maint: removed all old unused tasks, created new tasks to replace them, cleaned up namespaces, reverted ItemTest.unity

This commit is contained in:
Chris
2025-09-26 15:20:42 -04:00
parent 4569cea664
commit ff7b04341b
22 changed files with 173 additions and 472 deletions

View File

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using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Units {
[Category("Reset/Movement")]
[Description("Set a new direction value for this agent, either additively, absolutely, or relatively.")]
public class SetNewDirection : ActionTask<UnitMovementHandler> {
public BBParameter<Vector2> newDirection;
[Tooltip("Setting absolute to true will cause the resolved movement direction to snap to the new gravity value. Keeping it false will make it apply additively to the resolved movement direction. Both options use relativty for linear interpolation.")]
public BBParameter<bool> absolute;
[Tooltip("Higher relativity means more of the new value is used. Value of 1 will set it to the value directly, while .5 will blend halfway between.")]
[SliderField(0, 1)]
public BBParameter<float> relativity;
[Tooltip("Setting raw direciton will affect things that read the raw direction like rotation")]
public BBParameter<bool> setRawAsWell;
[Tooltip("This is set as a Vector3 but will be translated into a Vector2 on execute")]
public BBParameter<Vector3> relativeTo;
//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() {
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() {
agent.SetNewDirection(newDirection.value, relativity.value, absolute.value, relativeTo.value.ToVector2());
if (setRawAsWell.value) {
agent.SetNewRawDirection(newDirection.value, relativity.value, absolute.value, relativeTo.value.ToVector2());
}
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}