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5 Commits
1c27be3e2f
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39313c96d0
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39313c96d0 | ||
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4a1dbb9728 | ||
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7fbe05e39b | ||
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92c6ac0016 | ||
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706e53c5f7 |
@@ -21,7 +21,7 @@ MonoBehaviour:
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_version: 3.31
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_category:
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_comments:
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_translation: {x: 1, y: -175}
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_translation: {x: 21, y: -46}
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_zoomFactor: 0.9967056
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_haltSerialization: 0
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_externalSerializationFile: {fileID: 0}
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File diff suppressed because one or more lines are too long
@@ -10,19 +10,23 @@ using Reset.Player.Movement;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset/Movement")]
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public class AddJump : ActionTask<CharacterController> {
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public BBParameter<float> jumpStrength;
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public BBParameter<Vector3> airMoveDirection;
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public BBParameter<PlayerFacingDirection> playerFacingDirection;
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public BBParameter<float> jumpPower;
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[Range(0f, 1f)]
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[Space(5)]
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public BBParameter<float> jumpStrength;
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[SliderField(0, 1)]
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public BBParameter<float> standStillJumpStrength;
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public BBParameter<float> jumpPower;
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[Tooltip("Determines how much current movement vectors into jump direction")]
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[SliderField(0, 1)]
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public BBParameter<float> currentVelocityInheritence;
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public BBParameter<Vector3> directionalForce;
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[SliderField(0, 1)]
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public BBParameter<float> directionalForceStrength;
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protected override string info {
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@@ -72,9 +76,12 @@ namespace NodeCanvas.Tasks.Actions {
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// 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
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float velocityThreshold = 4f;
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float magnitudeZeroDifference = Mathf.Clamp(currentVelocityVector3.magnitude - velocityThreshold, 0f, Mathf.Infinity) / velocityThreshold; // Divided by maximum to return a 0-1 value. Clamping not required.
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float outputVelocity = Mathf.Lerp(jumpStrength.value, currentVelocityVector3.magnitude, Math.Clamp(magnitudeZeroDifference, 0f, 1f));
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float outputHoritontalVelocity = Mathf.Lerp(jumpStrength.value, currentVelocityVector3.magnitude, Math.Clamp(magnitudeZeroDifference, 0f, 1f));
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outputHoritontalVelocity = Mathf.Min(outputHoritontalVelocity, Mathf.Lerp(standStillJumpStrength.value * jumpStrength.value, jumpStrength.value * .4f, magnitudeZeroDifference));
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outputVelocity = Mathf.Min(outputVelocity, Mathf.Lerp(standStillJumpStrength.value * jumpStrength.value, jumpStrength.value * .4f, magnitudeZeroDifference));
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// Do the same for directional jump strength
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outputHoritontalVelocity = Mathf.Lerp(outputHoritontalVelocity, jumpStrength.value, directionalForceStrength.value);
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// Remap the dot to set -1 (opposing direction) to -.5f, and 1 (same direciton) to 1.2f
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// This is done to allow some sideways jumping direction change, but none backwards, and all forwards
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@@ -94,7 +101,7 @@ namespace NodeCanvas.Tasks.Actions {
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outputDirection = Camera.main.transform.rotation.Flatten(0, null, 0) * outputDirection;
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// Set air move direction
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airMoveDirection.value += outputDirection * outputVelocity;
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airMoveDirection.value += outputDirection * outputHoritontalVelocity;
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}
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EndAction(true);
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}
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121
Assets/Scripts/Core/Graph Tasks/ChangeAgentTransform.cs
Normal file
121
Assets/Scripts/Core/Graph Tasks/ChangeAgentTransform.cs
Normal file
@@ -0,0 +1,121 @@
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using System;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using ParadoxNotion.Serialization.FullSerializer;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset")]
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[Description("Update the agent's position and rotation (scale too, sure whynot) either instantly or over time.")]
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public class ChangeAgentTransform : ActionTask<CharacterController>{
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public enum TransformProperty{
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Position,
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Rotation,
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Scale
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}
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protected override string info {
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get{
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string basicText = string.Format($"Player {targetProperty.ToString()} to {(targetValue.isPresumedDynamic ? targetValue.name : targetValue.value)}");
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basicText += relativeToSelf.value ? ", relative to Self" : "";
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return basicText;
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}
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}
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public TransformProperty targetProperty;
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[ParadoxNotion.Design.ShowIf("targetProperty", 0), Space(5)]
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public BBParameter<bool> forcePositionChange;
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public BBParameter<Vector3> targetValue;
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public BBParameter<bool> relativeToSelf;
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[Tooltip("Set this to the current position if you're trying to rotate by 'this much'. Keep it zero for world space values.")]
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public BBParameter<Vector3> relativeValue;
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public BBParameter<bool> changeInstantly;
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public BBParameter<float> smoothing;
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private Vector3 currentVel;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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switch (targetProperty) {
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case TransformProperty.Position:
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Vector3 relativeUseValue = relativeValue.value;
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if (relativeToSelf.value) {
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relativeUseValue = agent.transform.position;
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}
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if (changeInstantly.value) {
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agent.Move(agent.transform.position.DirectionTo(relativeUseValue + targetValue.value));
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}
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break;
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case TransformProperty.Rotation:
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// agent.transform = Quaternion.Euler(relativeValue.value + targetValue.value);
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break;
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case TransformProperty.Scale:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (changeInstantly.value) {
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EndAction(true);
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}
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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switch (targetProperty) {
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case TransformProperty.Position:
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Vector3 relativeUseValue = relativeValue.value;
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if (relativeToSelf.value) {
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relativeUseValue = agent.transform.position;
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}
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if (!changeInstantly.value) {
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Vector3 targetPosition = relativeUseValue + targetValue.value;
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// agent.transform.position = Vector3.SmoothDamp(agent.transform.position, targetPosition,
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// ref currentVel, smoothing.value * Time.deltaTime);
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agent.Move((agent.transform.position.DirectionTo(targetPosition)).normalized * .5f * Mathf.Lerp(0, 1, Vector3.Distance(agent.transform.position, targetPosition)) * smoothing.value * Time.deltaTime);
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EndAction();
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}
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break;
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case TransformProperty.Rotation:
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agent.transform.rotation = Quaternion.Euler(relativeValue.value + targetValue.value);
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break;
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case TransformProperty.Scale:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: b77e2b9ac9aad644480508d5a86f4006
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@@ -9,6 +9,7 @@ namespace NodeCanvas.Tasks.Conditions {
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public BBParameter<string> observerLabel;
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public BBParameter<RaycastHit> outputHitTo;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit(){
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55
Assets/Scripts/Core/Graph Tasks/DecomposeRaycastHit.cs
Normal file
55
Assets/Scripts/Core/Graph Tasks/DecomposeRaycastHit.cs
Normal file
@@ -0,0 +1,55 @@
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset")]
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[Description("Breaks down an incoming RaycastHit into it's constituent parts for later use.")]
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public class DecomposeRaycastHit : ActionTask{
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public BBParameter<RaycastHit> raycastHit;
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public BBParameter<Transform> transform;
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public BBParameter<Collider> collider;
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public BBParameter<GameObject> gameObject;
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public BBParameter<float> distance;
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public BBParameter<Vector3> normal;
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public BBParameter<Vector3> point;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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if (transform.isDefined){ transform.value = raycastHit.value.transform; }
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if (collider.isDefined){ collider.value = raycastHit.value.collider; }
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if (gameObject.isDefined){ gameObject.value = raycastHit.value.transform.gameObject; }
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if (distance.isDefined){ distance.value = raycastHit.value.distance; }
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if (normal.isDefined){ normal.value = raycastHit.value.normal; }
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if (point.isDefined){ point.value = raycastHit.value.point; }
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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||||
}
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||||
}
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||||
}
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||||
@@ -0,0 +1,2 @@
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||||
fileFormatVersion: 2
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||||
guid: 79f7cbb75d876f84b8edfae676ba324c
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@@ -13,4 +13,7 @@ public static class MathExtensions{
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return (to - origin).normalized;
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}
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public static Color Alpha(this Color input, float newAlpha){
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return new Color(input.r, input.g, input.b, newAlpha);
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}
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}
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@@ -9,9 +9,6 @@ using UnityEngine.Serialization;
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[Serializable]
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public class EnvironmentObserver{
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// TODO: Clean this ugly shit up. Custom inspector with Odin plz.
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public string label;
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enum LabelDrawingLocation{
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PlayerOffset,
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HitLocation,
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@@ -25,11 +22,13 @@ public class EnvironmentObserver{
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BoxCast,
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SphereCast
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}
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[PropertySpace(0, 5), LabelWidth(60)]
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public string label;
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[PropertySpace(0, 10), LabelWidth(60)]
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public CastType castType;
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// [BoxGroup("Settings")]
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[ShowInInspector, SerializeField] public CastType castType;
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|
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[Button(ButtonSizes.Large), GUIColor("@GetObserverStatusColorStatic(active, hit)")]
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[Button(ButtonSizes.Large), GUIColor("@GetObserverStatusColorStatic(active, hit)"), PropertyOrder(-1), PropertySpace(5, 5)]
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public void Active(){
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active = !active;
|
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}
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@@ -38,46 +37,44 @@ public class EnvironmentObserver{
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public bool active;
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|
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// Parameters for Cast cast types
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[BoxGroup("Settings")]
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public float length;
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[BoxGroup("Settings")]
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public Vector3 direction;
|
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[BoxGroup("Settings")]
|
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public Vector3 offset;
|
||||
|
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[ShowIfGroup("Settings/Casts3D", VisibleIf = "@castType == CastType.Ray || castType == CastType.BoxCast || castType == CastType.SphereCast")]
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[BoxGroup("Settings/Casts3D")]
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public float width;
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[FoldoutGroup("Settings")] public float length;
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[FoldoutGroup("Settings")] public Vector3 direction;
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[FoldoutGroup("Settings")] public Vector3 offset;
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[PropertySpace(0, 5), FoldoutGroup("Settings")] public LayerMask ignoreLayers = ~0;
|
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|
||||
|
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// Parameters for Overlap cast types
|
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[BoxGroup("Settings/Overlaps")]
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public Vector3 size;
|
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[ShowIfGroup("Settings/CastsOnly", VisibleIf = "@castType == CastType.SphereCast || castType == CastType.SphereOverlap")]
|
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[FoldoutGroup("Settings")] public float width;
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|
||||
[PropertyTooltip(
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"Only use rotation when an observers direction alone can't (for whatever reason) fully be expressed without specifying a rotation.")]
|
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[ShowIfGroup("Settings/Casts3D")]
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[BoxGroup("Settings/Casts3D")]
|
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// Parameters for Overlap cast types
|
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[ShowIfGroup("Settings/3DOnly", VisibleIf = "@castType == CastType.BoxCast && castType != CastType.BoxOverlap")] [FoldoutGroup("Settings")]
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public Vector3 size;
|
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|
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[ShowIfGroup("Settings/3DOnly")]
|
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public Vector3 rotation;
|
||||
|
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[BoxGroup("Settings")]
|
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public LayerMask ignoreLayers = ~0;
|
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|
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[HideInInspector]
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public RaycastHit hit;
|
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|
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[SerializeReference]
|
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public List<EnvironmentObserver> children;
|
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|
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[HideInInspector]
|
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public Collider[] overlapHits;
|
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|
||||
public bool drawLabel;
|
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public Vector3 labelLocationOffset;
|
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public Vector3 labelRotationOffset;
|
||||
|
||||
[ShowInInspector, SerializeField]
|
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LabelDrawingLocation labelLocation;
|
||||
|
||||
[FoldoutGroup("Text")]
|
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[BoxGroup("Text/Label")] public bool drawLabel;
|
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[ShowInInspector, SerializeField] [BoxGroup("Text/Label")] LabelDrawingLocation labelTextLocation;
|
||||
[BoxGroup("Text/Label")] public float labelSize;
|
||||
[BoxGroup("Text/Label")] public Vector3 labelLocationOffset;
|
||||
[BoxGroup("Text/Label")] public Vector3 labelRotationOffset;
|
||||
|
||||
[BoxGroup("Text/Hit")] public bool drawHitName;
|
||||
[ShowInInspector, SerializeField] [BoxGroup("Text/Hit")] LabelDrawingLocation hitTextLocation;
|
||||
[BoxGroup("Text/Hit")] public float hitTextSize;
|
||||
[BoxGroup("Text/Hit")] public Vector3 hitLocationOffset;
|
||||
[BoxGroup("Text/Hit")] public Vector3 hitRotationOffset;
|
||||
|
||||
[SerializeReference, PropertySpace(5, 5)]
|
||||
public List<EnvironmentObserver> children;
|
||||
|
||||
// NOTE: I had a ref for a RaycastHit here that would correspond to hit but idk if it's needed.
|
||||
public bool Evaluate(GameObject player){
|
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if (active) {
|
||||
@@ -86,7 +83,7 @@ public class EnvironmentObserver{
|
||||
|
||||
// Set some of the variables used later during casting
|
||||
Vector3 relativeStart = player.transform.position + offset;
|
||||
Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset) ;
|
||||
Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * offset ;
|
||||
|
||||
switch (castType) {
|
||||
case CastType.Ray:
|
||||
@@ -105,11 +102,21 @@ public class EnvironmentObserver{
|
||||
break;
|
||||
case CastType.BoxCast:
|
||||
// TODO: Make this not an if statement. Check that it works with NodeCanvas first
|
||||
if (Physics.BoxCast(relativeStartWithRotation, Vector3.one * (width / 2f), (player.transform.rotation * Quaternion.Euler(rotation) * direction),
|
||||
out hit, Quaternion.LookRotation(direction) * Quaternion.Euler(rotation), length, ignoreLayers)
|
||||
);
|
||||
if (Physics.BoxCast(relativeStartWithRotation, size / 2f,
|
||||
player.transform.rotation * Quaternion.Euler(rotation) * direction,
|
||||
out hit, player.transform.rotation * Quaternion.Euler(rotation), length,
|
||||
ignoreLayers)
|
||||
) {
|
||||
};
|
||||
break;
|
||||
case CastType.SphereCast:
|
||||
// TODO: Make this not an if statement. Check that it works with NodeCanvas first
|
||||
if (Physics.SphereCast(relativeStartWithRotation, width / 2f,
|
||||
player.transform.rotation * Quaternion.Euler(rotation) * direction,
|
||||
out hit, length,
|
||||
ignoreLayers)
|
||||
) {
|
||||
};
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -122,29 +129,21 @@ public class EnvironmentObserver{
|
||||
|
||||
public void DrawObserverGizmo(GameObject player){
|
||||
Vector3 relativeStart = player.transform.position + offset;
|
||||
Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset) ;
|
||||
Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset);
|
||||
|
||||
// Setup the variables for boxcast, spherecast, etc
|
||||
// Create an offset start point for the center of the wirebox, since gizmos are drawn with their pivot in the center.
|
||||
Vector3 offsetWithRotationAndLength = (Quaternion.LookRotation(direction) * Quaternion.Euler(rotation)) * (Vector3.forward * (length / 2));
|
||||
Vector3 offsetFromCenter = relativeStartWithRotation + player.transform.rotation * offsetWithRotationAndLength;
|
||||
|
||||
// Also create a rotation for use with the gizmos. Mainly just to shorten the lines
|
||||
Quaternion gizmosRotation = player.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation);
|
||||
Vector3 firstBoxOffset = gizmosRotation * (Vector3.forward * size.z);
|
||||
|
||||
Color gizmoColor = Evaluate(player) ? Color.green : Color.red;
|
||||
gizmoColor = active ? gizmoColor : Color.gray;
|
||||
|
||||
using (Draw.ingame.WithColor(gizmoColor)){
|
||||
Vector3 labelStartPos = Vector3.zero;
|
||||
switch (labelLocation) {
|
||||
case LabelDrawingLocation.PlayerOffset:
|
||||
labelStartPos = player.transform.position + labelLocationOffset;
|
||||
break;
|
||||
case LabelDrawingLocation.IntersectingLength:
|
||||
labelStartPos = (relativeStart + (player.transform.rotation * direction * length) / 2f ) + labelLocationOffset;
|
||||
break;
|
||||
case LabelDrawingLocation.HitLocation:{
|
||||
if (hit.transform != null) {
|
||||
labelStartPos = hit.point + labelLocationOffset;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
switch (castType) {
|
||||
case CastType.Ray:
|
||||
Draw.ingame.Line(relativeStart, relativeStart + (player.transform.rotation * direction.normalized) * length);
|
||||
@@ -152,35 +151,88 @@ public class EnvironmentObserver{
|
||||
case CastType.BoxOverlap:
|
||||
Draw.ingame.WireBox(relativeStartWithRotation, player.transform.rotation * Quaternion.Euler(rotation), size);
|
||||
break;
|
||||
case CastType.SphereOverlap:
|
||||
case CastType.SphereCast:
|
||||
Draw.ingame.SolidCircle(relativeStartWithRotation, relativeStartWithRotation - Camera.main.transform.position, width * 1, gizmoColor.Alpha(.5f));
|
||||
Draw.ingame.WireCapsule(relativeStartWithRotation, relativeStartWithRotation + gizmosRotation * (Vector3.forward * (length - width / 2)), width);
|
||||
break;
|
||||
case CastType.BoxCast:
|
||||
// Create an offset start point for the center of the wirebox, since gizmos are drawn with their pivot in the center.
|
||||
Vector3 offsetWithRotationAndLength = (Quaternion.LookRotation(direction) * Quaternion.Euler(rotation)) * (Vector3.forward * length / 2f);
|
||||
Vector3 offsetFromCenter = relativeStartWithRotation + player.transform.rotation * offsetWithRotationAndLength;
|
||||
|
||||
// Also create a rotation for use with the gizmos. Mainly just to shorten the lines
|
||||
Quaternion gizmosRotation = player.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation);
|
||||
|
||||
// Draw the gizmos for the boxcast
|
||||
Draw.ingame.WireBox(relativeStartWithRotation, gizmosRotation, Vector3.one * width);
|
||||
Draw.ingame.WireBox(offsetFromCenter, gizmosRotation, new float3(width, width, length + width));
|
||||
Draw.ingame.WireBox(offsetFromCenter, gizmosRotation, new float3(size.x, size.y, length));
|
||||
Draw.ingame.SolidBox(relativeStartWithRotation, gizmosRotation, size, gizmoColor.Alpha(.1f));
|
||||
|
||||
Draw.ingame.WireBox(relativeStartWithRotation, gizmosRotation, size);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
Draw.ingame.SolidCircle(relativeStartWithRotation, relativeStartWithRotation - Camera.main.transform.position, .4f);
|
||||
Draw.ingame.SolidCircle(hit.point, hit.point - Camera.main.transform.position, .4f);
|
||||
|
||||
Draw.ingame.Label3D(
|
||||
labelStartPos,
|
||||
player.transform.rotation * Quaternion.Euler(labelRotationOffset),
|
||||
hit.collider == null ? "" : hit.collider.name,
|
||||
.5f,
|
||||
LabelAlignment.Center,
|
||||
Color.black
|
||||
);
|
||||
// Set up variables for label (not hit name)
|
||||
Vector3 labelStartPos = Vector3.zero;
|
||||
switch (labelTextLocation) {
|
||||
case LabelDrawingLocation.PlayerOffset:
|
||||
labelStartPos = player.transform.position;
|
||||
break;
|
||||
case LabelDrawingLocation.IntersectingLength:
|
||||
labelStartPos = offsetFromCenter;
|
||||
break;
|
||||
case LabelDrawingLocation.HitLocation:{
|
||||
if (hit.transform != null) {
|
||||
labelStartPos = hit.point;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw label
|
||||
if (drawLabel) {
|
||||
Draw.ingame.Label3D(
|
||||
labelStartPos + labelLocationOffset,
|
||||
gizmosRotation * Quaternion.Euler(labelRotationOffset),
|
||||
label,
|
||||
labelSize,
|
||||
LabelAlignment.MiddleLeft,
|
||||
gizmoColor
|
||||
);
|
||||
}
|
||||
|
||||
// Set up variables for hit name
|
||||
// Since the label is already drawn just use the previous startPos
|
||||
switch (labelTextLocation) {
|
||||
case LabelDrawingLocation.PlayerOffset:
|
||||
labelStartPos = player.transform.position;
|
||||
break;
|
||||
case LabelDrawingLocation.IntersectingLength:
|
||||
labelStartPos = offsetFromCenter;
|
||||
break;
|
||||
case LabelDrawingLocation.HitLocation:{
|
||||
if (hit.transform != null) {
|
||||
labelStartPos = hit.point;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw hitname
|
||||
if (drawLabel) {
|
||||
Draw.ingame.Label3D(
|
||||
labelStartPos + labelLocationOffset,
|
||||
gizmosRotation * Quaternion.Euler(labelRotationOffset),
|
||||
label,
|
||||
hitTextSize,
|
||||
LabelAlignment.MiddleLeft,
|
||||
gizmoColor
|
||||
);
|
||||
}
|
||||
|
||||
Sirenix.Utilities.Editor.GUIHelper.RequestRepaint();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
static Color GetObserverStatusColorStatic(bool active, RaycastHit hit){
|
||||
|
||||
BIN
Documents/Graphics/UI/Icons.afdesign
Normal file
BIN
Documents/Graphics/UI/Icons.afdesign
Normal file
Binary file not shown.
Reference in New Issue
Block a user