fixed: all moving conditions working. removed 'moveFacing' primarily
This commit is contained in:
@@ -9,7 +9,8 @@ public enum PlayerFacingDirection{
|
||||
TowardsTarget = 0,
|
||||
MatchForward,
|
||||
MatchCamera,
|
||||
Static
|
||||
Static,
|
||||
Momentum
|
||||
}
|
||||
|
||||
namespace Reset.Units{
|
||||
@@ -19,9 +20,6 @@ namespace Reset.Units{
|
||||
// }
|
||||
public class UnitMovementData{
|
||||
// Movement Direction
|
||||
public Vector3 targetMoveDirection;
|
||||
public PlayerFacingDirection moveFacing;
|
||||
|
||||
public float accelerationSmoothing = 5f;
|
||||
public float deaccelerationSmoothing = 5f;
|
||||
public AnimationCurve deaccelerationCurve;
|
||||
@@ -77,15 +75,11 @@ namespace Reset.Units{
|
||||
UpdateCurrentSpeed();
|
||||
UpdateCurrentGravity();
|
||||
UpdateCurrentRotation();
|
||||
//
|
||||
|
||||
DoMovement();
|
||||
}
|
||||
|
||||
private void UpdateCurrentDirection(){
|
||||
// Construct move direction
|
||||
Vector3 targetDirection = data.targetMoveDirection;
|
||||
|
||||
Debug.Log(controls);
|
||||
// Get input value
|
||||
Vector3 inputMovement =
|
||||
new Vector3(
|
||||
@@ -94,27 +88,12 @@ namespace Reset.Units{
|
||||
0f,
|
||||
controls.
|
||||
rawMoveInput.y);
|
||||
|
||||
|
||||
// Construct move direction
|
||||
Vector3 targetDirection = inputMovement;
|
||||
|
||||
if (inputMovement.magnitude < .1f) {
|
||||
inputMovement = Vector3.zero;
|
||||
}
|
||||
|
||||
// Change how movement is managed based on facing state
|
||||
switch (data.moveFacing) {
|
||||
case PlayerFacingDirection.TowardsTarget:
|
||||
break;
|
||||
case PlayerFacingDirection.MatchForward: // TODO: Recomment
|
||||
// targetDirection = agent.transform.forward * inputMovement.magnitude;
|
||||
targetDirection = inputMovement;
|
||||
break;
|
||||
case PlayerFacingDirection.MatchCamera:
|
||||
targetDirection = Quaternion.Euler(Camera.main.transform.forward.DirectionTo(transform.forward)) * inputMovement; // NOTE: This used to be t: currentRotSpeed * Time.deltaTime.
|
||||
// See how it feels with a hard set value and go fro there.
|
||||
break;
|
||||
case PlayerFacingDirection.Static:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
targetDirection = Vector3.zero;
|
||||
}
|
||||
|
||||
// Remove Y from variables
|
||||
@@ -123,7 +102,7 @@ namespace Reset.Units{
|
||||
|
||||
// Smooth movement
|
||||
if (targetNoY.magnitude > currentNoY.magnitude) {
|
||||
currentNoY = Vector3.Lerp(currentNoY, targetNoY,data.accelerationSmoothing * Time.deltaTime);
|
||||
currentNoY = Vector3.Slerp(currentNoY, targetNoY,data.accelerationSmoothing * Time.deltaTime);
|
||||
|
||||
} else {
|
||||
float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
|
||||
@@ -164,28 +143,28 @@ namespace Reset.Units{
|
||||
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
|
||||
|
||||
switch (data.rotateFacing) {
|
||||
// TODO: Recomment
|
||||
case PlayerFacingDirection.TowardsTarget:
|
||||
// Set rotation to just the direction of the target
|
||||
|
||||
Debug.LogError("Not implemented...");
|
||||
|
||||
break;
|
||||
case PlayerFacingDirection.Momentum:
|
||||
if (inputMovement.magnitude > .03f){
|
||||
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(outputMoveDirection);
|
||||
}
|
||||
break;
|
||||
case PlayerFacingDirection.MatchForward:
|
||||
if (controls.rawMoveInput.magnitude < 0.01f) { break; }
|
||||
|
||||
outputRotation = Quaternion.LookRotation(inputMovement) *
|
||||
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
|
||||
|
||||
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||
|
||||
break;
|
||||
case PlayerFacingDirection.MatchCamera:
|
||||
// Craft a new rotation that flattens the camera's rotation to the ground
|
||||
// Needed to keep the character from inheriting the camera's height-rotation
|
||||
outputRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
||||
|
||||
outputRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
||||
break;
|
||||
case PlayerFacingDirection.Static:
|
||||
outputRotation = transform.rotation;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Set final rotation
|
||||
transform.rotation = Quaternion.Lerp(transform.rotation, outputRotation, 10f * Time.deltaTime).Flatten(0, null, 0);
|
||||
@@ -196,7 +175,7 @@ namespace Reset.Units{
|
||||
}
|
||||
|
||||
public void DoMovement(Vector3 moveDir, float speed){
|
||||
Debug.Log( outputMoveDirection);;
|
||||
// Commit the move, with respect to the camera's rotation
|
||||
controller.Move((Camera.main.transform.rotation.Flatten(0, null, 0) * (moveDir * speed) * Time.deltaTime));
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user