change: gravity settings functions and deprecation of jump/gravity split
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@@ -27,19 +27,20 @@ namespace Reset.Units {
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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// Jump
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FloatValueGroup.UpdateValue(jumpPower, ref agent.data.jumpPower.value, ref agent.defaultData.jumpPower.value);
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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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// Deprecated by unified gravity system, including SetNewGravity
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// // Jump
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// FloatValueGroup.UpdateValue(jumpPower, ref agent.data.jumpPower.value, ref agent.defaultData.jumpPower.value);
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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, ref agent.data.jumpPowerDecay.value, ref agent.defaultData.jumpPowerDecay.value);
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ValueGroup.ChangeSmoothingEasing(jumpPowerDecay, ref agent.data.jumpPowerDecay.currentSmoothing,
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ref agent.data.jumpPowerDecay.easing, ref agent.defaultData.jumpPowerDecay.smoothing, ref agent.defaultData.jumpPowerDecay.easing);
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// Gravity
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FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower.value, ref agent.defaultData.gravityPower.value);
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ValueGroup.ChangeSmoothingEasing(gravityPower, ref agent.data.gravityPower.currentSmoothing,
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ref agent.data.gravityPower.easing, ref agent.defaultData.gravityPower.smoothing, ref agent.defaultData.gravityPower.easing);
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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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// ValueGroup.ChangeSmoothingEasing(gravityPower, ref agent.data.gravityPower.currentSmoothing,
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// ref agent.data.gravityPower.easing, ref agent.defaultData.gravityPower.smoothing, ref agent.defaultData.gravityPower.easing);
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FloatValueGroup.UpdateValue(gravityMax, ref agent.data.gravityMax.value, ref agent.defaultData.gravityMax.value);
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ValueGroup.ChangeSmoothingEasing(gravityMax, ref agent.data.gravityMax.currentSmoothing,
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