added: grapple pull replacement for crappy new grapple

This commit is contained in:
Chris
2025-08-07 21:12:18 -04:00
parent 70064db06d
commit d5bab9d842
8 changed files with 34458 additions and 52 deletions

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@@ -0,0 +1,127 @@
using Drawing;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Services;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
[Description("Pulls the agent towards a position with a spring-like effect")]
public class DoGrapplePull : ActionTask<CharacterController>{
public BBParameter<Vector3> grapplePoint;
public BBParameter<Vector3> offset;
public BBParameter<float> pullAccelerationSpeed;
public BBParameter<float> pullDeaccelerationSpeed;
[Tooltip("X is minimum speed, Y is maximum speed")]
public BBParameter<Vector2> pullTimeRange;
[Tooltip("X is the distance where the curve will first be evaluated, Y is the distance where the curve will last be evaluated")]
public BBParameter<Vector2> pullSpeedRange;
public BBParameter<float> slowdownDistance;
public BBParameter<AnimationCurve> pullSpeedCurve;
public BBParameter<AnimationCurve> endDeaccelerationCurve;
private float startTime;
private float currentSpeed;
private Vector3 smoothedInput;
private Vector3 smoothedInputRefVelocity;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit(){
MonoManager.current.onLateUpdate += DrawGrappleGizmo;
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
startTime = Time.time;
currentSpeed = pullSpeedCurve.value[0].value * pullSpeedRange.value.y;
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
// Create the distance variables
Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
float evaluatedSpeed = pullSpeedCurve.value.Evaluate(Mathf.Clamp((Time.time - startTime) / 6f, 0f, Mathf.Infinity));
float speedAgainstCurve = Mathf.Lerp(pullSpeedRange.value.x, pullSpeedRange.value.y, evaluatedSpeed);
// Find how far from 0-1 the player is from the max and minimum distance
// Get the base distance then account for the minimum distance to the point so that being the minimum away will Lerp to 1
float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
// float currentDistMinimumAccounted = (currentDist - pullSpeedDistances.value.x);
if (currentDist < slowdownDistance.value) {
float change = endDeaccelerationCurve.value.Evaluate((slowdownDistance.value - currentDist) / slowdownDistance.value);
speedAgainstCurve = speedAgainstCurve * change;
// Debug.Log($"prev: {speedAgainstCurve}, norm: {(slowdownDistance.value - currentDist) / slowdownDistance.value}, change: {change}, output: {speedAgainstCurve * change} ");
}
// Evaluate the normalized value
// float normaled = Mathf.Lerp(0, 1f, 1f - elapsedTime / (pullSpeedDistances.value.y - pullSpeedDistances.value.x));
// Use the curve evaluation to set the speed
// float outputSpeed = Mathf.Lerp(pullTimeRange.value.x, pullTimeRange.value.y, evaluatedSpeed);
// Soften the speed changes
currentSpeed = Mathf.Lerp(currentSpeed, speedAgainstCurve, 10f * Time.deltaTime);
// Add input changes
Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
Vector3 input = Quaternion.LookRotation(dirToPoint) * new Vector3(rawInput.x, rawInput.y, 0f);
smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 30f * Time.deltaTime);
Debug.Log(input);
dirToPoint.y *= 2.5f;
agent.Move((dirToPoint.normalized + smoothedInput) * currentSpeed * Time.deltaTime);
// Debug.Log( $"{ endDeaccelerationCurve.value.Evaluate(((slowdownDistance.value - currentDist)) )}");
// EndAction(true);
}
public void DrawGrappleGizmo(){
// Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
//
// using (Draw.WithColor(Color.yellow)){
// Draw.Line(agent.transform.position + Vector3.up, grapplePoint.value);
//
// // Draw Gizmo for minimum distance
// Vector3 minLocation = agent.transform.position + (Vector3.up * 1) + (dirToPoint * pullSpeedDistances.value.x);
// Vector3 minToScreen = minLocation.DirectionTo(Camera.main.transform.position);
//
// Draw.SolidCircle(minLocation,minToScreen , .2f);
//
// // Draw Gizmo for minimum distance
// Vector3 maxLocation = agent.transform.position + (Vector3.up * .8f) + (dirToPoint * pullSpeedDistances.value.y);
// Vector3 maxToScreen = maxLocation.DirectionTo(Camera.main.transform.position);
//
// Draw.SolidCircle(maxLocation,maxToScreen , .2f);
// }
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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fileFormatVersion: 2
guid: 75673b361693d854abb6e3b24a62d734

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@@ -62,7 +62,7 @@ namespace NodeCanvas.Tasks.Conditions {
// Calculate dor product
float dotProduct = Vector3.Dot(valueToCheck, rawInputVector3);
Debug.Log(dotProduct);
// Debug.Log(dotProduct);
// Compare against the desired tolerance and output result
if (tolerance.value > Mathf.Abs(dotProduct - tolerance.value)) {

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@@ -148,6 +148,8 @@ namespace NodeCanvas.Tasks.Actions {
if (agent.isGrounded) {
jumpPower.value = 0f;
}
EndAction(true);
}
// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())