change: fixing of many issues in handler, deprecation/deletion of variables, cleanup of UnitMovementHandler, cleaning up of inspector
This commit is contained in:
@@ -33,7 +33,7 @@ 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, agent.data.jumpPowerDecay);
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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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@@ -13,10 +13,45 @@ public static class MathExtensions{
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return (to - origin).normalized;
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}
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public static Vector3 ToVector3(this Vector2 vector2){
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return new Vector3(vector2.x, 0f, vector2.y);
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}
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public static Vector2 ToVector2(this Vector3 vector3){
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return new Vector2(vector3.x, vector3.z);
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}
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public static Color Alpha(this Color input, float newAlpha){
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return new Color(input.r, input.g, input.b, newAlpha);
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}
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public static Quaternion SmoothDamp(Quaternion rot, Quaternion target, ref Quaternion deriv, float time) {
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if (Time.deltaTime < Mathf.Epsilon) return rot;
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// account for double-cover
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var Dot = Quaternion.Dot(rot, target);
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var Multi = Dot > 0f ? 1f : -1f;
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target.x *= Multi;
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target.y *= Multi;
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target.z *= Multi;
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target.w *= Multi;
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// smooth damp (nlerp approx)
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var Result = new Vector4(
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Mathf.SmoothDamp(rot.x, target.x, ref deriv.x, time),
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Mathf.SmoothDamp(rot.y, target.y, ref deriv.y, time),
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Mathf.SmoothDamp(rot.z, target.z, ref deriv.z, time),
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Mathf.SmoothDamp(rot.w, target.w, ref deriv.w, time)
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).normalized;
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// ensure deriv is tangent
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var derivError = Vector4.Project(new Vector4(deriv.x, deriv.y, deriv.z, deriv.w), Result);
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deriv.x -= derivError.x;
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deriv.y -= derivError.y;
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deriv.z -= derivError.z;
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deriv.w -= derivError.w;
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return new Quaternion(Result.x, Result.y, Result.z, Result.w);
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}
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public static Vector2 Rotate(this Vector2 v, float delta) {
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return new Vector2(
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v.x * Mathf.Cos(delta) - v.y * Mathf.Sin(delta),
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57
Assets/Scripts/Player/CameraSettingData.cs
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57
Assets/Scripts/Player/CameraSettingData.cs
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@@ -0,0 +1,57 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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public struct CameraSettingData : ICloneable{
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public SettingValue<float> mainFieldOfView;
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public SettingValue<Vector3> orbitPositionDamping;
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public SettingValue<Vector3> orbitTargetOffset;
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public SettingValue<bool> axisLookEnabledX;
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public SettingValue<bool> axisLookEnabledY;
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public SettingValue<float> axisLookGainX;
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public SettingValue<float> axisLookGainY;
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public SettingValue<float> orbitFollowTopHeight;
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public SettingValue<float> orbitFollowTopRadius;
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public SettingValue<float> orbitFollowCenterHeight;
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public SettingValue<float> orbitFollowCenterRadius;
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public SettingValue<float> orbitFollowBottomHeight;
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public SettingValue<float> orbitFollowBottomRadius;
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public SettingValue<Vector2> rotationComposerScreenPos;
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public SettingValue<Vector3> cameraOffsetOffset;
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public object Clone(){
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return MemberwiseClone();
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}
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public List<IResettableSettingValue> GetAllSettings(){
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var outputList = new List<IResettableSettingValue>();
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IResettableSettingValue[] settings = new[]{
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mainFieldOfView as IResettableSettingValue,
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orbitPositionDamping,
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orbitTargetOffset,
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axisLookEnabledX,
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axisLookEnabledY,
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axisLookGainX,
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axisLookGainY,
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orbitFollowTopHeight,
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orbitFollowTopRadius,
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orbitFollowCenterHeight,
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orbitFollowCenterRadius,
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orbitFollowBottomHeight,
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orbitFollowBottomRadius,
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rotationComposerScreenPos,
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cameraOffsetOffset,
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};
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outputList.AddRange(settings);
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return outputList;
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}
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}
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3
Assets/Scripts/Player/CameraSettingData.cs.meta
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3
Assets/Scripts/Player/CameraSettingData.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 14393bffe6324344b5f972412e37a339
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timeCreated: 1758568723
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@@ -1,37 +1,8 @@
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using System;
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using Reset.Core;
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using Sirenix.OdinInspector;
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using Unity.Cinemachine;
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using UnityEngine;
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public struct CameraSettingData : ICloneable{
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public SettingValue<float> mainFieldOfView;
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public SettingValue<Vector3> orbitPositionDamping;
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public SettingValue<Vector3> orbitTargetOffset;
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public SettingValue<bool> axisLookEnabledX;
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public SettingValue<bool> axisLookEnabledY;
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public SettingValue<float> axisLookGainX;
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public SettingValue<float> axisLookGainY;
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public SettingValue<float> orbitFollowTopHeight;
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public SettingValue<float> orbitFollowTopRadius;
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public SettingValue<float> orbitFollowCenterHeight;
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public SettingValue<float> orbitFollowCenterRadius;
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public SettingValue<float> orbitFollowBottomHeight;
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public SettingValue<float> orbitFollowBottomRadius;
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public SettingValue<Vector2> rotationComposerScreenPos;
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public SettingValue<Vector3> cameraOffsetOffset;
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public object Clone(){
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return MemberwiseClone();
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}
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}
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public class CameraSettingsProcessor : MonoBehaviour{
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public static CameraSettingsProcessor Instance{ get; private set; }
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@@ -89,7 +60,7 @@ public class CameraSettingsProcessor : MonoBehaviour{
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data.rotationComposerScreenPos.targetValue = rotComp.Composition.ScreenPosition;
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data.cameraOffsetOffset.targetValue = offset.Offset;
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// And copy to the original
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original = (CameraSettingData)data.Clone();
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}
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@@ -142,4 +113,13 @@ public class CameraSettingsProcessor : MonoBehaviour{
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offset.Offset = data.cameraOffsetOffset.Value;
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}
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[Button]
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void InitializeAllSettings(){
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var allSettings = data.GetAllSettings();
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for (int i = 0; i < allSettings.Count; i++) {
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allSettings[i].Initialize();
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allSettings[i].Verify();
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}
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}
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}
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@@ -1,4 +1,5 @@
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using Sirenix.OdinInspector;
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using Reset.Core.Tools;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Reset.Units{
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@@ -6,25 +7,50 @@ namespace Reset.Units{
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public struct MoveDirection{
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private Transform owner;
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private Vector2 _moveDir; // Always local
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private Vector2 _moveRaw;
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private Vector2 _moveDir; // Always world??
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[ShowInInspector]
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public Vector2 World{
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get => owner.TransformDirection(_moveDir);
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set{
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_moveDir = owner.InverseTransformDirection(value);
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get{
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DebugOverlayDrawer.ChangeValue("Movement", "_moveDir", _moveDir);
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// return owner.TransformDirection(_moveDir.ToVector3()).ToVector2();
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return _moveDir;
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}
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set{
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_moveDir = value;
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}
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}
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[ShowInInspector]
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public Vector2 Local{
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get => _moveDir;
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set {
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_moveDir = value;
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get => owner.InverseTransformDirection(_moveDir.ToVector3()).ToVector2();
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private set {
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// _moveDir = value;
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}
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}
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public Vector2 RawWorld{
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get{
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DebugOverlayDrawer.ChangeValue("Movement", "_moveRaw", _moveRaw);
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// return owner.TransformDirection(_moveDir.ToVector3()).ToVector2();
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return _moveRaw;
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}
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set{
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_moveRaw = value;
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}
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}
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public Vector2 RawLocal{
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get => owner.InverseTransformDirection(_moveRaw.ToVector3()).ToVector2();
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}
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public MoveDirection(Transform ownerTransform){
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owner = ownerTransform;
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_moveDir = Vector2.zero;
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_moveRaw = Vector2.zero;
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}
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}
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@@ -1,39 +1,53 @@
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using System;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.Serialization;
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public interface IResettableSettingValue{
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public abstract void SmoothAndEase();
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public void Verify();
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public void SmoothAndEase();
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public void Initialize();
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}
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[Serializable]
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public struct SettingValue<T> : IResettableSettingValue{
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public T targetValue;
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public T currentValue;
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public T refVel;
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public float targetSmoothing; // Smoothing changes how fast the value is changed.
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public float targetEasing; // Easing changes how fast smoothing is changed, when given a new value.
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public class SettingValue<T> : IResettableSettingValue{
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[HorizontalGroup("Settings", width: .3f), VerticalGroup("Settings/Value"), BoxGroup("Settings/Value/Value"), LabelText("Target")]
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public T targetValue;
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Value"), BoxGroup("Settings/Value/Value"), LabelText("Current")]
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public T currentValue;
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Target"), ShowIf("@IsSmoothable()")]
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public float targetSmoothing; // Smoothing changes how fast the value is changed.
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Easing"), BoxGroup("Settings/Easing/Easing"), LabelText("Target"), ShowIf("@IsSmoothable()")]
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public float targetEasing; // Easing changes how fast smoothing is changed, when given a new value.
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public T Value{
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get => currentValue;
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set => targetValue = value;
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}
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Current"), ShowIf("@IsSmoothable()")]
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private float currentSmoothing;
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Value"), BoxGroup("Settings/Value/Value"), LabelText("Default")]
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public T defaultValue;
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Default"), ShowIf("@IsSmoothable()")]
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public float defaultSmoothing;
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Easing"), BoxGroup("Settings/Easing/Easing"), LabelText("Default"), ShowIf("@IsSmoothable()")]
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public float defaultEasing;
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private float refVelFloat; // For use with SmoothDamp
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private Vector3 refVelV3; // For use with SmoothDamp
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private Vector2 refVelV2; // For use with SmoothDamp
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private bool verified;
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bool IsSmoothable(){
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return (typeof(T) == typeof(float) || typeof(T) == typeof(Vector2) || typeof(T) == typeof(Vector3) || typeof(T) == typeof(Vector4) || typeof(T) == typeof(Quaternion) );
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}
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public SettingValue(T initValue, float defaultEasing = 2f, float defaultSmoothing = 1f){
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targetValue = initValue;
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defaultValue = initValue;
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this.defaultSmoothing = defaultSmoothing;
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this.defaultEasing = defaultEasing;
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@@ -46,14 +60,20 @@ public struct SettingValue<T> : IResettableSettingValue{
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refVelFloat = 0;
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refVelV3 = default;
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refVelV2 = default;
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refVel = default;
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defaultValue = initValue;
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}
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public void Verify(){
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if (targetValue.Equals(currentValue) == false) {
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Debug.LogWarning($"A SettingValue ({this}) doesn't have its current and target value matching. This should have been set!");
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}
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verified = true;
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}
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public void SmoothAndEase(){
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Debug.Log("Worked!");
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return;
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if (!verified) {
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Debug.LogWarning($"A SettingValue ({this}) wasn't verified before being smoothed and eased. What's up with that?");
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}
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currentSmoothing = Mathf.MoveTowards(currentSmoothing, targetSmoothing, targetEasing * 1f * Time.deltaTime);
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@@ -77,4 +97,9 @@ public struct SettingValue<T> : IResettableSettingValue{
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currentValue = (T)(object)new Vector4(v3value.x, v3value.y, v3value.z, v4value);
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}
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}
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public void Initialize(){
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currentValue = targetValue;
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Debug.Log(Value);
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}
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}
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@@ -8,31 +8,31 @@ namespace Reset.Units{
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[Serializable]
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public class UnitMovementData : ICloneable{
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// Movement Direction
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public SettingValue<Vector2> moveSmoothing = new SettingValue<Vector2>(new Vector2(.5f, .5f));
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public SettingValue<float> acceleration = new SettingValue<float>(5f);
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public SettingValue<float> deacceleration = new SettingValue<float>(5f);
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[Title("Move Smoothing"), HideLabel, InlineProperty] public SettingValue<Vector2> moveSmoothing = new SettingValue<Vector2>(new Vector2(.5f, .5f));
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[Title("Acceleration"), HideLabel, InlineProperty] public SettingValue<float> acceleration = new SettingValue<float>(5f);
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[Title("Deacceleration"), HideLabel, InlineProperty] public SettingValue<float> deacceleration = new SettingValue<float>(5f);
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[SliderField(0,1)]
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public SettingValue<float> airDirectionDecay = new SettingValue<float>(1f); // TODO: Check default value
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[Title("Air Direction Decay"), HideLabel, InlineProperty] public SettingValue<float> airDirectionDecay = new SettingValue<float>(1f); // TODO: Check default value
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// Move Speed
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public SettingValue<float> softening = new SettingValue<float>(1f, defaultSmoothing: 1f);
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public SettingValue<float> moveSpeed = new SettingValue<float>(15f, defaultSmoothing: 10f);
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[Title("Softening"), HideLabel, InlineProperty] public SettingValue<float> softening = new SettingValue<float>(1f, defaultSmoothing: 1f);
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[Title("Move Speed"), HideLabel, InlineProperty] public SettingValue<float> moveSpeed = new SettingValue<float>(15f, defaultSmoothing: 10f);
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// Jumping
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[ShowInInspector] public SettingValue<float> jumpPower = new SettingValue<float>(0f);
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public SettingValue<float> jumpPowerDecay = new SettingValue<float>(3f); // TODO: Check default value
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// [Title("Jump Power"), HideLabel, InlineProperty] [ShowInInspector] public SettingValue<float> jumpPower = new SettingValue<float>(0f);
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// [Title("Move Smoothing"), HideLabel, InlineProperty] public SettingValue<float> jumpPowerDecay = new SettingValue<float>(3f); // TODO: Check default value
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// Gravity
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[ShowInInspector] public SettingValue<float> gravityPower = new SettingValue<float>(1f);
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public SettingValue<float> gravityMax = new SettingValue<float>(8f);
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public SettingValue<float> gravityAcceleration = new SettingValue<float>(1f);
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public SettingValue<float> gravityScale = new SettingValue<float>(1f);
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[Title("Gravity Power"), HideLabel, InlineProperty] [ShowInInspector] public SettingValue<float> gravityPower = new SettingValue<float>(1f);
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[Title("Gravity Max"), HideLabel, InlineProperty] public SettingValue<float> gravityMax = new SettingValue<float>(8f);
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[Title("Gravity Acceleration"), HideLabel, InlineProperty] public SettingValue<float> gravityAcceleration = new SettingValue<float>(1f);
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[Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue<float> gravityScale = new SettingValue<float>(1f);
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// Rotation
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[ShowInInspector, SerializeReference] public Enum rotateFacing;
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public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);
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public SettingValue<float> rotationInputBlending = new SettingValue<float>(.3f);
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[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<PlayerFacingDirection> rotateFacing = new SettingValue<PlayerFacingDirection>(initValue: PlayerFacingDirection.Momentum);
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[Title("Rotation Speed"), HideLabel, InlineProperty] public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);
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[Title("Rotation Input Blending"), HideLabel, InlineProperty] public SettingValue<float> rotationInputBlending = new SettingValue<float>(.3f);
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public object Clone(){
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return MemberwiseClone();
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@@ -41,13 +41,25 @@ namespace Reset.Units{
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public List<IResettableSettingValue> GetAllSettings(){
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var outputList = new List<IResettableSettingValue>();
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IResettableSettingValue[] test = new[]{
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IResettableSettingValue[] settings = new[]{
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moveSmoothing as IResettableSettingValue,
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acceleration,
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deacceleration,
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airDirectionDecay,
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softening,
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moveSpeed,
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// jumpPower,
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// jumpPowerDecay,
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gravityPower,
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gravityMax,
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gravityAcceleration,
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gravityScale,
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rotateFacing,
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rotationSpeed,
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rotationInputBlending,
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};
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test[0].SmoothAndEase();
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outputList.AddRange(test);
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outputList.AddRange(settings);
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return outputList;
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}
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@@ -1,19 +1,20 @@
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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]
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[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
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public ResolvedMovement resolvedMovement;
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[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private float outputSpeed;
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[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private float additionalSpeed;
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[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] public Vector3 outputMoveDirection;
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[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] public Vector3 additionalMoveDirection;
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[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private Quaternion outputRotation;
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[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private Quaternion specifiedRotation;
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[FoldoutGroup("Final Values"), ShowInInspector, ReadOnly] private float outputRotationSpeed;
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||||
[HideInInspector] public Vector3 outputMoveDirection;
|
||||
[HideInInspector] public Vector3 additionalMoveDirection;
|
||||
|
||||
// SmoothDamp Velocities
|
||||
private Quaternion refVelocityRotationSpeed;
|
||||
private float refVelocityAcceleration;
|
||||
private float refVelocityDeacceleration;
|
||||
|
||||
// Smoothing Values
|
||||
private float directionChangeDotLerp;
|
||||
@@ -26,112 +27,69 @@ namespace Reset.Units{
|
||||
private LockOnManager lockOnManager;
|
||||
|
||||
// Movement Data
|
||||
[ShowInInspector, PropertyOrder(2)] public UnitMovementData data = new();
|
||||
|
||||
[ShowInInspector, PropertyOrder(2), FoldoutGroup("Movement Data", expanded: true), InlineProperty, HideLabel] public UnitMovementData data = new();
|
||||
|
||||
void Awake(){
|
||||
controller = GetComponent<CharacterController>();
|
||||
controls = GetComponent<PlayerControls>();
|
||||
lockOnManager = GetComponent<LockOnManager>();
|
||||
|
||||
InitAllSettings();
|
||||
}
|
||||
|
||||
void Start(){
|
||||
resolvedMovement = new ResolvedMovement();
|
||||
resolvedMovement.moveDirection = new ResolvedMovement.MoveDirection(transform);
|
||||
resolvedMovement = new ResolvedMovement{
|
||||
moveDirection = new ResolvedMovement.MoveDirection(transform)
|
||||
};
|
||||
}
|
||||
|
||||
void Update(){
|
||||
SmoothAllSettings();
|
||||
|
||||
UpdateCurrentDirection();
|
||||
UpdateCurrentGravity();
|
||||
UpdateCurrentSpeed();
|
||||
// UpdateCurrentRotation();
|
||||
UpdateCurrentRotation();
|
||||
|
||||
DoMovement();
|
||||
}
|
||||
|
||||
// Add directly to the direction
|
||||
public void AddToCurrentDirection(Vector3 inputDirection, float power){ // Old
|
||||
additionalMoveDirection += inputDirection.normalized;
|
||||
additionalSpeed = power;
|
||||
}
|
||||
|
||||
public void SmoothToSpeed(float desiredSpeed, float smoothing){ // Old
|
||||
additionalSpeed = Mathf.Lerp(additionalSpeed, desiredSpeed, smoothing * Time.deltaTime);
|
||||
}
|
||||
|
||||
public void SetNewDirection(Vector3 inputDirection){ // NOTE: If smoothing desired add a default bool for smoothing maybe? // Old
|
||||
additionalMoveDirection = inputDirection.Flatten(null, 0f, null);
|
||||
}
|
||||
|
||||
public void SetNewGravity(float value){
|
||||
additionalMoveDirection.y = value;
|
||||
}
|
||||
|
||||
// Hold a new rotation to be moved to during PlayerFacingDirection.SpecifiedRotation
|
||||
public void SetSpecifiedRotation(Quaternion inputRotation){ // Old
|
||||
specifiedRotation = inputRotation;
|
||||
}
|
||||
|
||||
// Blend between the current direction and an input direction, based on the current controller input
|
||||
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old
|
||||
// Create a new direction that is the current controller input * the amount of power they should have
|
||||
Vector3 dirToAdd = new Vector3(controls.rawMoveInput.x * value.x, 0f, controls.rawMoveInput.y * value.y);
|
||||
|
||||
// Multiply it by the current magnitude (why? i forgor)
|
||||
dirToAdd *= controls.rawMoveInput.magnitude;
|
||||
|
||||
// Blend the existing direction into it
|
||||
dirToAdd = Vector3.Lerp(outputMoveDirection, dirToAdd, priority * controls.rawMoveInput.magnitude);
|
||||
|
||||
// Set the new direction
|
||||
outputMoveDirection = new Vector3(dirToAdd.x, outputMoveDirection.y, dirToAdd.z);
|
||||
|
||||
// Everthing under here is for the speed now. If it's not set do...nothing. Otherwise set it to the max value between move speed and the new speed
|
||||
if (float.IsPositiveInfinity(speed)) {
|
||||
return;
|
||||
}
|
||||
|
||||
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.
|
||||
// Keeping it false will make it apply additively to the current gravity. Both options use relativty for linear interpolation.
|
||||
public void SetNewGravity(float value, float relativity, bool absolute){ // new
|
||||
if (absolute){
|
||||
resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, value, relativity);
|
||||
} else {
|
||||
resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, resolvedMovement.gravity + value, relativity);
|
||||
}
|
||||
DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (Local)", resolvedMovement.moveDirection.Local);
|
||||
DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World);
|
||||
}
|
||||
|
||||
// Update the direction, called every frame
|
||||
private void UpdateCurrentDirection(){
|
||||
// Get input value
|
||||
Vector2 targetDirection = new Vector2(controls.rawMoveInput.x, controls.rawMoveInput.y);
|
||||
|
||||
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
|
||||
|
||||
// Deadzone
|
||||
if (targetDirection.magnitude < .05f) {
|
||||
if (targetDirection.magnitude < .08f) {
|
||||
targetDirection = Vector2.zero;
|
||||
}
|
||||
|
||||
// Set Raw Direciton
|
||||
resolvedMovement.moveDirection.RawWorld = targetDirection;
|
||||
|
||||
// Get current direction
|
||||
Vector2 currentDirection = resolvedMovement.moveDirection.Local;
|
||||
Vector2 currentDirection = resolvedMovement.moveDirection.World;
|
||||
|
||||
// Also need to find the dot value of the current input versus the current move direction
|
||||
Vector3 slerpedValue;
|
||||
Vector2 lerpedValue;
|
||||
Vector2 newDirection;
|
||||
|
||||
float switchedDirection = Vector3.Dot(targetDirection, currentDirection);
|
||||
float switchedDirectionRemapped = Mathf.Lerp(0, 1, switchedDirection);
|
||||
|
||||
directionChangeDotLerp = Mathf.Lerp(switchedDirection, switchedDirectionRemapped, 5f * Time.deltaTime) ; // turn that .5f into a variable
|
||||
|
||||
DebugOverlayDrawer.ChangeValue("Movement", "Direction Change Dot", directionChangeDotLerp);
|
||||
DebugOverlayDrawer.ChangeValue("Movement", "Direction Change Dot", directionChangeDotLerp);
|
||||
|
||||
// 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
|
||||
// Also checks when grounded to only use Slerp on the ground
|
||||
Vector3 slerpedValue;
|
||||
Vector2 lerpedValue;
|
||||
Vector2 newDirection;
|
||||
|
||||
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
|
||||
slerpedValue = Vector3.Slerp(currentDirection, targetDirection, data.softening.Value * Time.deltaTime);
|
||||
lerpedValue = Vector2.Lerp(currentDirection, targetDirection, data.softening.Value * Time.deltaTime);
|
||||
|
||||
newDirection = Vector2.Lerp(slerpedValue, lerpedValue, directionChangeDotLerp);
|
||||
@@ -139,29 +97,23 @@ namespace Reset.Units{
|
||||
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 = newDirection;
|
||||
// Commit the new direction
|
||||
resolvedMovement.moveDirection.World = newDirection;
|
||||
}
|
||||
|
||||
// Update the speed, called every frame
|
||||
private void UpdateCurrentSpeed(){
|
||||
float speed;
|
||||
// ""Smooth"" the speed
|
||||
float smoothedSpeed;
|
||||
|
||||
if (resolvedMovement.moveDirection.Local.magnitude < controls.rawMoveInput.magnitude) {
|
||||
speed = data.moveSpeed.Value * Time.deltaTime * data.acceleration.Value;
|
||||
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, data.moveSpeed.Value, data.acceleration.Value * Time.deltaTime);
|
||||
} else {
|
||||
speed = data.moveSpeed.Value * Time.deltaTime * data.deacceleration.Value;
|
||||
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, 0f, data.deacceleration.Value * Time.deltaTime);
|
||||
}
|
||||
|
||||
resolvedMovement.moveSpeed = speed;
|
||||
// Commit the speed
|
||||
resolvedMovement.moveSpeed = smoothedSpeed;
|
||||
|
||||
DebugOverlayDrawer.ChangeValue("Movement", "Resolved Speed", resolvedMovement.moveSpeed);
|
||||
}
|
||||
@@ -173,75 +125,61 @@ namespace Reset.Units{
|
||||
resolvedMovement.gravity -= data.gravityAcceleration.Value * Time.deltaTime;
|
||||
}
|
||||
|
||||
// resolvedMovement.gravity = Mathf.Clamp(resolvedMovement.gravity, Mathf.NegativeInfinity, data.gravityMax.value);
|
||||
|
||||
// Apply a constant gravity if the player is grounded
|
||||
if (controller.isGrounded) {
|
||||
// resolvedMovement.gravity = -.3f;
|
||||
}
|
||||
|
||||
// Create the final gravity value
|
||||
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
|
||||
outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmoothVelocityRef, .1f * Time.deltaTime);
|
||||
float gravityMoveDirection = Physics.gravity.y * resolvedMovement.gravity;
|
||||
}
|
||||
|
||||
// Update the rotation, called every frame
|
||||
private void UpdateCurrentRotation(){
|
||||
// Get input value
|
||||
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
|
||||
|
||||
|
||||
Quaternion targetRotation = Quaternion.identity;
|
||||
// Switch the desired rotation based on current movement setting
|
||||
switch (data.rotateFacing) {
|
||||
switch (data.rotateFacing.Value) { // TODO: Check that this isn't broken
|
||||
// Just look at target
|
||||
case PlayerFacingDirection.TowardsTarget:
|
||||
// Look directly at the target
|
||||
outputRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
|
||||
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
|
||||
break;
|
||||
case PlayerFacingDirection.Momentum:
|
||||
// Look towards the current direction the agent is moving
|
||||
if (inputMovement.magnitude > .05f){
|
||||
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(outputMoveDirection);
|
||||
targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up);
|
||||
}
|
||||
break;
|
||||
case PlayerFacingDirection.MatchForward:
|
||||
// Look towards the input direction....why??? I guess cause move direction is PlayerFacingDirection.Momentum.
|
||||
if (controls.rawMoveInput.magnitude < 0.05f) { break; }
|
||||
|
||||
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||
targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||
break;
|
||||
case PlayerFacingDirection.MatchCamera:
|
||||
// Look the same direction as the camera
|
||||
outputRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
||||
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
||||
break;
|
||||
case PlayerFacingDirection.Static:
|
||||
// Don't change
|
||||
outputRotation = transform.rotation;
|
||||
break;
|
||||
case PlayerFacingDirection.SpecifiedDirection:
|
||||
// Look at an inputed rotation
|
||||
outputRotation = specifiedRotation;
|
||||
targetRotation = transform.rotation;
|
||||
break;
|
||||
}
|
||||
|
||||
DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
|
||||
|
||||
// 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);
|
||||
if (inputMovement.magnitude > .05) {
|
||||
// Quaternion inputRot = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||
// resolvedMovement.rotation = Quaternion.RotateTowards(resolvedMovement.rotation, targetRotation, 10f);
|
||||
resolvedMovement.rotation = targetRotation;
|
||||
}
|
||||
|
||||
// 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.softening.Value * Time.deltaTime);
|
||||
|
||||
// Set final rotation
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, outputRotation, outputRotationSpeed * Time.deltaTime).Flatten(0, null, 0);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, resolvedMovement.rotation, data.rotationSpeed.Value * Time.deltaTime).Flatten(0, null, 0);
|
||||
}
|
||||
|
||||
// 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.World, resolvedMovement.moveSpeed, data.gravityScale.Value); // TODO: Gets multiplied a second time in DoMovement by gravity scale????
|
||||
}
|
||||
|
||||
// Custom move from input
|
||||
@@ -249,63 +187,100 @@ namespace Reset.Units{
|
||||
// Debug.Log($"moveDir: {moveDir}, agent velocity: {transform.InverseTransformDirection(controller.velocity.normalized)}");
|
||||
|
||||
// Seperate the different move directions. Additonal becomes it's own because it needs to be added independently of the other two
|
||||
Vector2 moveXZDir = new Vector3(moveDir.x, moveDir.y);
|
||||
Vector2 moveXZDir = moveDir;
|
||||
float moveYDir = resolvedMovement.gravity;
|
||||
Vector3 addDir = additionalMoveDirection;
|
||||
|
||||
// Add their related speeds
|
||||
moveXZDir *= speed * Time.deltaTime;
|
||||
moveYDir *= data.gravityScale.Value * Time.deltaTime;
|
||||
addDir *= additionalSpeed * Time.deltaTime;
|
||||
|
||||
// Construct the direction and move
|
||||
Vector3 finalDir = new Vector3(moveXZDir.x, moveYDir,moveXZDir.y) ;
|
||||
controller.Move((Camera.main.transform.rotation.Flatten(0, null, 0) * finalDir) + addDir);
|
||||
}
|
||||
|
||||
void LateUpdate(){
|
||||
UpdateGravityLate();
|
||||
DecayAdditionalDirection();
|
||||
}
|
||||
|
||||
void DecayAdditionalDirection(){
|
||||
// Get input value
|
||||
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
|
||||
|
||||
// Ignore values under deadzone
|
||||
if (inputMovement.magnitude < .1f) {
|
||||
inputMovement = Vector3.zero;
|
||||
}
|
||||
|
||||
// Remove Y from variables
|
||||
Vector3 currentNoY = new Vector3(additionalMoveDirection.x, 0f, additionalMoveDirection.z);
|
||||
|
||||
// Decay the direction
|
||||
if (inputMovement.magnitude < currentNoY.magnitude) {
|
||||
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.deacceleration.Value * Time.deltaTime);
|
||||
}
|
||||
|
||||
// Decay the gravity
|
||||
additionalMoveDirection.y -= data.gravityPower.Value;
|
||||
additionalMoveDirection.y = Mathf.Max(0f, additionalMoveDirection.y);
|
||||
Vector3 finalDir = new Vector3(moveXZDir.x, moveYDir, moveXZDir.y);
|
||||
controller.Move(finalDir);
|
||||
}
|
||||
|
||||
private void UpdateGravityLate(){
|
||||
// Decay jump power
|
||||
data.jumpPower.Value -= data.jumpPowerDecay.Value * Time.deltaTime;
|
||||
data.jumpPower.Value = Mathf.Max(0f, data.jumpPower.Value);
|
||||
// Setting absolute to true will cause the current gravity to snap to the new gravity value.
|
||||
// Keeping it false will make it apply additively to the current gravity. Both options use relativty for linear interpolation.
|
||||
public void SetNewGravity(float value, float relativity, bool absolute){ // new
|
||||
if (absolute){
|
||||
resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, value, relativity);
|
||||
} else {
|
||||
resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, resolvedMovement.gravity + value, relativity);
|
||||
}
|
||||
}
|
||||
|
||||
[Button("Initialize Settings")]
|
||||
|
||||
public void SetNewDirection(Vector2 value, float relativity, bool absolute){ // new
|
||||
if (absolute){
|
||||
resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, value, relativity);
|
||||
} else {
|
||||
resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, resolvedMovement.moveDirection.World + value, relativity);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetNewRawDirection(Vector2 value, float relativity, bool absolute){ // new
|
||||
if (absolute){
|
||||
resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, value, relativity);
|
||||
} else {
|
||||
resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, resolvedMovement.moveDirection.RawWorld + value, relativity);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetNewSpeed(float value, float relativity, bool absolute){ // new
|
||||
if (absolute){
|
||||
resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, value, relativity);
|
||||
} else {
|
||||
resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, resolvedMovement.moveSpeed + value, relativity);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetNewRotation(Quaternion value, float relativity, bool absolute){ // new
|
||||
if (absolute){
|
||||
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, value, relativity);
|
||||
} else {
|
||||
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * value, relativity);
|
||||
}
|
||||
}
|
||||
|
||||
[Button("Initialize Settings", ButtonHeight = 30), PropertySpace(10,5 )]
|
||||
void InitAllSettings(){
|
||||
var newthing = data.GetAllSettings();
|
||||
var settingsList = data.GetAllSettings();
|
||||
|
||||
foreach (IResettableSettingValue value in settingsList) {
|
||||
value.Initialize();
|
||||
value.Verify();
|
||||
}
|
||||
}
|
||||
|
||||
void SmoothAllSettings(){
|
||||
var settingsList = data.GetAllSettings();
|
||||
|
||||
foreach (IResettableSettingValue value in settingsList) {
|
||||
value.SmoothAndEase();
|
||||
}
|
||||
}
|
||||
|
||||
public void AddToCurrentDirection(Vector3 inputDirection, float power){ // Old
|
||||
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
||||
}
|
||||
|
||||
public void SmoothToSpeed(float desiredSpeed, float smoothing){ // Old
|
||||
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
||||
}
|
||||
|
||||
public void SetNewDirection(Vector3 inputDirection){ // NOTE: If smoothing desired add a default bool for smoothing maybe? // Old
|
||||
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
||||
}
|
||||
|
||||
public void SetNewGravity(float value){
|
||||
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
||||
}
|
||||
|
||||
public void SetSpecifiedRotation(Quaternion inputRotation){ // Old
|
||||
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
||||
}
|
||||
|
||||
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old
|
||||
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user