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8bf90e7827
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8bf90e7827 | ||
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01e074e1f1 | ||
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413022d390 | ||
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94be96fb02 | ||
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568e90ff44 |
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@@ -97,7 +97,7 @@ namespace NodeCanvas.Tasks.Actions {
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Vector3 input = new(rawInput.x, rawInput.y, 0f);
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smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 1f);
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DebugOverlayDrawer.ChangeValue("Grapple", "Smoothed Input", smoothedInput.ToString());
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DebugOverlayDrawer.ChangeValue("Grapple", "Smoothed Input", smoothedInput);
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// The swing angle needs to change for the downwards swing, based on distance to the ground
|
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Physics.Raycast(agent.transform.position, Vector3.down, out RaycastHit hit);
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@@ -110,7 +110,7 @@ namespace NodeCanvas.Tasks.Actions {
|
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float outwardsAngle = Mathf.Lerp(0f, -60f, currentDist / 15f);
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float outputAngle = inwardsAngle + outwardsAngle;
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DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle.ToString() + $"({inwardsAngle.ToString()} + {outwardsAngle.ToString()})");
|
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DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle + $"({inwardsAngle} + {outwardsAngle})");
|
||||
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// Calculate the swing direction.
|
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// Vector3 swingDirection = Quaternion.LookRotation(smoothedInput) * directionToPoint * smoothedInput.magnitude; // Old
|
||||
@@ -190,8 +190,8 @@ namespace NodeCanvas.Tasks.Actions {
|
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Quaternion.LookRotation(directionToPoint) * -directionToPoint.Flatten(null, null, 0).normalized
|
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);
|
||||
|
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DebugOverlayDrawer.ChangeValue("Grapple", "Horizontal Dot", xzDot.ToString());
|
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DebugOverlayDrawer.ChangeValue("Grapple", "Vertical Dot", yDot.ToString());
|
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DebugOverlayDrawer.ChangeValue("Grapple", "Horizontal Dot", xzDot);
|
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DebugOverlayDrawer.ChangeValue("Grapple", "Vertical Dot", yDot);
|
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|
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// Check if done
|
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if (xzDot < horizontalDotBreak || yDot < verticalDotBreak) {
|
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@@ -219,7 +219,7 @@ namespace NodeCanvas.Tasks.Actions {
|
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float outwardsAngle = Mathf.Lerp(0f, -60f, currentDist / 15f);
|
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float outputAngle = inwardsAngle + outwardsAngle;
|
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|
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DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle.ToString() + $"({inwardsAngle.ToString()} + {outwardsAngle.ToString()})");
|
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DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle + $"({inwardsAngle} + {outwardsAngle})");
|
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|
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Vector3 pointDirectionXZStable = agent.transform.position.DirectionTo(grapplePoint.value.Flatten(null, agent.transform.position.y));
|
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Vector3 rightSwingDirectin = Quaternion.AngleAxis(100f + outputAngle, Vector3.up) * pointDirectionXZStable; // Working
|
||||
@@ -253,7 +253,7 @@ namespace NodeCanvas.Tasks.Actions {
|
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Vector3 xAxisTargetDirection = Vector3.Lerp(rightSwingDirectin, leftSwingDirectin, Mathf.Abs((input.x - 1f) / 2f));
|
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targetSwingDirection = Vector3.Slerp(targetSwingDirection, xAxisTargetDirection, Mathf.Abs((input.x)));
|
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// targetSwingDirection = xAxisTargetDirection;
|
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DebugOverlayDrawer.ChangeValue("Grapple", "LR Input Dot", Mathf.Abs((input.x - 1f) / 2f).ToString());
|
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DebugOverlayDrawer.ChangeValue("Grapple", "LR Input Dot", Mathf.Abs((input.x - 1f) / 2f));
|
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}
|
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|
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return targetSwingDirection.normalized;
|
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|
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@@ -10,11 +10,21 @@ using Unity.Services.Relay.Models;
|
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using Unity.Services.Core;
|
||||
|
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public class SessionManager : MonoBehaviour{
|
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public GameObject playerPrefab;
|
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|
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// Start is called once before the first execution of Update after the MonoBehaviour is created
|
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void Start(){
|
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|
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}
|
||||
|
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public void StartOfflineSession(){
|
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Instantiate(playerPrefab);
|
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}
|
||||
|
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public void StartOnlineSession(){
|
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// Not handled in this script for now
|
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}
|
||||
|
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// Update is called once per frame
|
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void Update(){
|
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|
||||
|
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@@ -73,7 +73,7 @@ namespace Reset.Core.Tools{
|
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GameObject thisPageObject = null;
|
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bool alreadyExisted = false;
|
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|
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// This checks for a gameobject with the page name. Sets it if it finds it
|
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// This checks for a page with the gameobject's name. Sets it if it finds it
|
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foreach (var page in Instance.Pages) {
|
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if (page.Key.name == $"{Instance.pageNamePrefix}{pageName}") {
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thisPageObject = page.Key;
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@@ -82,7 +82,7 @@ namespace Reset.Core.Tools{
|
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}
|
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}
|
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|
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// Otherwise, this will make a new one and add it
|
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// Otherwise, this will make a new GameObject/page and add it
|
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UIDocument thisDocument;
|
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|
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if (thisPageObject == null) {
|
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@@ -92,7 +92,7 @@ namespace Reset.Core.Tools{
|
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// Add it to the list of page objects and set it's transform
|
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KeyValuePair<GameObject, List<string>> newPage = new(thisPageObject, new List<string>());
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Instance.Pages.Add(newPage.Key, newPage.Value);
|
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thisPageObject.transform.SetParent(Instance.canvasRootGameObject.transform);
|
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thisPageObject.transform.SetParent(Instance.root.transform);
|
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|
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// Add a UI Document for it, give it the base template
|
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thisDocument = thisPageObject.AddComponent<UIDocument>();
|
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@@ -138,18 +138,16 @@ namespace Reset.Core.Tools{
|
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}
|
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|
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// Publicly accessible method to change the value
|
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public static void ChangeValue(string pageName, string sourceName, string newValue){
|
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public static void ChangeValue(string pageName, string sourceName, object newValue){
|
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try {
|
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Instance.values[$"{pageName}/{sourceName}"].text = newValue;
|
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} catch (Exception e) {
|
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try {
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if (Instance.values.ContainsKey($"{pageName}/{sourceName}")) {
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Instance.values[$"{pageName}/{sourceName}"].text = newValue.ToString();
|
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} else {
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AddOnOverlay(pageName, sourceName);
|
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Instance.values[$"{pageName}/{sourceName}"].text = newValue;
|
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throw;
|
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} catch (Exception exception) {
|
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Debug.LogError($"Failed to both update an existing or create a new debug overlay: {exception.Message}" );
|
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throw;
|
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Instance.values[$"{pageName}/{sourceName}"].text = newValue.ToString();
|
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}
|
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} catch (Exception e) {
|
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Debug.LogError($"Failed to both update an existing or create a new debug overlay: {e.Message}");
|
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}
|
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}
|
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|
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|
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Reference in New Issue
Block a user