change: number tweaks to grapple, some cleanup
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@@ -64,20 +64,20 @@ namespace Reset.Units{
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// public float value;
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// }
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// Debug viewing
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[ShowInInspector, ReadOnly] private float outputSpeed;
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[ShowInInspector, ReadOnly] private float additionalSpeed;
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[ShowInInspector, ReadOnly] public Vector3 outputMoveDirection;
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[ShowInInspector, ReadOnly] public Vector3 additionalMoveDirection;
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[ShowInInspector, ReadOnly] private Quaternion outputRotation;
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[ShowInInspector, ReadOnly] private Quaternion specifiedRotation;
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[ShowInInspector, ReadOnly] private float outputRotationSpeed;
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//
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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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// Used by graph to gradually shift into new values rather than dump them. Even if they're smoothed values they need to be eased into
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[ShowInInspector, ReadOnly] private float outputJumpDecay;
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[ShowInInspector, ReadOnly] private float outputGravityAccel;
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[ShowInInspector, ReadOnly] private float outputGravityScale;
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[ShowInInspector, ReadOnly] private float settingsChangeRotationSpeed;
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[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float smoothedJumpDecay;
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[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float smoothedGravityAccel;
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[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float smoothedGravityScale;
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[FoldoutGroup("Smoothed Values"), ShowInInspector, ReadOnly] private float settingsChangeRotationSpeed;
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private float directionChangeDot;
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private bool moveCallDisabledNextFrame;
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@@ -225,7 +225,7 @@ namespace Reset.Units{
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// Update the gravity, called every frame
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private void UpdateCurrentGravity(){
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// Accelerate gravity
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data.gravityPower += outputGravityAccel * Time.deltaTime;
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data.gravityPower += smoothedGravityAccel * Time.deltaTime;
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data.gravityPower = Mathf.Clamp(data.gravityPower, Mathf.NegativeInfinity, data.gravityMax);
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// Apply a constant gravity if the player is grounded
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@@ -310,7 +310,7 @@ namespace Reset.Units{
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// Add their related speeds
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moveXZDir *= speed * Time.deltaTime;
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moveYDir *= outputGravityScale * Time.deltaTime;
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moveYDir *= smoothedGravityScale * Time.deltaTime;
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addDir *= additionalSpeed * Time.deltaTime;
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// Construct the direction and move
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@@ -325,9 +325,9 @@ namespace Reset.Units{
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}
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private void SmoothingSettingsChanges(){
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outputJumpDecay = Mathf.Lerp(outputJumpDecay, data.jumpPowerDecay, data.settingsChangeSmoothing * Time.deltaTime);
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outputGravityAccel = Mathf.Lerp(outputGravityAccel, data.gravityAcceleration, data.settingsChangeSmoothing * Time.deltaTime);
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outputGravityScale = Mathf.Lerp(outputGravityScale, data.gravityScale, data.settingsChangeSmoothing * Time.deltaTime);
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smoothedJumpDecay = Mathf.Lerp(smoothedJumpDecay, data.jumpPowerDecay, data.settingsChangeSmoothing * Time.deltaTime);
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smoothedGravityAccel = Mathf.Lerp(smoothedGravityAccel, data.gravityAcceleration, data.settingsChangeSmoothing * Time.deltaTime);
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smoothedGravityScale = Mathf.Lerp(smoothedGravityScale, data.gravityScale, data.settingsChangeSmoothing * Time.deltaTime);
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settingsChangeRotationSpeed = Mathf.Lerp(settingsChangeRotationSpeed, data.rotationSpeed, data.settingsChangeSmoothing * Time.deltaTime);
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}
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@@ -358,7 +358,7 @@ namespace Reset.Units{
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private void UpdateGravityLate(){
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// Decay jump power
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data.jumpPower -= outputJumpDecay * Time.deltaTime;
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data.jumpPower -= smoothedJumpDecay * Time.deltaTime;
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data.jumpPower = Mathf.Max(0f, data.jumpPower);
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}
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}
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