changed: redoing grapple again, freshly started
This commit is contained in:
@@ -1,8 +1,12 @@
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using System;
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using Drawing;
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using log4net.Appender;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using ParadoxNotion.Services;
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using Reset.Units;
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using Sirenix.Serialization;
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using Unity.Cinemachine;
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using UnityEngine;
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@@ -28,10 +32,11 @@ namespace NodeCanvas.Tasks.Actions {
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public BBParameter<AnimationCurve> endDeaccelerationCurve;
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private float startTime;
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private Vector3 velocityOnStart;
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private Vector3 originalDirection;
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public float originalDistance;
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public Vector3 originalLocation;
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public float breakAtDistance;
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public float breakAtDotProduct;
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@@ -40,17 +45,19 @@ namespace NodeCanvas.Tasks.Actions {
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private Vector3 smoothedInput;
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private Vector3 smoothedInputRefVelocity;
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private Vector3 gizmoHookPoint;
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private Vector3 gizmoCenterPoint;
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private Vector3 gizmoDirection;
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private Vector3 gizmoStartPos;
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private Vector3 gizmoEndPos;
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private Vector3 gizmoSwingDirection;
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private Vector3 gizmoPointDirection;
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private Vector3 gizmoFinalDirection;
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private Vector3 gizmosSmoothedInput;
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private Transform camera;
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private float referenceSpeed;
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private Vector3 finalDirection;
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//Use for initialization. This is called only once in the lifetime of the task.
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private float yChangeMultipler;
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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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@@ -63,37 +70,57 @@ namespace NodeCanvas.Tasks.Actions {
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protected override void OnExecute(){
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camera = Camera.main.transform;
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MonoManager.current.onLateUpdate += DrawGrappleGizmo;
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originalLocation = agent.transform.position;
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originalDirection = agent.transform.position.DirectionTo(grapplePoint.value);
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originalDistance = Vector3.Distance(agent.transform.position, grapplePoint.value);
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// Get the current move direction
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velocityOnStart = agent.outputMoveDirection;
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// Use the current move direciton to initialize the direction
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finalDirection = velocityOnStart;
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startTime = Time.time;
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currentSpeed = pullSpeedCurve.value[0].value * pullSpeedRange.value.y;
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finalDirection = Vector3.zero;
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smoothedInput = agent.GetComponent<CharacterController>().velocity.normalized.Flatten(null, 0f, 0f);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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// Add input changes
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// Calculate input
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Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
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Vector3 input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * new Vector3(rawInput.x, rawInput.y, 0f);
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// input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * (camera.rotation * input);
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smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 5f * Time.deltaTime);
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Vector3 input = new Vector3(rawInput.x, rawInput.y, 0f);
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smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 1f);
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// Create the distance variables
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Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value + (smoothedInput * 6));
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float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
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float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
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var center = agent.transform.position + agent.transform.position.DirectionTo(grapplePoint.value).normalized * 5f;
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// Calculate the direction on XZ
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Vector3 directionToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
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Vector3 directionToSwing = Quaternion.LookRotation(input) * directionToPoint;
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// finalDirection = Vector3.Slerp(finalDirection, dirToPoint, originalDistance);
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// finalDirection = Vector3.Slerp(relativeStart, relativeEnd, currentDist / 5f);
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finalDirection = Vector3.Slerp(finalDirection, dirToPoint + smoothedInput, currentDist / 5f);
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finalDirection = Vector3.Slerp(directionToPoint, directionToSwing, (elapsedTime * .6f));
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gizmoHookPoint = grapplePoint.value + (smoothedInput * 5);
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// Flatten it
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// finalDirection.Flatten(null, 0f); // don't wanna flatten it to use the natural y as gravity
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// Some math for getting the Y
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yChangeMultipler = Mathf.Lerp(yChangeMultipler, 0f, elapsedTime * .5f); // Starts at 1 so that the player has more ability to change height on start of swing, then smooths to zero
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// Add Y, this is a test
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if (Vector3.Dot(finalDirection, Vector3.down) < 0) { // This should make you go up
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float yTarget = 10f;
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finalDirection = Vector3.Slerp(finalDirection, finalDirection.Flatten(null, yTarget), 1f * Time.deltaTime);
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} else {
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float yTarget = -10f;
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finalDirection = Vector3.Slerp(finalDirection, finalDirection.Flatten(null, yTarget), 1f * Time.deltaTime);
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}
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Debug.Log(Vector3.Dot(directionToSwing, Vector3.down));
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// Speed
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float evaluatedSpeed = pullSpeedCurve.value.Evaluate(Mathf.Clamp((Time.time - startTime) / 6f, 0f, Mathf.Infinity));
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float speedAgainstCurve = Mathf.Lerp(pullSpeedRange.value.x, pullSpeedRange.value.y, evaluatedSpeed);
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// Find how far from 0-1 the player is from the max and minimum distance
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@@ -116,16 +143,20 @@ namespace NodeCanvas.Tasks.Actions {
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// Soften the speed changes
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currentSpeed = Mathf.Lerp(currentSpeed, speedAgainstCurve, 10f * Time.deltaTime);
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Debug.Log(dirToPoint);
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dirToPoint.y *= 2.5f;
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gizmoDirection = finalDirection;
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// agent.GetComponent<CharacterController>().Move((dirToPoint.normalized + smoothedInput) * currentSpeed * Time.deltaTime);
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agent.AddToCurrentDirection(finalDirection, currentSpeed * Time.deltaTime);
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// Debug.Log( $"{ endDeaccelerationCurve.value.Evaluate(((slowdownDistance.value - currentDist)) )}");
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if (Vector3.Dot(originalDirection, dirToPoint) < breakAtDotProduct) {
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// Gizmos
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gizmosSmoothedInput = smoothedInput;
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gizmoPointDirection = directionToPoint;
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gizmoSwingDirection = directionToSwing;
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gizmoFinalDirection = finalDirection;
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agent.SetNewDirection(finalDirection.normalized.Flatten(null, 0));
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agent.SetNewGravity(finalDirection.y);
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agent.SmoothToSpeed(5f, 1f * Time.deltaTime, out referenceSpeed);
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// agent.SmoothToDirection(finalDirection.Flatten(null, 0).normalized * evaluatedSpeed, 1f * Time.deltaTime, out referenceDirection);
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// agent.SmoothToGravitation(finalDirection.y, 1f, out referenceGravity);
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if (Vector3.Dot(velocityOnStart, directionToPoint.normalized) < breakAtDotProduct) {
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EndAction(true);
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} else if (currentDist < breakAtDistance) {
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EndAction(true);
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@@ -133,22 +164,52 @@ namespace NodeCanvas.Tasks.Actions {
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}
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public void DrawGrappleGizmo(){
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// Destination gizmos
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using (Draw.WithColor(Color.blue)){
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Draw.Arrow(agent.transform.position, agent.transform.position + gizmoDirection);
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Draw.SolidCircle(grapplePoint.value, grapplePoint.value.DirectionTo(camera.position), 1f);
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Vector3 offsetTowardsCamera = grapplePoint.value.DirectionTo(camera.transform.position);
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}
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// Grapple Point
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Draw.SolidCircle(grapplePoint.value + offsetTowardsCamera, grapplePoint.value.DirectionTo(camera.transform.position), .4f);
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Draw.Label2D(grapplePoint.value + offsetTowardsCamera * 2f + Vector3.up, "Grapple Point");
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using (Draw.WithColor(Color.yellow)) {
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Draw.Arrow(grapplePoint.value, gizmoHookPoint);
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}
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using (Draw.WithLineWidth(1.5f)) {
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// Final Direction
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Draw.Line(agent.transform.position + Vector3.up, agent.transform.position + Vector3.up + gizmoFinalDirection.normalized * 2f);
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Draw.ArrowheadArc(agent.transform.position + Vector3.up, gizmoFinalDirection.normalized, 2f, 15f);
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Color inactiveBlue = new(0, 0, 1, .1f);
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Color swingColor = Color.Lerp(Color.blue, inactiveBlue, (elapsedTime * .6f));
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Color dirColor = Color.Lerp(inactiveBlue, Color.blue, (elapsedTime * .6f));
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// Swing Direction
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using (Draw.WithColor(swingColor)) {
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float swingLength = 2.2f;
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Vector3 swingStart = agent.transform.position + Vector3.up * .4f;
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Vector3 swingDir = swingStart + gizmoSwingDirection.normalized * swingLength;
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Draw.DashedLine(swingStart, swingDir, .2f, .2f);
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Draw.ArrowheadArc(swingStart, gizmoSwingDirection.normalized, swingLength, 15f);
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Draw.Label2D(swingDir + Vector3.up * .4f, "Swing Direction");
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}
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// Point Direction
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using (Draw.WithColor(dirColor)) {
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float pointLength = 1.2f;
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Vector3 pointStart = agent.transform.position + Vector3.up * .2f;
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Vector3 pointDir = pointStart + gizmoPointDirection.normalized * pointLength;
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Draw.DashedLine(pointStart, pointDir, .2f, .2f);
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Draw.ArrowheadArc(pointStart, gizmoPointDirection.normalized, pointLength, 15f);
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Draw.Label2D(pointDir + Vector3.up * .4f, "Grapple Point Direction");
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}
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}
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}
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// Input Gizmos
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using (Draw.WithColor(Color.red)) {
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Draw.SolidCircle(gizmoCenterPoint, gizmoCenterPoint.DirectionTo(camera.position), .2f);
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}
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using (Draw.WithColor(Color.magenta)) {
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Draw.Line(agent.transform.position, grapplePoint.value);
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// Input left and right, up and down for size
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Vector3 inputGizmoOffset = (agent.transform.position + camera.rotation * Vector3.back + Vector3.up * .5f);
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Vector3 inputGizmoPosition = inputGizmoOffset + camera.rotation * Vector3.Lerp(Vector3.left, Vector3.right, (gizmosSmoothedInput.x - 1 ) / 2f + 1f);
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Draw.Line(inputGizmoOffset + camera.rotation * Vector3.left, inputGizmoOffset + camera.rotation * Vector3.right);
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Draw.SolidCircle(inputGizmoPosition, inputGizmoPosition.DirectionTo(camera.position), Mathf.Lerp(.2f, .6f, (gizmosSmoothedInput.y - 1 ) / 2f + 1f));
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}
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}
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@@ -1,10 +1,14 @@
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using System;
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using System.Numerics;
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using NUnit.Framework.Internal;
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using UnityEngine;
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using ParadoxNotion.Design;
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using Sirenix.OdinInspector;
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using UnityEditor.Rendering;
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using UnityEngine.Serialization;
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using Quaternion = UnityEngine.Quaternion;
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using Vector2 = UnityEngine.Vector2;
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using Vector3 = UnityEngine.Vector3;
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public enum PlayerFacingDirection{
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TowardsTarget = 0,
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@@ -81,6 +85,8 @@ namespace Reset.Units{
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private float directionChangeDot;
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private bool moveCallDisabledNextFrame;
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private bool movedThisFrame;
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private CharacterController controller;
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private PlayerControls controls;
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@@ -89,6 +95,8 @@ namespace Reset.Units{
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private Vector3 moveSmooth;
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public float gravitySmooth;
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private bool relativeToCamera;
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[ShowInInspector, PropertyOrder(2)]
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public UnitMovementData data = new();
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@@ -113,8 +121,6 @@ namespace Reset.Units{
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UpdateCurrentRotation();
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DoMovement();
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}
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// Add directly to the direction
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@@ -123,9 +129,31 @@ namespace Reset.Units{
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additionalSpeed = power;
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}
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public void SetNewDirection(Vector3 inputDirection, float power){
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additionalMoveDirection = inputDirection.normalized;
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additionalSpeed = power * Time.deltaTime;
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public void SmoothToDirection(Vector3 desiredDirection, float value, out Vector3 referenceDirection){
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// referenceDirection = outputMoveDirection;
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additionalMoveDirection = Vector3.Slerp(outputMoveDirection, desiredDirection, value);
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referenceDirection = outputMoveDirection;
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}
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public void SmoothToSpeed(float desiredSpeed, float smoothing, out float referenceSpeed){
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additionalSpeed = Mathf.Lerp(outputSpeed, desiredSpeed, smoothing * Time.deltaTime);
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referenceSpeed = additionalSpeed;
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}
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// public void SmoothToGravity(float desiredGravity, float smoothing, out float referenceGravity){
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// outputMoveDirection.y = Mathf.Lerp(outputMoveDirection.y, desiredGravity, smoothing);
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// referenceGravity = desiredGravity;
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// }
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public void SetNewDirection(Vector3 inputDirection){ // NOTE: If smoothing desired add a default bool for smoothing maybe?
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additionalMoveDirection = inputDirection.Flatten(null, 0f, null);
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}
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public void SetNewGravity(float value){
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additionalMoveDirection.y = value;
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}
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// Hold a new rotation to be moved to during PlayerFacingDirection.SpecifiedRotation
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@@ -151,7 +179,7 @@ namespace Reset.Units{
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if (float.IsPositiveInfinity(speed)) {
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return;
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}
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outputSpeed = Mathf.Lerp(outputSpeed, Mathf.Max(data.moveSpeed, speed), priority);
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}
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@@ -210,6 +238,7 @@ namespace Reset.Units{
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// Update the speed, called every frame
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private void UpdateCurrentSpeed(){
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Debug.Log(data.moveSpeed);
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outputSpeed = Mathf.Lerp(outputSpeed, data.moveSpeed, data.moveSpeedSoothing * Time.deltaTime);
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}
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@@ -228,7 +257,7 @@ namespace Reset.Units{
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float gravityMoveDirection = data.jumpPower + (Physics.gravity.y * data.gravityPower);
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// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
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outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmooth, .1f * Time.deltaTime);
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// outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmooth, .1f * Time.deltaTime);
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}
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// Update the rotation, called every frame
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@@ -291,17 +320,8 @@ namespace Reset.Units{
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}
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// Custom move from input
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public void DoMovement(Vector3 moveDir, float speed, float gravityScale, bool relativeToCamera = true){
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if (moveCallDisabledNextFrame) {
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// Vector3 velocity = transform.InverseTransformDirection(controller.velocity.normalized);
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// outputMoveDirection = new Vector3(velocity.x, outputMoveDirection.y, velocity.z);
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moveCallDisabledNextFrame = false;
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return;
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}
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Debug.Log($"moveDir: {moveDir}, agent velocity: {transform.InverseTransformDirection(controller.velocity.normalized)}");
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public void DoMovement(Vector3 moveDir, float speed, float gravityScale){
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// Debug.Log($"moveDir: {moveDir}, agent velocity: {transform.InverseTransformDirection(controller.velocity.normalized)}");
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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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Vector3 moveXZDir = new Vector3(moveDir.x, 0f, moveDir.z);
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@@ -316,11 +336,9 @@ namespace Reset.Units{
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// Construct the direction and move
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Vector3 finalDir = moveXZDir + moveYDir;
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if (relativeToCamera) {
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controller.Move((Camera.main.transform.rotation.Flatten(0, null, 0) * finalDir) + addDir);
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} else {
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controller.Move(finalDir + addDir);
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}
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}
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void LateUpdate(){
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Reference in New Issue
Block a user