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f71ba6f5fe | ||
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bbb735c9c1 |
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showAlpha: 0
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colors:
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- {r: 0.353, g: 0.098, b: 0.02, a: 1}
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- {r: 0.906, g: 0.643, b: 0.082, a: 1}
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- {r: 0.294, g: 0.235, b: 0.012, a: 1}
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- name: Floral
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showAlpha: 0
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colors:
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- {r: 0.855, g: 0.518, b: 0.412, a: 1}
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- {r: 0.949, g: 0.925, b: 0.784, a: 1}
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- {r: 0.4, g: 0.196, b: 0.243, a: 1}
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- {r: 0.271, g: 0.157, b: 0.227, a: 1}
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- name: Underwater
|
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showAlpha: 0
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colors:
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- {r: 0.663, g: 0.416, b: 0.733, a: 1}
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- {r: 0.2, g: 0.6, b: 0.698, a: 1}
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- {r: 0.11, g: 0.49, b: 0.698, a: 1}
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- {r: 0, g: 0.357, b: 0.604, a: 1}
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- {r: 0.067, g: 0.271, b: 0.353, a: 1}
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- name: Breeze
|
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showAlpha: 0
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colors:
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- {r: 0.706, g: 1, b: 0, a: 1}
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- {r: 0.651, g: 1, b: 0.404, a: 1}
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- {r: 0.122, g: 1, b: 0.514, a: 1}
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- {r: 0.216, g: 0.894, b: 0.961, a: 1}
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- {r: 0.4, g: 1, b: 0.882, a: 1}
|
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- {r: 0.027, g: 0.792, b: 0.8, a: 1}
|
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- name: Clovers
|
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showAlpha: 0
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colors:
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- {r: 0.431, g: 0.549, b: 0.102, a: 1}
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- {r: 0.753, g: 0.824, b: 0.627, a: 1}
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- {r: 0.404, g: 0.6, b: 0.4, a: 1}
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- name: Tropical
|
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showAlpha: 0
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colors:
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- {r: 0.953, g: 0.647, b: 0.804, a: 1}
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_type: UnityEngine.InputSystem.InputAction
|
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- _ID: 95540415-c9c3-4b53-87b6-97dcfb13cf6e
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File diff suppressed because one or more lines are too long
File diff suppressed because it is too large
Load Diff
@@ -1,14 +1,14 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
|
||||
public float lockonTargetRadius{ get; set; } = 1f;
|
||||
|
||||
public void OnTargetDelete(){
|
||||
GetComponent<ILockOnTarget>().SafelyDeleteTarget();
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start(){
|
||||
|
||||
}
|
||||
|
||||
void OnDestroy(){
|
||||
OnTargetDelete();
|
||||
void Update(){
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,21 +10,19 @@ using Reset.Player.Movement;
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
[Category("Reset/Movement")]
|
||||
public class AddJump : ActionTask<CharacterController> {
|
||||
public BBParameter<Vector3> airMoveDirection;
|
||||
public BBParameter<float> jumpPower;
|
||||
|
||||
[Space(5)]
|
||||
public BBParameter<float> jumpStrength;
|
||||
public BBParameter<Vector3> airMoveDirection;
|
||||
|
||||
public BBParameter<PlayerFacingDirection> playerFacingDirection;
|
||||
|
||||
[SliderField(0, 1)]
|
||||
[Range(0f, 1f)]
|
||||
public BBParameter<float> standStillJumpStrength;
|
||||
|
||||
public BBParameter<float> jumpPower;
|
||||
[Tooltip("Determines how much current movement vectors into jump direction")]
|
||||
[SliderField(0, 1)]
|
||||
public BBParameter<float> currentVelocityInheritence;
|
||||
public BBParameter<Vector3> directionalForce;
|
||||
|
||||
[SliderField(0, 1)]
|
||||
public BBParameter<float> directionalForceStrength;
|
||||
|
||||
protected override string info {
|
||||
@@ -74,12 +72,9 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
// Check threshold of current XZ velocity- if it's too close to zero, use the jumpStrength for jumping velocity. If it's not, use the current velocity
|
||||
float velocityThreshold = 4f;
|
||||
float magnitudeZeroDifference = Mathf.Clamp(currentVelocityVector3.magnitude - velocityThreshold, 0f, Mathf.Infinity) / velocityThreshold; // Divided by maximum to return a 0-1 value. Clamping not required.
|
||||
float outputHoritontalVelocity = Mathf.Lerp(jumpStrength.value, currentVelocityVector3.magnitude, Math.Clamp(magnitudeZeroDifference, 0f, 1f));
|
||||
|
||||
outputHoritontalVelocity = Mathf.Min(outputHoritontalVelocity, Mathf.Lerp(standStillJumpStrength.value * jumpStrength.value, jumpStrength.value * .4f, magnitudeZeroDifference));
|
||||
float outputVelocity = Mathf.Lerp(jumpStrength.value, currentVelocityVector3.magnitude, Math.Clamp(magnitudeZeroDifference, 0f, 1f));
|
||||
|
||||
// Do the same for directional jump strength
|
||||
outputHoritontalVelocity = Mathf.Lerp(outputHoritontalVelocity, jumpStrength.value, directionalForceStrength.value);
|
||||
outputVelocity = Mathf.Min(outputVelocity, Mathf.Lerp(standStillJumpStrength.value * jumpStrength.value, jumpStrength.value * .4f, magnitudeZeroDifference));
|
||||
|
||||
// Remap the dot to set -1 (opposing direction) to -.5f, and 1 (same direciton) to 1.2f
|
||||
// This is done to allow some sideways jumping direction change, but none backwards, and all forwards
|
||||
@@ -99,7 +94,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
outputDirection = Camera.main.transform.rotation.Flatten(0, null, 0) * outputDirection;
|
||||
|
||||
// Set air move direction
|
||||
airMoveDirection.value += outputDirection * outputHoritontalVelocity;
|
||||
airMoveDirection.value += outputDirection * outputVelocity;
|
||||
}
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
@@ -3,13 +3,16 @@ using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
using Reset.Player.Movement;
|
||||
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class CalculateAirMovement : ActionTask<Transform>{
|
||||
public BBParameter<Vector3> airMoveDirection;
|
||||
public BBParameter<Vector3> groundMoveDirection; // Unused on 7/29/25, delete if still unusued later
|
||||
public BBParameter<Vector3> groundMoveDirection;
|
||||
|
||||
public BBParameter<PlayerFacingDirection> playerFacingDirection;
|
||||
|
||||
private float airControlPower = 1f;
|
||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
@@ -22,7 +25,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute(){
|
||||
airControlPower = 1f;
|
||||
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
@@ -31,7 +34,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
airMoveDirection.value = Vector3.Lerp(airMoveDirection.value, Vector3.zero, .7f * Time.deltaTime);
|
||||
|
||||
// Decay Air Control power
|
||||
airControlPower = Mathf.Lerp(airControlPower, 0f, 2f * Time.deltaTime);
|
||||
airControlPower = Mathf.Lerp(airControlPower, 0f, 3f * Time.deltaTime);
|
||||
|
||||
// Add air control
|
||||
Vector3 inputVector3 = new(agent.GetComponent<PlayerControls>().rawMoveInput.x, 0f, agent.GetComponent<PlayerControls>().rawMoveInput.y);
|
||||
@@ -44,7 +47,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
// groundMoveDirection.value = agent.GetComponent<CharacterController>().velocity;
|
||||
groundMoveDirection.value = agent.GetComponent<CharacterController>().velocity;
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
|
||||
47
Assets/Scripts/Core/Graph Tasks/CalculateInputDotProduct.cs
Normal file
47
Assets/Scripts/Core/Graph Tasks/CalculateInputDotProduct.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NodeCanvas.Tasks.Conditions {
|
||||
|
||||
[Category("Core/Input")]
|
||||
[Description("Returns a float from two Vector3s")]
|
||||
public class GetMovementInputDotProduct : ConditionTask<PlayerControls>{
|
||||
[SliderField(0f,1f)]
|
||||
public BBParameter<Vector3> desiredVector3;
|
||||
public BBParameter<float> tolerance;
|
||||
public BBParameter<bool> negate;
|
||||
|
||||
//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 bool OnCheck(){
|
||||
Vector3 rawInputVector3 = new(agent.rawMoveInput.x, 0f, agent.rawMoveInput.y);
|
||||
float dotProduct = Vector3.Dot(desiredVector3.value, rawInputVector3);
|
||||
|
||||
//Debug.Log(dotProduct);
|
||||
|
||||
if (dotProduct < tolerance.value) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnEnable() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnDisable() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,121 +0,0 @@
|
||||
using System;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using ParadoxNotion.Serialization.FullSerializer;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
[Category("Reset")]
|
||||
[Description("Update the agent's position and rotation (scale too, sure whynot) either instantly or over time.")]
|
||||
public class ChangeAgentTransform : ActionTask<CharacterController>{
|
||||
public enum TransformProperty{
|
||||
Position,
|
||||
Rotation,
|
||||
Scale
|
||||
}
|
||||
|
||||
protected override string info {
|
||||
get{
|
||||
string basicText = string.Format($"Player {targetProperty.ToString()} to {(targetValue.isPresumedDynamic ? targetValue.name : targetValue.value)}");
|
||||
basicText += relativeToSelf.value ? ", relative to Self" : "";
|
||||
|
||||
return basicText;
|
||||
}
|
||||
}
|
||||
|
||||
public TransformProperty targetProperty;
|
||||
|
||||
[ParadoxNotion.Design.ShowIf("targetProperty", 1), Space(5)]
|
||||
public BBParameter<bool> forcePositionChange;
|
||||
|
||||
public BBParameter<Vector3> targetValue;
|
||||
|
||||
public BBParameter<bool> relativeToSelf;
|
||||
|
||||
[Tooltip("Set this to the current position if you're trying to rotate by 'this much'. Keep it zero for world space values.")]
|
||||
public BBParameter<Vector3> relativeValue;
|
||||
|
||||
public BBParameter<bool> changeInstantly;
|
||||
public BBParameter<float> smoothing;
|
||||
|
||||
private Vector3 currentVel;
|
||||
|
||||
|
||||
//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() {
|
||||
switch (targetProperty) {
|
||||
case TransformProperty.Position:
|
||||
Vector3 relativeUseValue = relativeValue.value;
|
||||
if (relativeToSelf.value) {
|
||||
relativeUseValue = agent.transform.position;
|
||||
}
|
||||
|
||||
if (changeInstantly.value) {
|
||||
agent.Move(agent.transform.position.DirectionTo(relativeUseValue + targetValue.value));
|
||||
}
|
||||
|
||||
break;
|
||||
case TransformProperty.Rotation:
|
||||
agent.transform.rotation = Quaternion.LookRotation(relativeValue.value) * Quaternion.Euler(targetValue.value);
|
||||
break;
|
||||
case TransformProperty.Scale:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
if (changeInstantly.value) {
|
||||
EndAction(true);
|
||||
}
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
switch (targetProperty) {
|
||||
case TransformProperty.Position:
|
||||
Vector3 relativeUseValue = relativeValue.value;
|
||||
if (relativeToSelf.value) {
|
||||
relativeUseValue = agent.transform.position;
|
||||
}
|
||||
|
||||
if (!changeInstantly.value) {
|
||||
Vector3 targetPosition = relativeUseValue + targetValue.value;
|
||||
// agent.transform.position = Vector3.SmoothDamp(agent.transform.position, targetPosition,
|
||||
// ref currentVel, smoothing.value * Time.deltaTime);
|
||||
|
||||
agent.Move((agent.transform.position.DirectionTo(targetPosition)).normalized * .5f * Mathf.Lerp(0, 1, Vector3.Distance(agent.transform.position, targetPosition)) * smoothing.value * Time.deltaTime);
|
||||
EndAction();
|
||||
}
|
||||
|
||||
break;
|
||||
case TransformProperty.Rotation:
|
||||
agent.transform.rotation = Quaternion.Euler(relativeValue.value) * Quaternion.Euler(targetValue.value);
|
||||
break;
|
||||
case TransformProperty.Scale:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b77e2b9ac9aad644480508d5a86f4006
|
||||
@@ -5,7 +5,7 @@ using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
// Individual bool setting for each ring. Three of these will be used.
|
||||
public struct OrbitalFollowValueGroup : ICameraValueGroup{
|
||||
public struct OrbitalFollowValueGroup{
|
||||
public string label;
|
||||
|
||||
public CameraSettingsToggle changeHeight;
|
||||
@@ -36,14 +36,9 @@ public enum CameraSettingsToggle{
|
||||
NoChange,
|
||||
NewValue,
|
||||
ResetValue,
|
||||
RelativeValue, // Placeholder for using as altering existing value
|
||||
}
|
||||
|
||||
public interface ICameraValueGroup{
|
||||
|
||||
}
|
||||
|
||||
public struct Vector3CameraValueGroup : ICameraValueGroup{
|
||||
public struct Vector3CameraValueGroup{
|
||||
public string label;
|
||||
public Vector3 newValue;
|
||||
|
||||
@@ -61,7 +56,7 @@ public struct Vector3CameraValueGroup : ICameraValueGroup{
|
||||
}
|
||||
}
|
||||
|
||||
public struct Vector2CameraValueGroup : ICameraValueGroup{
|
||||
public struct Vector2CameraValueGroup{
|
||||
public string label;
|
||||
public Vector2 newValue;
|
||||
|
||||
@@ -77,7 +72,7 @@ public struct Vector2CameraValueGroup : ICameraValueGroup{
|
||||
}
|
||||
}
|
||||
|
||||
public struct FloatCameraValueGroup : ICameraValueGroup{
|
||||
public struct FloatCameraValueGroup{
|
||||
public string label;
|
||||
public float value;
|
||||
|
||||
@@ -90,63 +85,7 @@ public struct FloatCameraValueGroup : ICameraValueGroup{
|
||||
}
|
||||
}
|
||||
|
||||
public struct BoolCameraValueGroup : ICameraValueGroup{
|
||||
public string label;
|
||||
public bool value;
|
||||
|
||||
public CameraSettingsToggle changeValue;
|
||||
|
||||
public BoolCameraValueGroup(string newLabel){
|
||||
label = newLabel;
|
||||
value = true;
|
||||
changeValue = CameraSettingsToggle.NoChange;
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public class BoolCameraValueGroupDrawer : ObjectDrawer<BoolCameraValueGroup> {
|
||||
public override BoolCameraValueGroup OnGUI(GUIContent content, BoolCameraValueGroup _instance){
|
||||
// Remove label for floats
|
||||
EditorGUIUtility.labelWidth = 50;
|
||||
|
||||
// Set layout options for the label and the float fields
|
||||
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
|
||||
GUILayout.Width(80.0f),
|
||||
GUILayout.MinWidth(20.0f),
|
||||
GUILayout.ExpandWidth(true),
|
||||
};
|
||||
|
||||
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
|
||||
GUILayout.Width(200.0f),
|
||||
};
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
_instance.changeValue = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeValue);
|
||||
|
||||
// Create the value/disabled information field
|
||||
if (_instance.changeValue == CameraSettingsToggle.NewValue){
|
||||
_instance.value = EditorGUILayout.Toggle(_instance.value, floatOptions);
|
||||
} else {
|
||||
EditorGUI.BeginDisabledGroup(true);
|
||||
EditorGUILayout.TextField(_instance.changeValue == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
// Close this line up
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// Reset to default so the rest of things don't get messed up
|
||||
EditorGUIUtility.labelWidth = 0;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public class FloatCameraValueGroupDrawer : ObjectDrawer<FloatCameraValueGroup> {
|
||||
public override FloatCameraValueGroup OnGUI(GUIContent _content, FloatCameraValueGroup _instance){
|
||||
// Remove label for floats
|
||||
@@ -165,7 +104,7 @@ public class FloatCameraValueGroupDrawer : ObjectDrawer<FloatCameraValueGroup>
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.Label(_instance.ToString(), labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
@@ -208,7 +147,7 @@ public class Vector3CameraValueGroupDrawer : ObjectDrawer<Vector3CameraValueGrou
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.Label(_instance.ToString(), labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
@@ -281,7 +220,7 @@ public class Vector2CameraValueGroupDrawer : ObjectDrawer<Vector2CameraValueGrou
|
||||
|
||||
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(_instance.label, labelOptions);
|
||||
GUILayout.Label(_instance.ToString(), labelOptions);
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Create the x settings enum
|
||||
@@ -387,26 +326,17 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
public class ChangeCameraSettings : ActionTask{
|
||||
[ParadoxNotion.Design.Header("Main Settings")]
|
||||
public FloatCameraValueGroup fieldOfView = new (newLabel: "FOV");
|
||||
|
||||
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
|
||||
public Vector3CameraValueGroup orbitTargetOffset = new(newLabel: "Target Offset");
|
||||
[Space(5)]public Vector3CameraValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
|
||||
|
||||
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings")]
|
||||
public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top");
|
||||
public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center");
|
||||
public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom");
|
||||
|
||||
public BoolCameraValueGroup enableXAxis = new (newLabel: "Input Axis X Enabled");
|
||||
public BoolCameraValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled");
|
||||
|
||||
public FloatCameraValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain");
|
||||
public FloatCameraValueGroup axisLookYGain = new (newLabel: "Look Orbit Y Gain");
|
||||
|
||||
[ParadoxNotion.Design.Header("Rotation Composer Settings")]
|
||||
public Vector2CameraValueGroup screenPosition = new (newLabel: "Screen Position");
|
||||
|
||||
[ParadoxNotion.Design.Header("Camera Offset Settings")]
|
||||
public Vector3CameraValueGroup cameraOffset = new (newLabel: "Offset");
|
||||
public Vector3CameraValueGroup cameraOffset = new (newLabel: "Screen Position");
|
||||
|
||||
//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
|
||||
@@ -418,119 +348,122 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute(){
|
||||
UpdateOrbitFollowValue(orbitFollowTop, ref CameraSettingsProcessor.values.orbitFollowTopHeight, ref CameraSettingsProcessor.values.orbitFollowTopRadius);
|
||||
UpdateOrbitFollowValue(orbitFollowCenter, ref CameraSettingsProcessor.values.orbitFollowCenterHeight, ref CameraSettingsProcessor.values.orbitFollowCenterRadius);
|
||||
UpdateOrbitFollowValue(orbitFollowBottom, ref CameraSettingsProcessor.values.orbitFollowBottomHeight, ref CameraSettingsProcessor.values.orbitFollowBottomRadius);
|
||||
// Switch case farm for checking if values should be changed and what to
|
||||
// Field of view
|
||||
switch (fieldOfView.changeValue) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.mainFieldOfView.targetValue = fieldOfView.value;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.mainFieldOfView.Reset();
|
||||
break;
|
||||
}
|
||||
|
||||
UpdateVector3Value(cameraOffset, ref CameraSettingsProcessor.values.cameraOffsetOffset);
|
||||
// Orbit follow rings
|
||||
switch (orbitFollowTop.changeHeight) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.orbitFollowTopHeight.targetValue = orbitFollowTop.height;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.orbitFollowTopHeight.Reset();
|
||||
break;
|
||||
}
|
||||
|
||||
UpdateVector3Value(orbitPositionDamping, ref CameraSettingsProcessor.values.orbitPositionDamping);
|
||||
UpdateVector3Value(orbitTargetOffset, ref CameraSettingsProcessor.values.orbitTargetOffset);
|
||||
switch (orbitFollowTop.changeRadius) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.orbitFollowTopRadius.targetValue = orbitFollowTop.radius;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.orbitFollowTopRadius.Reset();
|
||||
break;
|
||||
}
|
||||
|
||||
UpdateVector2Value(screenPosition, ref CameraSettingsProcessor.values.rotationComposerScreenPos);
|
||||
UpdateFloatValue(fieldOfView, ref CameraSettingsProcessor.values.mainFieldOfView);
|
||||
switch (orbitFollowCenter.changeHeight) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.orbitFollowCenterHeight.targetValue = orbitFollowCenter.height;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.orbitFollowCenterHeight.Reset();
|
||||
break;
|
||||
}
|
||||
|
||||
UpdateFloatValue(axisLookXGain, ref CameraSettingsProcessor.values.axisLookGainX);
|
||||
UpdateFloatValue(axisLookYGain, ref CameraSettingsProcessor.values.axisLookGainY);
|
||||
switch (orbitFollowCenter.changeRadius) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.orbitFollowCenterRadius.targetValue = orbitFollowCenter.radius;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.orbitFollowCenterRadius.Reset();
|
||||
break;
|
||||
}
|
||||
|
||||
UpdateBoolValue(enableXAxis, ref CameraSettingsProcessor.values.axisLookEnabledX);
|
||||
UpdateBoolValue(enableYAxis, ref CameraSettingsProcessor.values.axisLookEnabledY);
|
||||
switch (orbitFollowBottom.changeHeight) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.orbitFollowBottomHeight.targetValue = orbitFollowBottom.height;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.orbitFollowBottomHeight.Reset();
|
||||
break;
|
||||
}
|
||||
|
||||
switch (orbitFollowBottom.changeRadius) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.orbitFollowBottomRadius.targetValue = orbitFollowBottom.radius;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.orbitFollowBottomRadius.Reset();
|
||||
break;
|
||||
}
|
||||
|
||||
// Screen Position
|
||||
switch (screenPosition.changeX) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.rotationComposerScreenPos.targetValue.x = screenPosition.newValue.x;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.rotationComposerScreenPos.targetValue.x = CameraSettingsProcessor.values.rotationComposerScreenPos.originalValue.x;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (screenPosition.changeY) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.rotationComposerScreenPos.targetValue.y = screenPosition.newValue.y;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.rotationComposerScreenPos.targetValue.y = CameraSettingsProcessor.values.rotationComposerScreenPos.originalValue.y;
|
||||
break;
|
||||
}
|
||||
|
||||
// Camera Offset
|
||||
switch (cameraOffset.changeX) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.x = cameraOffset.newValue.x;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.x = CameraSettingsProcessor.values.cameraOffsetOffset.originalValue.x;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (cameraOffset.changeY) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.y = cameraOffset.newValue.y;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.y = CameraSettingsProcessor.values.cameraOffsetOffset.originalValue.y;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (cameraOffset.changeZ) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.z = cameraOffset.newValue.z;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.z = CameraSettingsProcessor.values.cameraOffsetOffset.originalValue.z;
|
||||
break;
|
||||
}
|
||||
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
public void UpdateVector3Value(Vector3CameraValueGroup valueGroup, ref CameraSettingSingleValue<Vector3> targetProperty){
|
||||
switch (valueGroup.changeX) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
targetProperty.targetValue.x = valueGroup.newValue.x;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
targetProperty.targetValue.x = targetProperty.originalValue.x;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeY) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
targetProperty.targetValue.y = valueGroup.newValue.y;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
targetProperty.targetValue.y = targetProperty.originalValue.y;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeZ) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
targetProperty.targetValue.z = valueGroup.newValue.z;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
targetProperty.targetValue.z = targetProperty.originalValue.z;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateVector2Value(Vector2CameraValueGroup valueGroup, ref CameraSettingSingleValue<Vector2> targetProperty){
|
||||
switch (valueGroup.changeX) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
targetProperty.targetValue.x = valueGroup.newValue.x;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
targetProperty.targetValue.x = targetProperty.originalValue.x;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeY) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
targetProperty.targetValue.y = valueGroup.newValue.y;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
targetProperty.targetValue.y = targetProperty.originalValue.y;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateOrbitFollowValue(OrbitalFollowValueGroup valueGroup, ref CameraSettingSingleValue<float> targetHeight, ref CameraSettingSingleValue<float> targetRadius){
|
||||
switch (valueGroup.changeHeight) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
targetHeight.targetValue = valueGroup.height;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
targetHeight.targetValue = targetHeight.originalValue;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (valueGroup.changeRadius) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
targetRadius.targetValue = valueGroup.radius;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
targetRadius.targetValue = targetRadius.originalValue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateBoolValue(BoolCameraValueGroup valueGroup, ref CameraSettingSingleValue<bool> targetProperty){
|
||||
switch (valueGroup.changeValue) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
targetProperty.targetValue = valueGroup.value;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
targetProperty.targetValue = targetProperty.originalValue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateFloatValue(FloatCameraValueGroup valueGroup, ref CameraSettingSingleValue<float> targetProperty){
|
||||
switch (valueGroup.changeValue) {
|
||||
case CameraSettingsToggle.NewValue:
|
||||
targetProperty.targetValue = valueGroup.value;
|
||||
break;
|
||||
case CameraSettingsToggle.ResetValue:
|
||||
targetProperty.targetValue = targetProperty.originalValue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
|
||||
|
||||
@@ -1,60 +0,0 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NodeCanvas.Tasks.Conditions {
|
||||
[Category("Reset")]
|
||||
public class CheckEnvironmentObserver : ConditionTask<PlayerEnvironmentManager>{
|
||||
|
||||
public BBParameter<string> observerLabel;
|
||||
public BBParameter<RaycastHit> outputHitTo;
|
||||
|
||||
protected override string info{
|
||||
get {
|
||||
return $"Check Environment Observer, [\"{observerLabel.value}\"]";
|
||||
}
|
||||
}
|
||||
|
||||
//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(){
|
||||
var observer = agent.FindObserverFromString(observerLabel.value);
|
||||
if (observer == null) {
|
||||
return $"An environment observer couldn't be found under the name {observerLabel.value}. Check your spelling and if it exists??";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
//Called whenever the condition gets enabled.
|
||||
protected override void OnEnable() {
|
||||
agent.FindObserverFromString(observerLabel.value).active = true;
|
||||
}
|
||||
|
||||
//Called whenever the condition gets disabled.
|
||||
protected override void OnDisable() {
|
||||
agent.FindObserverFromString(observerLabel.value).active = false;
|
||||
}
|
||||
|
||||
//Called once per frame while the condition is active.
|
||||
//Return whether the condition is success or failure.
|
||||
protected override bool OnCheck(){
|
||||
if (agent.EvaluateFromString(observerLabel.value) == true) {
|
||||
if (outputHitTo.isDefined) {
|
||||
EnvironmentObserver hitObserver = agent.FindObserverFromString(observerLabel.value, agent.observers);
|
||||
|
||||
if (hitObserver.hit.Equals(default(RaycastHit))) {
|
||||
Debug.LogError("You just tried to pull a RaycastHit for later use from an environment observer, but no RaycastHit is available. Don't forget that CastType.Box and CastType.Sphere CANNOT spit one out!");
|
||||
} else {
|
||||
outputHitTo.value = hitObserver.hit;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 95ad4bd047d9654478597c68a81b01a0
|
||||
@@ -1,113 +0,0 @@
|
||||
using System.Drawing;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
#if UNITY_EDITOR
|
||||
using NodeCanvas.Editor;
|
||||
#endif
|
||||
using UnityEditor;
|
||||
|
||||
namespace Reset {
|
||||
[Category("Reset")]
|
||||
[Description("Creates an environment observer unattached from the player, such as for checking from the Camera or another arbitray location.")]
|
||||
public class CheckGenericObserver : ConditionTask<Transform>{
|
||||
[Space(5)]
|
||||
public BBParameter<EnvironmentObserver.CastType> castType;
|
||||
|
||||
public BBParameter<float> length;
|
||||
public BBParameter<Vector3> direction;
|
||||
public BBParameter<Vector3> offset;
|
||||
public BBParameter<LayerMask> ignoreLayers;
|
||||
|
||||
public BBParameter<float> width;
|
||||
|
||||
public BBParameter<Vector3> size;
|
||||
|
||||
public BBParameter<Vector3> rotation;
|
||||
|
||||
public bool drawGizmos;
|
||||
public bool drawGizmosOnlyWhenActive;
|
||||
|
||||
private EnvironmentObserver observer;
|
||||
|
||||
public BBParameter<RaycastHit> outputHit;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
protected override void OnTaskInspectorGUI(){
|
||||
BBParameterEditor.ParameterField("Cast Type", castType);
|
||||
|
||||
BBParameterEditor.ParameterField("Length", length);
|
||||
BBParameterEditor.ParameterField("Direction", direction);
|
||||
BBParameterEditor.ParameterField("Offset", offset);
|
||||
BBParameterEditor.ParameterField("Ignore Layers", ignoreLayers);
|
||||
|
||||
if (castType.value == EnvironmentObserver.CastType.SphereCast || castType.value == EnvironmentObserver.CastType.SphereOverlap) {
|
||||
BBParameterEditor.ParameterField("Width", width);
|
||||
}
|
||||
|
||||
if (castType.value == EnvironmentObserver.CastType.BoxCast || castType.value == EnvironmentObserver.CastType.BoxOverlap) {
|
||||
BBParameterEditor.ParameterField("Size", size);
|
||||
}
|
||||
|
||||
if (castType.value != EnvironmentObserver.CastType.Ray) {
|
||||
BBParameterEditor.ParameterField("Rotation", rotation);
|
||||
}
|
||||
|
||||
drawGizmos = EditorGUILayout.Toggle("Draw Gizmos", drawGizmos);
|
||||
|
||||
if (drawGizmos) {
|
||||
drawGizmosOnlyWhenActive = EditorGUILayout.Toggle("Draw Gizmos Only When Active", drawGizmosOnlyWhenActive);
|
||||
}
|
||||
|
||||
BBParameterEditor.ParameterField("Output Hit", outputHit);
|
||||
}
|
||||
#endif
|
||||
|
||||
//Return null if init was successfull. Return an error string otherwise
|
||||
protected override string OnInit(){
|
||||
return null;
|
||||
}
|
||||
|
||||
//Called whenever the condition gets enabled.
|
||||
protected override void OnEnable() {
|
||||
observer = new EnvironmentObserver(){
|
||||
castType = castType.value,
|
||||
active = true,
|
||||
|
||||
length = length.value,
|
||||
direction = direction.value,
|
||||
offset = offset.value,
|
||||
ignoreLayers = ignoreLayers.value,
|
||||
|
||||
width = width.value,
|
||||
|
||||
size = size.value,
|
||||
rotation = rotation.value
|
||||
};
|
||||
}
|
||||
|
||||
//Called whenever the condition gets disabled.
|
||||
protected override void OnDisable() {
|
||||
|
||||
}
|
||||
|
||||
//Called once per frame while the condition is active.
|
||||
//Return whether the condition is success or failure.
|
||||
protected override bool OnCheck() {
|
||||
bool check = observer.Evaluate(agent.gameObject);
|
||||
|
||||
if (drawGizmos) {
|
||||
observer.DrawObserverGizmo(agent.gameObject, true);
|
||||
}
|
||||
|
||||
if (check && !outputHit.isNoneOrNull) {
|
||||
outputHit.value = observer.hit;
|
||||
}
|
||||
return check;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb4b5bf056649ca48b1b14dbe499de46
|
||||
@@ -1,54 +1,49 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace NodeCanvas.Tasks.Conditions {
|
||||
|
||||
[Category("Reset/Input")]
|
||||
[Description("Check if input condition was matched this frame by phase.")]
|
||||
[Description("Check if input condition was matched this frame")]
|
||||
public class CheckInput : ConditionTask<Transform>{
|
||||
public BBParameter<string> actionName;
|
||||
public BBParameter<InputActionPhase> actionPhase;
|
||||
|
||||
private SignalDefinition signalDefinition;
|
||||
public BBParameter<string> actionValue;
|
||||
|
||||
protected override string info {
|
||||
get { return $"Input <b>{actionName.value}</b> was <b>{actionPhase.value}</b>"; }
|
||||
get { return "Player Input"; }
|
||||
}
|
||||
|
||||
|
||||
private InputAction action;
|
||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
//Return null if init was successfull. Return an error string otherwise
|
||||
protected override string OnInit(){
|
||||
try {
|
||||
signalDefinition = Resources.Load<SignalDefinition>("InputSignal");
|
||||
} catch (Exception e) {
|
||||
Debug.LogError($"Error finding the Input Signal defintion: {e.Message}");
|
||||
throw;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
protected override void OnEnable() {
|
||||
signalDefinition.onInvoke -= OnSignalInvoke;
|
||||
signalDefinition.onInvoke += OnSignalInvoke;
|
||||
//Called whenever the condition gets enabled.
|
||||
protected override void OnEnable(){
|
||||
action = agent.GetComponent<PlayerInput>().actions.FindAction(actionName.value);
|
||||
}
|
||||
|
||||
//Called whenever the condition gets disabled.
|
||||
protected override void OnDisable() {
|
||||
signalDefinition.onInvoke -= OnSignalInvoke;
|
||||
|
||||
}
|
||||
|
||||
void OnSignalInvoke(Transform sender, Transform receiver, bool isGlobal, params object[] args){
|
||||
// Take the input arguments as objects and convert them to InputAction & Phases
|
||||
InputAction thisAction = (InputAction)args[0];
|
||||
InputActionPhase thisActionPhase = (InputActionPhase)args[1];
|
||||
|
||||
if (actionName.value == thisAction.name && actionPhase.value == thisActionPhase) {
|
||||
YieldReturn(true);
|
||||
}
|
||||
|
||||
//Called once per frame while the condition is active.
|
||||
//Return whether the condition is success or failure.
|
||||
protected override bool OnCheck() {
|
||||
// if (action.type == InputActionType.Button){
|
||||
if (action.WasPressedThisFrame()) { return true; }
|
||||
// } else if (action.type == InputActionType.Value) {
|
||||
//
|
||||
// }
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override bool OnCheck() { return false; }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,42 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
[Category("Reset/Input")]
|
||||
[Description("Check if input condition was matched this frame by phase.")]
|
||||
public class CheckInputValue<T> : ActionTask<PlayerInput> where T : struct{
|
||||
public BBParameter<string> actionName;
|
||||
public BBParameter<T> outputTo;
|
||||
|
||||
private T value;
|
||||
|
||||
private SignalDefinition signalDefinition;
|
||||
protected override string info {
|
||||
get { return $"Get Value of <b>Input:</b> \"{actionName.value}\""; }
|
||||
}
|
||||
|
||||
protected override string OnInit(){
|
||||
try {
|
||||
signalDefinition = Resources.Load<SignalDefinition>("InputSignal");
|
||||
} catch (Exception e) {
|
||||
Debug.LogError($"Error finding the Input Signal defintion: {e.Message}");
|
||||
throw;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
protected override void OnExecute(){
|
||||
// Debug.Log($"{outputTo.value}, {agent.actions[actionName.value].ReadValue<T>()}");
|
||||
|
||||
outputTo.value = agent.actions[actionName.value].ReadValue<T>();
|
||||
EndAction();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 055df0fbf696a3149a2d49a8a5392aba
|
||||
@@ -1,60 +0,0 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
[Category("Reset")]
|
||||
[Description("Breaks down an incoming RaycastHit into it's constituent parts for later use.")]
|
||||
public class DecomposeRaycastHit : ActionTask{
|
||||
public BBParameter<RaycastHit> raycastHit;
|
||||
|
||||
public BBParameter<Transform> transform;
|
||||
public BBParameter<Collider> collider;
|
||||
public BBParameter<GameObject> gameObject;
|
||||
public BBParameter<float> distance;
|
||||
public BBParameter<Vector3> normal;
|
||||
public BBParameter<Vector3> point;
|
||||
|
||||
//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 info{
|
||||
get{ return $"Decompose RaycastHit <b>{raycastHit}</b>"; }
|
||||
}
|
||||
|
||||
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(){
|
||||
if (transform.isDefined){ transform.value = raycastHit.value.transform; }
|
||||
if (collider.isDefined){ collider.value = raycastHit.value.collider; }
|
||||
if (gameObject.isDefined){ gameObject.value = raycastHit.value.transform.gameObject; }
|
||||
if (distance.isDefined){ distance.value = raycastHit.value.distance; }
|
||||
if (normal.isDefined){ normal.value = raycastHit.value.normal; }
|
||||
if (point.isDefined){ point.value = raycastHit.value.point; }
|
||||
|
||||
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() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 79f7cbb75d876f84b8edfae676ba324c
|
||||
@@ -1,127 +0,0 @@
|
||||
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() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 75673b361693d854abb6e3b24a62d734
|
||||
@@ -1,85 +0,0 @@
|
||||
using System;
|
||||
using NodeCanvas.Framework;
|
||||
using NUnit.Framework.Constraints;
|
||||
using ParadoxNotion.Design;
|
||||
using ParadoxNotion.Serialization.FullSerializer;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NodeCanvas.Tasks.Conditions {
|
||||
|
||||
[Category("Reset/Input")]
|
||||
[Description("Returns a float from two Vector3s")]
|
||||
public class GetMovementInputDotProduct : ConditionTask<PlayerControls>{
|
||||
enum CheckDotProductAgainst{
|
||||
ForwardDirection,
|
||||
CameraDirection,
|
||||
InputVector3
|
||||
}
|
||||
|
||||
[ExposeField, fsSerializeAs] CheckDotProductAgainst checkAgainst;
|
||||
[ParadoxNotion.Design.ShowIf("checkAgainst", 2)] public BBParameter<Vector3> checkAgainstValue;
|
||||
[SliderField(-1f, 1f)] public BBParameter<float> desiredValue;
|
||||
public BBParameter<float> tolerance;
|
||||
|
||||
public BBParameter<bool> considerCameraRotation;
|
||||
public BBParameter<bool> negate;
|
||||
|
||||
//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 bool OnCheck(){
|
||||
// Switch what the dot product is checked against
|
||||
Vector3 valueToCheck;
|
||||
|
||||
switch (checkAgainst) {
|
||||
case CheckDotProductAgainst.ForwardDirection:
|
||||
Debug.Log(agent.transform.forward);
|
||||
valueToCheck = agent.transform.forward;
|
||||
break;
|
||||
case CheckDotProductAgainst.CameraDirection:
|
||||
valueToCheck = Camera.main.transform.forward;
|
||||
break;
|
||||
case CheckDotProductAgainst.InputVector3:
|
||||
valueToCheck = checkAgainstValue.value.normalized;
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
// Get the input as a Vector3
|
||||
Vector3 rawInputVector3 = new Vector3(agent.rawMoveInput.x, 0f, agent.rawMoveInput.y);
|
||||
if (considerCameraRotation.value) {
|
||||
rawInputVector3 = Camera.main.transform.rotation * rawInputVector3;
|
||||
}
|
||||
|
||||
// Calculate dor product
|
||||
float dotProduct = Vector3.Dot(valueToCheck, rawInputVector3);
|
||||
|
||||
// Debug.Log(dotProduct);
|
||||
|
||||
// Compare against the desired tolerance and output result
|
||||
if (tolerance.value > Mathf.Abs(dotProduct - tolerance.value)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnEnable() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnDisable() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -12,8 +12,7 @@ namespace Reset.Player.Movement{
|
||||
public enum PlayerFacingDirection{
|
||||
Target = 0,
|
||||
Movement,
|
||||
MatchCamera,
|
||||
Static
|
||||
MatchCamera
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,7 +43,6 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
private float currentRotSpeed;
|
||||
private float lastLookMagnitude;
|
||||
private Quaternion targetRotation;
|
||||
private Vector3 currentMoveDir;
|
||||
|
||||
// References
|
||||
private PlayerControls controls;
|
||||
@@ -57,7 +55,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
// Append the late update method to actually happen on late update
|
||||
MonoManager.current.onLateUpdate += LateUpdate;
|
||||
|
||||
// Set ingitial rotation power
|
||||
// What
|
||||
currentRotSpeed = rotationSpeed.value;
|
||||
|
||||
// Reference to controls
|
||||
@@ -69,8 +67,8 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
//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(){
|
||||
currentMoveDir = groundMoveDirection.value;
|
||||
protected override void OnExecute() {
|
||||
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
@@ -90,39 +88,26 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
break;
|
||||
case PlayerFacingDirection.Movement:
|
||||
// Check magnitude to avoid the "Look rotation viewing vector is zero" debug
|
||||
if (controls.rawMoveInput.magnitude == 0) { break; }
|
||||
|
||||
// Set desired rotation to input direction, with respect to camera rotation
|
||||
if (agent.isGrounded){
|
||||
if (controls.rawMoveInput.magnitude == 0) { break; }
|
||||
|
||||
targetRotation = Quaternion.LookRotation(currentMoveDir) *
|
||||
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
|
||||
} else {
|
||||
if (airMoveDirection.value.magnitude == 0) { break; }
|
||||
|
||||
targetRotation = Quaternion.LookRotation(airMoveDirection.value);
|
||||
}
|
||||
targetRotation = Quaternion.LookRotation(new Vector3(controls.rawMoveInput.x, 0, controls.rawMoveInput.y)) *
|
||||
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
|
||||
break;
|
||||
case PlayerFacingDirection.MatchCamera:
|
||||
// Craft a new rotation that flattens the camera's rotation to the ground
|
||||
// Needed to keep the character from inheriting the camera's height-rotation
|
||||
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
||||
break;
|
||||
case PlayerFacingDirection.Static:
|
||||
targetRotation = agent.transform.rotation;
|
||||
break;
|
||||
}
|
||||
|
||||
// Construct move direction
|
||||
Vector3 finalMoveDir = Vector3.zero;
|
||||
Vector3 gravityMoveDirection;
|
||||
|
||||
// Change how input is managed based on facing state
|
||||
currentMoveDir = Vector3.Slerp(currentMoveDir, groundMoveDirection.value, currentRotSpeed * Time.deltaTime);
|
||||
|
||||
// Add input movement
|
||||
if (agent.isGrounded){
|
||||
finalMoveDir += currentMoveDir + Vector3.down * .03f;
|
||||
finalMoveDir += groundMoveDirection.value + Vector3.down * .03f;
|
||||
gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.3f), 0f);
|
||||
} else {
|
||||
finalMoveDir += airMoveDirection.value;
|
||||
@@ -142,14 +127,12 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
}
|
||||
|
||||
// Set final rotation
|
||||
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime).Flatten(0, null, 0);
|
||||
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime);
|
||||
|
||||
// ???? Moved this above but don't remember if this needs to be here still
|
||||
if (agent.isGrounded) {
|
||||
jumpPower.value = 0f;
|
||||
}
|
||||
EndAction(true);
|
||||
|
||||
}
|
||||
|
||||
// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())
|
||||
|
||||
@@ -1,71 +0,0 @@
|
||||
using System;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using Reset.Player.Movement;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
[Description("Launch the agent towards a specific point with respect to distance.")]
|
||||
public class StartLaunchJump : ActionTask<CharacterController>{
|
||||
public BBParameter<Vector3> airDirection;
|
||||
public BBParameter<float> jumpPower;
|
||||
|
||||
public BBParameter<Vector3> targetLocation;
|
||||
public BBParameter<Vector3> offset;
|
||||
|
||||
public BBParameter<Vector3> relativeRotation;
|
||||
|
||||
public BBParameter<PlayerFacingDirection> launchRelativeTo;
|
||||
|
||||
|
||||
public BBParameter<bool> useRelativeForce;
|
||||
[ShowIf("useRelativeForce", 1)] public BBParameter<float> minimumForce;
|
||||
[ShowIf("useRelativeForce", 1)] public BBParameter<float> maximumForce;
|
||||
[ShowIf("useRelativeForce", 1)] public BBParameter<float> forceRelativeToDistance;
|
||||
public BBParameter<float> force;
|
||||
|
||||
//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(){
|
||||
Vector3 launchDir = agent.transform.position.DirectionTo(targetLocation.value).normalized;
|
||||
launchDir = Quaternion.Euler(relativeRotation.value) * launchDir;
|
||||
|
||||
Debug.Log(launchDir);
|
||||
|
||||
float distanceToTarget = Vector3.Distance(agent.transform.position, targetLocation.value);
|
||||
|
||||
float outputForce = (useRelativeForce.value ? distanceToTarget * forceRelativeToDistance.value : force.value);
|
||||
|
||||
outputForce = Mathf.Clamp(outputForce, minimumForce.value, maximumForce.value);
|
||||
jumpPower.value = outputForce;
|
||||
|
||||
airDirection.value = (launchDir * outputForce);
|
||||
|
||||
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() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f32fe451feb2ca4e8159d4aa8919cd2
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user