maint: removed all old unused tasks, created new tasks to replace them, cleaned up namespaces, reverted ItemTest.unity
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@@ -211,18 +211,22 @@ namespace Reset.Units{
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}
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public void SetNewDirection(Vector2 value, float relativity, bool absolute, Vector2 relativeTo = default){ // new
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Vector2 relativeValue = relativeTo + value;
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if (absolute){
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resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, value, relativity);
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resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, relativeValue, relativity);
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} else {
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resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, resolvedMovement.moveDirection.World + value, relativity);
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resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, resolvedMovement.moveDirection.World + relativeValue, relativity);
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}
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}
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public void SetNewRawDirection(Vector2 value, float relativity, bool absolute, Vector2 relativeTo = default){ // new
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Vector2 relativeValue = relativeTo + value;
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if (absolute){
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resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, value, relativity);
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resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, relativeValue, relativity);
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} else {
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resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, resolvedMovement.moveDirection.RawWorld + value, relativity);
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resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, resolvedMovement.moveDirection.RawWorld + relativeValue, relativity);
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}
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}
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@@ -235,10 +239,12 @@ namespace Reset.Units{
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}
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public void SetNewRotation(Quaternion value, float relativity, bool absolute, Quaternion relativeTo = default){ // new
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Quaternion relativeValue = relativeTo * value;
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if (absolute){
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resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, value, relativity);
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resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, relativeValue, relativity);
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} else {
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resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * value, relativity);
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resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * relativeValue, relativity);
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}
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}
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