change: fixing of many issues in handler, deprecation/deletion of variables, cleanup of UnitMovementHandler, cleaning up of inspector
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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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