbitFollowCenterRadius.refVel,
data.orbitFollowCenterRadius.smoothing);
orbit.Orbits.Bottom.Height = Mathf.SmoothDamp(orbit.Orbits.Bottom.Height,
data.orbitFollowBottomHeight.value, ref data.orbitFollowBottomHeight.refVel,
data.orbitFollowBottomHeight.smoothing);
orbit.Orbits.Bottom.Radius = Mathf.SmoothDamp(orbit.Orbits.Bottom.Radius,
data.orbitFollowBottomRadius.value, ref data.orbitFollowBottomRadius.refVel,
data.orbitFollowBottomRadius.smoothing);
rotComp.Composition.ScreenPosition = Vector2.SmoothDamp(rotComp.Composition.ScreenPosition,
data.rotationComposerScreenPos.value, ref data.rotationComposerScreenPos.refVel,
data.rotationComposerScreenPos.smoothing);
offset.Offset = Vector3.SmoothDamp(offset.Offset,
data.cameraOffsetOffset.value, ref data.cameraOffsetOffset.refVel,
data.cameraOffsetOffset.smoothing);
offset.Offset = data.cameraOffsetOffset.Value;
}
}

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@@ -0,0 +1,10 @@
namespace Reset.Units{
public enum PlayerFacingDirection{
TowardsTarget = 0,
MatchForward,
MatchCamera,
Static,
Momentum,
SpecifiedDirection
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 81d909774c8e4b66be6e96fd13f9bff4
timeCreated: 1758478092

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@@ -0,0 +1,37 @@
using Sirenix.OdinInspector;
using UnityEngine;
namespace Reset.Units{
public class ResolvedMovement{
public struct MoveDirection{
private Transform owner;
private Vector2 _moveDir; // Always local
public Vector2 World{
get => owner.TransformDirection(_moveDir);
set{
_moveDir = owner.InverseTransformDirection(value);
}
}
public Vector2 Local{
get => _moveDir;
set {
_moveDir = value;
}
}
public MoveDirection(Transform ownerTransform){
owner = ownerTransform;
_moveDir = Vector2.zero;
}
}
[ShowInInspector] public MoveDirection moveDirection;
public float moveSpeed;
public Quaternion rotation;
public float rotationSpeed;
public float gravity;
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d663059052094322bff98f9ed2839fd9
timeCreated: 1758478092

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@@ -1,24 +1,80 @@
using System;
using UnityEngine;
using UnityEngine.Serialization;
public interface IResettableSettingValue{
public abstract void SmoothAndEase();
}
[Serializable]
public struct SettingValue<T>{
public T value;
public float smoothing; // Smoothing changes how fast value is changed.
public float easing; // Easing changes how fast smoothing is changed, when given a new value.
public struct SettingValue<T> : IResettableSettingValue{
public T targetValue;
public T currentValue;
public T refVel;
public float currentSmoothing; // Actively eased and accessed value
public float currentValue; // Actively smoothed and accessed value
public float targetSmoothing; // Smoothing changes how fast the value is changed.
public float targetEasing; // Easing changes how fast smoothing is changed, when given a new value.
public T Value{
get => currentValue;
set => targetValue = value;
}
private float currentSmoothing;
public T defaultValue;
public float defaultSmoothing;
public float defaultEasing;
private float refVelFloat; // For use with SmoothDamp
private Vector3 refVelV3; // For use with SmoothDamp
private Vector2 refVelV2; // For use with SmoothDamp
public T refVel; // For use with SmoothDamp
public SettingValue(T initValue, float defaultEasing = 2f, float defaultSmoothing = 1f){
value = initValue;
targetValue = initValue;
easing = defaultEasing;
value = default;
smoothing = defaultSmoothing;
currentSmoothing = 0;
currentValue = 0;
this.defaultSmoothing = defaultSmoothing;
this.defaultEasing = defaultEasing;
targetEasing = defaultEasing;
targetSmoothing = defaultSmoothing;
currentSmoothing = targetSmoothing;
currentValue = targetValue;
refVelFloat = 0;
refVelV3 = default;
refVelV2 = default;
refVel = default;
defaultValue = initValue;
}
public void SmoothAndEase(){
Debug.Log("Worked!");
return;
currentSmoothing = Mathf.MoveTowards(currentSmoothing, targetSmoothing, targetEasing * 1f * Time.deltaTime);
if (typeof(T) == typeof(float)) {
currentValue = (T)(object)Mathf.SmoothDamp((float)(object)currentValue, (float)(object)targetValue, ref refVelFloat, currentSmoothing * Time.deltaTime);
}
if (typeof(T) == typeof(Vector2)) {
currentValue = (T)(object)Vector2.SmoothDamp((Vector2)(object)currentValue, (Vector2)(object)targetValue, ref refVelV2, currentSmoothing * Time.deltaTime);
}
if (typeof(T) == typeof(Vector3)) {
currentValue = (T)(object)Vector3.SmoothDamp((Vector3)(object)currentValue, (Vector3)(object)targetValue, ref refVelV3, currentSmoothing * Time.deltaTime);
}
if (typeof(T) == typeof(Vector4) || typeof(T) == typeof(Quaternion)) {
// I have... zero clue if this will work. There is no Vector4 or Quaternion SmoothDamp
Vector3 v3value = Vector3.SmoothDamp((Vector4)(object)currentValue, (Vector4)(object)targetValue, ref refVelV3, currentSmoothing * Time.deltaTime);
float v4value = Mathf.SmoothDamp(((Vector4)(object)currentValue).z, ((Vector4)(object)targetValue).z, ref refVelFloat, currentSmoothing * Time.deltaTime);
currentValue = (T)(object)new Vector4(v3value.x, v3value.y, v3value.z, v4value);
}
}
}

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@@ -0,0 +1,55 @@
using System;
using System.Collections.Generic;
using ParadoxNotion.Design;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Reset.Units{
[Serializable]
public class UnitMovementData : ICloneable{
// Movement Direction
public SettingValue<Vector2> moveSmoothing = new SettingValue<Vector2>(new Vector2(.5f, .5f));
public SettingValue<float> acceleration = new SettingValue<float>(5f);
public SettingValue<float> deacceleration = new SettingValue<float>(5f);
[SliderField(0,1)]
public SettingValue<float> airDirectionDecay = new SettingValue<float>(1f); // TODO: Check default value
// Move Speed
public SettingValue<float> softening = new SettingValue<float>(1f, defaultSmoothing: 1f);
public SettingValue<float> moveSpeed = new SettingValue<float>(15f, defaultSmoothing: 10f);
// Jumping
[ShowInInspector] public SettingValue<float> jumpPower = new SettingValue<float>(0f);
public SettingValue<float> jumpPowerDecay = new SettingValue<float>(3f); // TODO: Check default value
// Gravity
[ShowInInspector] public SettingValue<float> gravityPower = new SettingValue<float>(1f);
public SettingValue<float> gravityMax = new SettingValue<float>(8f);
public SettingValue<float> gravityAcceleration = new SettingValue<float>(1f);
public SettingValue<float> gravityScale = new SettingValue<float>(1f);
// Rotation
[ShowInInspector, SerializeReference] public Enum rotateFacing;
public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);
public SettingValue<float> rotationInputBlending = new SettingValue<float>(.3f);
public object Clone(){
return MemberwiseClone();
}
public List<IResettableSettingValue> GetAllSettings(){
var outputList = new List<IResettableSettingValue>();
IResettableSettingValue[] test = new[]{
moveSmoothing as IResettableSettingValue,
};
test[0].SmoothAndEase();
outputList.AddRange(test);
return outputList;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7f5d86c96bcf450b888da32d1cf253e7
timeCreated: 1758478092

View File

@@ -1,101 +1,12 @@
using System;
using UnityEngine;
using ParadoxNotion.Design;
using PlasticPipe.PlasticProtocol.Messages;
using Reset.Core.Tools;
using Sirenix.OdinInspector;
public enum PlayerFacingDirection{
TowardsTarget = 0,
MatchForward,
MatchCamera,
Static,
Momentum,
SpecifiedDirection
}
namespace Reset.Units{
// public interface IBuffSource{ - Unused good idea?
// public Object sourceObject();
// public
// }
[Serializable]
public class UnitMovementData : ICloneable{
// Movement Direction
public SettingValue<Vector2> moveSmoothing = new SettingValue<Vector2>(new Vector2(.5f, .5f));
public SettingValue<float> acceleration = new SettingValue<float>(5f);
public SettingValue<float> deaccerlation = new SettingValue<float>(5f);
[SliderField(0,1)]
public SettingValue<float> airDirectionDecay = new SettingValue<float>(1f); // TODO: Check default value
// Move Speed
public SettingValue<float> moveSpeed = new SettingValue<float>(15f, defaultSmoothing: 10f);
// Jumping
[ShowInInspector] public SettingValue<float> jumpPower = new SettingValue<float>(0f);
public SettingValue<float> jumpPowerDecay = new SettingValue<float>(3f); // TODO: Check default value
// Gravity
[ShowInInspector] public SettingValue<float> gravityPower = new SettingValue<float>(1f);
public SettingValue<float> gravityMax = new SettingValue<float>(8f);
public SettingValue<float> gravityAcceleration = new SettingValue<float>(1f);
public SettingValue<float> gravityScale = new SettingValue<float>(1f);
// Rotation
[ShowInInspector, SerializeReference] public Enum rotateFacing;
public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);
public SettingValue<float> rotationInputBlending = new SettingValue<float>(.3f);
public object Clone(){
return MemberwiseClone();
}
}
public class ResolvedMovement{
[ShowInInspector] public UnitMovementHandler.MoveDirection moveDirection;
public float moveSpeed;
public Quaternion rotation;
public float rotationSpeed;
public float gravity;
}
public class UnitMovementHandler : MonoBehaviour{
public struct MoveDirection{
private Transform owner;
private Vector2 _moveDir; // Always local
public Vector2 World{
get => owner.TransformDirection(_moveDir);
set{
_moveDir = owner.InverseTransformDirection(value);
}
}
public Vector2 Local{
get => _moveDir;
set {
_moveDir = value;
}
}
public MoveDirection(Transform ownerTransform){
owner = ownerTransform;
_moveDir = Vector2.zero;
}
}
[ShowInInspector]
public ResolvedMovement resolvedMovement;
// class MovementFloatModifier{
// // IBuffSource source
// public float value;
// }
//
[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private float outputSpeed;
[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private float additionalSpeed;
[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] public Vector3 outputMoveDirection;
@@ -104,7 +15,7 @@ namespace Reset.Units{
[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private Quaternion specifiedRotation;
[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private float outputRotationSpeed;
// Lerps
// Smoothing Values
private float directionChangeDotLerp;
private Vector3 moveSmoothVelocityRef;
private float gravitySmoothVelocityRef;
@@ -116,12 +27,7 @@ namespace Reset.Units{
// Movement Data
[ShowInInspector, PropertyOrder(2)] public UnitMovementData data = new();
[ShowInInspector, PropertyOrder(2)] public UnitMovementData smoothing = new();
[ShowInInspector, PropertyOrder(2)] public UnitMovementData easing = new();
[HideInInspector] public UnitMovementData defaultData;
[HideInInspector] public UnitMovementData defaultSmoothing;
[HideInInspector] public UnitMovementData defaultEasing;
void Awake(){
controller = GetComponent<CharacterController>();
@@ -130,12 +36,8 @@ namespace Reset.Units{
}
void Start(){
defaultData = (UnitMovementData)data.Clone();
defaultSmoothing = (UnitMovementData)smoothing.Clone();
defaultEasing = (UnitMovementData)easing.Clone();
resolvedMovement = new ResolvedMovement();
resolvedMovement.moveDirection = new MoveDirection(transform);
resolvedMovement.moveDirection = new ResolvedMovement.MoveDirection(transform);
}
void Update(){
@@ -188,7 +90,7 @@ namespace Reset.Units{
return;
}
outputSpeed = Mathf.Lerp(outputSpeed, Mathf.Max(data.moveSpeed.value, speed), priority);
outputSpeed = Mathf.Lerp(outputSpeed, Mathf.Max(data.moveSpeed.Value, speed), priority);
}
// Setting absolute to true will cause the current gravity to snap to the new gravity value.
@@ -228,53 +130,47 @@ namespace Reset.Units{
// Smooth movement. Use deaccel smoothing if the input magnitude is lower, and accel smoothing if it's higher
// Also checks when grounded to only use Slerp on the ground
if (targetDirection.magnitude > currentDirection.magnitude) {
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentDirection, targetDirection, data.acceleration.value * Time.deltaTime); // This used to be a slerp. If rotational movement broke this is why
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentDirection, targetDirection, data.softening.Value * Time.deltaTime); // This used to be a slerp. If rotational movement broke this is why
lerpedValue = Vector2.Lerp(currentDirection, targetDirection, data.softening.Value * Time.deltaTime);
// slerpedValue = Quaternion.AngleAxis(30, Vector3.up) * slerpedValue;
lerpedValue = Vector2.Lerp(currentDirection, targetDirection,data.acceleration.value * Time.deltaTime);
newDirection = Vector2.Lerp(slerpedValue, slerpedValue, directionChangeDotLerp);
// newDirection = slerpedValue;
} else {
newDirection = Vector2.Lerp(currentDirection, targetDirection, data.acceleration.value * Time.deltaTime);
}
newDirection = Vector2.Lerp(slerpedValue, lerpedValue, directionChangeDotLerp);
} else {
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentDirection, targetDirection, data.deaccerlation.value * Time.deltaTime); // This used to be a slerp. If rotational movement broke this is why
lerpedValue = Vector2.Lerp(currentDirection, targetDirection, data.deaccerlation.value * Time.deltaTime);
newDirection = Vector2.Lerp(lerpedValue, slerpedValue, directionChangeDotLerp);
} else {
newDirection = Vector2.Lerp(currentDirection, targetDirection, data.deaccerlation.value * data.airDirectionDecay.value * Time.deltaTime);
}
newDirection = Vector2.Lerp(currentDirection, targetDirection, data.softening.Value * data.airDirectionDecay.Value * Time.deltaTime);
}
// newDirection = Vector2.MoveTowards(currentDirection, targetDirection.Rotate(-Vector2.Angle(currentDirection, targetDirection)), 2f * Time.deltaTime);
// Commit move direction
resolvedMovement.moveDirection.Local = Vector2.SmoothDamp(
resolvedMovement.moveDirection.Local,
newDirection,
ref smoothing.moveSmoothing.refVel,
smoothing.moveSmoothing.smoothing *Time.deltaTime); // TODO: Check this smoothing
// resolvedMovement.moveDirection.Local = Vector2.SmoothDamp(
// resolvedMovement.moveDirection.Local,
// newDirection,
// ref smoothing.moveSmoothing.refVel,
// smoothing.moveSmoothing.smoothing *Time.deltaTime); // TODO: Check this smoothing
resolvedMovement.moveDirection.Local = newDirection;
}
// Update the speed, called every frame
private void UpdateCurrentSpeed(){
//TODO: Is accel/deaccel ever used in this file????????
float speed;
resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, data.moveSpeed.value, data.moveSpeed.smoothing * Time.deltaTime);
if (resolvedMovement.moveDirection.Local.magnitude < controls.rawMoveInput.magnitude) {
speed = data.moveSpeed.Value * Time.deltaTime * data.acceleration.Value;
} else {
speed = data.moveSpeed.Value * Time.deltaTime * data.deacceleration.Value;
}
resolvedMovement.moveSpeed = speed;
DebugOverlayDrawer.ChangeValue("Movement", "Resolved Speed", resolvedMovement.moveSpeed);
}
// Update the gravity, called every frame
private void UpdateCurrentGravity(){
// Accelerate gravity
if (!controller.isGrounded){
resolvedMovement.gravity -= data.gravityAcceleration.value * Time.deltaTime;
resolvedMovement.gravity -= data.gravityAcceleration.Value * Time.deltaTime;
}
// resolvedMovement.gravity = Mathf.Clamp(resolvedMovement.gravity, Mathf.NegativeInfinity, data.gravityMax.value);
@@ -285,7 +181,7 @@ namespace Reset.Units{
}
// Create the final gravity value
float gravityMoveDirection = data.jumpPower.value + (Physics.gravity.y * resolvedMovement.gravity);
float gravityMoveDirection = data.jumpPower.Value + (Physics.gravity.y * resolvedMovement.gravity);
// resolvedMovement.gravity = data.jumpPower.value + (Physics.gravity.y * data.gravityPower.currentValue);
// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
@@ -332,11 +228,12 @@ namespace Reset.Units{
// Add the current input into the created rotation
if (inputMovement.magnitude > .05){
outputRotation = Quaternion.Lerp(outputRotation, Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement), data.rotationInputBlending.value);
outputRotation = Quaternion.Lerp(outputRotation, Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement), data.rotationInputBlending.Value);
}
// Calculate rotation speed, as in how fast the fella rotates. This value has it's own smoothing to allow for gradual increasing/decreasing of the speed till it reaches the target
outputRotationSpeed = Mathf.Lerp(outputRotationSpeed, data.rotationSpeed.value, data.rotationSpeed.smoothing * Time.deltaTime);
outputRotationSpeed = Mathf.Lerp(outputRotationSpeed, data.rotationSpeed.Value, data.softening.Value * Time.deltaTime);
// Set final rotation
transform.rotation = Quaternion.Slerp(transform.rotation, outputRotation, outputRotationSpeed * Time.deltaTime).Flatten(0, null, 0);
@@ -344,7 +241,7 @@ namespace Reset.Units{
// Move with default settings
public void DoMovement(){
DoMovement(resolvedMovement.moveDirection.Local, resolvedMovement.moveSpeed, data.gravityScale.value); // TODO: Gets multiplied a second time in DoMovement by gravity scale????
DoMovement(resolvedMovement.moveDirection.Local, resolvedMovement.moveSpeed, data.gravityScale.Value); // TODO: Gets multiplied a second time in DoMovement by gravity scale????
}
// Custom move from input
@@ -358,7 +255,7 @@ namespace Reset.Units{
// Add their related speeds
moveXZDir *= speed * Time.deltaTime;
moveYDir *= data.gravityScale.value * Time.deltaTime;
moveYDir *= data.gravityScale.Value * Time.deltaTime;
addDir *= additionalSpeed * Time.deltaTime;
// Construct the direction and move
@@ -385,21 +282,30 @@ namespace Reset.Units{
// Decay the direction
if (inputMovement.magnitude < currentNoY.magnitude) {
additionalMoveDirection = Vector3.Slerp(additionalMoveDirection, Vector3.zero,data.acceleration.value * Time.deltaTime);
additionalMoveDirection = Vector3.Slerp(additionalMoveDirection, Vector3.zero,data.acceleration.Value * Time.deltaTime);
} else {
// float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
additionalMoveDirection = Vector3.Lerp(additionalMoveDirection, Vector3.zero, data.deaccerlation.value * Time.deltaTime);
additionalMoveDirection = Vector3.Lerp(additionalMoveDirection, Vector3.zero, data.deacceleration.Value * Time.deltaTime);
}
// Decay the gravity
additionalMoveDirection.y -= data.gravityPower.value;
additionalMoveDirection.y -= data.gravityPower.Value;
additionalMoveDirection.y = Mathf.Max(0f, additionalMoveDirection.y);
}
private void UpdateGravityLate(){
// Decay jump power
data.jumpPower.value -= data.jumpPowerDecay.value * Time.deltaTime;
data.jumpPower.value = Mathf.Max(0f, data.jumpPower.value);
data.jumpPower.Value -= data.jumpPowerDecay.Value * Time.deltaTime;
data.jumpPower.Value = Mathf.Max(0f, data.jumpPower.Value);
}
[Button("Initialize Settings")]
void InitAllSettings(){
var newthing = data.GetAllSettings();
}
void SmoothAllSettings(){
}
}
}