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ba23cf7489 |
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--- !u!95 &1668865126
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defaultSmoothing: 1
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--- !u!1 &1698015116
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GameObject:
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@@ -9467,3 +9463,4 @@ SceneRoots:
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- {fileID: 1291419217}
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- {fileID: 797489998}
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- {fileID: 1668865122}
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- {fileID: 332821856}
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@@ -8,7 +8,7 @@ namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class ChangeRotationSettings : ActionTask<UnitMovementHandler> {
|
||||
[SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
|
||||
[SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", UnitFacingDirection.TowardsTarget);
|
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[SerializeField] public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
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||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
|
||||
7
Assets/Scripts/Core/IUnitTargetProvider.cs
Normal file
7
Assets/Scripts/Core/IUnitTargetProvider.cs
Normal file
@@ -0,0 +1,7 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public interface IUnitTargetProvider{
|
||||
public GameObject UnitTarget{ get; }
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Core/IUnitTargetProvider.cs.meta
Normal file
3
Assets/Scripts/Core/IUnitTargetProvider.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0c49825086c41e0990e5fa5d3f0041c
|
||||
timeCreated: 1761269267
|
||||
@@ -15,7 +15,7 @@ using Vector2 = UnityEngine.Vector2;
|
||||
using Vector3 = UnityEngine.Vector3;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class LockOnManager : MonoBehaviour{
|
||||
public class LockOnManager : UnitComponent, IUnitTargetProvider {
|
||||
public class ActiveLockOnTarget{
|
||||
public GameObject gameObject;
|
||||
public float targetWeight;
|
||||
@@ -24,6 +24,9 @@ namespace Reset.Units{
|
||||
}
|
||||
|
||||
public static LockOnManager Instance;
|
||||
|
||||
// IUnitTargetProvider
|
||||
public GameObject UnitTarget => mainTarget.gameObject;
|
||||
|
||||
// Lock On settings
|
||||
[Space(5)] public float lockOnRange = 40f;
|
||||
@@ -47,13 +50,13 @@ namespace Reset.Units{
|
||||
private VisualElement elementRoot;
|
||||
|
||||
private void Awake(){
|
||||
// // Register as singleton
|
||||
// if (Instance == null) {
|
||||
// Instance = this;
|
||||
// } else {
|
||||
// this.enabled = false;
|
||||
// return;
|
||||
// }
|
||||
// Register as singleton
|
||||
if (Instance == null && Unit.UnitIsLocal()) {
|
||||
Instance = this;
|
||||
} else {
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// References from camera
|
||||
targetGroup = PlayerManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
|
||||
@@ -310,5 +313,4 @@ namespace Reset.Units{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -5,18 +5,20 @@ namespace Reset.Units{
|
||||
private bool enabledAsHost = true;
|
||||
|
||||
private Unit _unit;
|
||||
|
||||
internal Unit Unit{
|
||||
get {
|
||||
if (_unit != null) {
|
||||
return _unit;
|
||||
}
|
||||
|
||||
_unit = GetComponent<Unit>();
|
||||
|
||||
if (_unit == null) { _unit = GetComponent<Unit>(); }
|
||||
return _unit;
|
||||
}
|
||||
}
|
||||
|
||||
private UnitMovementHandler _movement;
|
||||
internal UnitMovementHandler Movement{
|
||||
get {
|
||||
if (_movement == null) { _movement = GetComponent<UnitMovementHandler>(); }
|
||||
return _movement;
|
||||
}
|
||||
}
|
||||
|
||||
void DisableComponent(){
|
||||
enabledAsHost = false;
|
||||
|
||||
@@ -5,7 +5,10 @@ using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class Enemy : Unit, ILockOnTarget, IKillable {
|
||||
public class Enemy : Unit, ILockOnTarget, IKillable{
|
||||
// Spawn Info
|
||||
public EnemySpawn relatedSpawner;
|
||||
|
||||
// Lock-On
|
||||
public float lockonTargetRadius{ get; set; } = 10f;
|
||||
[ShowInInspector]
|
||||
|
||||
8
Assets/Scripts/Units/Enemy/EnemyCombat.cs
Normal file
8
Assets/Scripts/Units/Enemy/EnemyCombat.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class EnemyCombat : UnitCombat, IUnitTargetProvider{
|
||||
public GameObject target;
|
||||
public GameObject UnitTarget => target;
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Units/Enemy/EnemyCombat.cs.meta
Normal file
3
Assets/Scripts/Units/Enemy/EnemyCombat.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1528d25d3d94df59161993cb28bcb17
|
||||
timeCreated: 1761269778
|
||||
121
Assets/Scripts/Units/Enemy/EnemyPathfinding.cs
Normal file
121
Assets/Scripts/Units/Enemy/EnemyPathfinding.cs
Normal file
@@ -0,0 +1,121 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using Pathfinding;
|
||||
using Pathfinding.Drawing;
|
||||
using UnityEngine;
|
||||
using Vector2 = UnityEngine.Vector2;
|
||||
using Vector3 = UnityEngine.Vector3;
|
||||
|
||||
namespace Reset.Units{
|
||||
[RequireComponent(typeof(Seeker))]
|
||||
public class EnemyPathfinding : UnitComponent, IUnitDirectionProvider{
|
||||
public Vector2 Direction{ get; set; }
|
||||
|
||||
private Seeker seeker;
|
||||
|
||||
public float nextWaypointDistance = 3;
|
||||
private int currentWaypoint;
|
||||
|
||||
public Path path;
|
||||
public bool reachedEndOfPath;
|
||||
|
||||
private Coroutine wanderPathCoroutine;
|
||||
|
||||
public void Start(){
|
||||
seeker = GetComponent<Seeker>();
|
||||
|
||||
Enemy thisEnemy = (Unit as Enemy);
|
||||
|
||||
if (thisEnemy.relatedSpawner){
|
||||
seeker.graphMask = GraphMask.FromGraph(thisEnemy.relatedSpawner.relatedGraph);
|
||||
} else {
|
||||
Debug.LogWarning("Creating a graph for a singular enemy is not yet implemented. Graph mask not set on this unit.", transform);
|
||||
}
|
||||
|
||||
StartCoroutine(WaitForWanderPath());
|
||||
}
|
||||
|
||||
IEnumerator WaitForWanderPath(){
|
||||
yield return new WaitForSeconds(Random.Range(1f, 7f));
|
||||
StartWanderPath();
|
||||
|
||||
wanderPathCoroutine = null;
|
||||
}
|
||||
|
||||
void StartWanderPath(){
|
||||
Enemy thisEnemy = (Unit as Enemy);
|
||||
Vector3 pathTargetPos = transform.position;
|
||||
|
||||
if (thisEnemy.relatedSpawner) {
|
||||
pathTargetPos = thisEnemy.relatedSpawner.transform.position;
|
||||
}
|
||||
|
||||
Vector3 randomizedDestination = new Vector3(
|
||||
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius),
|
||||
0f,
|
||||
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius)
|
||||
);
|
||||
|
||||
pathTargetPos += randomizedDestination;
|
||||
|
||||
seeker.StartPath(transform.position, pathTargetPos, OnPathComplete);
|
||||
}
|
||||
|
||||
public void OnPathComplete(Path p){
|
||||
if (!p.error) {
|
||||
path = p;
|
||||
// Reset the waypoint counter so that we start to move towards the first point in the path
|
||||
currentWaypoint = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(){
|
||||
if (path == null) {
|
||||
// We have no path to follow yet, so don't do anything
|
||||
return;
|
||||
}
|
||||
|
||||
reachedEndOfPath = false;
|
||||
// The distance to the next waypoint in the path
|
||||
float distanceToWaypoint;
|
||||
|
||||
while (true) {
|
||||
// If you want maximum performance you can check the squared distance instead to get rid of a
|
||||
// square root calculation. But that is outside the scope of this tutorial.
|
||||
distanceToWaypoint = Vector3.Distance(transform.position, path.vectorPath[currentWaypoint]);
|
||||
if (distanceToWaypoint < nextWaypointDistance) {
|
||||
// Check if there is another waypoint or if we have reached the end of the path
|
||||
if (currentWaypoint + 1 < path.vectorPath.Count) {
|
||||
currentWaypoint++;
|
||||
} else {
|
||||
// Set a status variable to indicate that the agent has reached the end of the path.
|
||||
// You can use this to trigger some special code if your game requires that.
|
||||
reachedEndOfPath = true;
|
||||
|
||||
if (wanderPathCoroutine == null) {
|
||||
wanderPathCoroutine = StartCoroutine(WaitForWanderPath());
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Pass the direction to the direction handler interface
|
||||
if (currentWaypoint + 1 == path.vectorPath.Count) {
|
||||
Direction = (path.vectorPath[currentWaypoint] - transform.position).ToVector2();
|
||||
Direction = Vector3.ClampMagnitude(Direction, 1f);
|
||||
} else {
|
||||
Direction = (path.vectorPath[currentWaypoint] - transform.position).normalized.ToVector2();
|
||||
}
|
||||
|
||||
// Draw an indicator for the path
|
||||
Draw.ingame.SolidCircle(path.vectorPath[currentWaypoint] + Vector3.up * .02f, Vector3.up, .3f);
|
||||
Draw.ingame.Arrow(transform.position, transform.position + Direction.ToVector3(), Vector3.up, .3f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
3
Assets/Scripts/Units/Enemy/EnemyPathfinding.cs.meta
Normal file
3
Assets/Scripts/Units/Enemy/EnemyPathfinding.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a67969fa2454c8f8b5c84c31c95d890
|
||||
timeCreated: 1761268522
|
||||
@@ -1,47 +1,65 @@
|
||||
using System.Collections.Generic;
|
||||
using Drawing;
|
||||
using Pathfinding;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemySpawn : MonoBehaviour{
|
||||
public float radius = 30f;
|
||||
namespace Reset.Units{
|
||||
public class EnemySpawn : MonoBehaviour{
|
||||
public float radius = 30f;
|
||||
|
||||
public int minimumEnemies = 1;
|
||||
public int maximumEnemies = 5;
|
||||
|
||||
public Vector2 enemyCount;
|
||||
public int minimumEnemies = 1;
|
||||
public int maximumEnemies = 5;
|
||||
|
||||
// TODO: Replace this with an Enemy selector based on difficulty, random chance, etc?
|
||||
public GameObject enemy;
|
||||
public Vector2 enemyCount;
|
||||
|
||||
public List<GameObject> enemies;
|
||||
|
||||
void Start(){
|
||||
SpawnEnemies();
|
||||
}
|
||||
// TODO: Replace this with an Enemy selector based on difficulty, random chance, etc?
|
||||
public GameObject enemy;
|
||||
|
||||
void SpawnEnemies(){
|
||||
int count = Random.Range(minimumEnemies, maximumEnemies + 1);
|
||||
public List<GameObject> enemies;
|
||||
|
||||
for (int i = 0; i < count; i++) {
|
||||
Vector3 newPosition = transform.position;
|
||||
public GridGraph relatedGraph;
|
||||
|
||||
float randomX = Random.Range(-(radius / 2f), radius / 2f);
|
||||
float randomZ = Random.Range(-(radius / 2f), radius / 2f);
|
||||
void Start(){
|
||||
CreateAstarGraph();
|
||||
SpawnEnemies();
|
||||
}
|
||||
|
||||
newPosition += new Vector3(randomX, transform.position.y, randomZ);
|
||||
void CreateAstarGraph(){
|
||||
relatedGraph = AstarPath.active.data.AddGraph(typeof(GridGraph)) as GridGraph;
|
||||
|
||||
float randomRot = Random.Range(0f, 360f);
|
||||
relatedGraph.SetDimensions(Mathf.FloorToInt(radius) * 2, Mathf.FloorToInt(radius) * 2, 1f);
|
||||
relatedGraph.collision.diameter = 3f;
|
||||
|
||||
GameObject newEnemy = Instantiate(enemy, newPosition, Quaternion.AngleAxis(randomRot, Vector3.up));
|
||||
|
||||
enemies.Add(newEnemy);
|
||||
AstarPath.active.Scan(relatedGraph);
|
||||
|
||||
GetComponent<ProceduralGraphMover>().graph = relatedGraph;
|
||||
}
|
||||
|
||||
void SpawnEnemies(){
|
||||
int count = Random.Range(minimumEnemies, maximumEnemies + 1);
|
||||
|
||||
for (int i = 0; i < count; i++) {
|
||||
Vector3 newPosition = transform.position;
|
||||
|
||||
float randomX = Random.Range(-(radius / 2f), radius / 2f);
|
||||
float randomZ = Random.Range(-(radius / 2f), radius / 2f);
|
||||
|
||||
newPosition += new Vector3(randomX, transform.position.y, randomZ);
|
||||
|
||||
float randomRot = Random.Range(0f, 360f);
|
||||
|
||||
GameObject newEnemy = Instantiate(enemy, newPosition, Quaternion.AngleAxis(randomRot, Vector3.up));
|
||||
newEnemy.GetComponent<Enemy>().relatedSpawner = this;
|
||||
|
||||
enemies.Add(newEnemy);
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius);
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius);
|
||||
}
|
||||
}
|
||||
}
|
||||
7
Assets/Scripts/Units/IUnitDirectionProvider.cs
Normal file
7
Assets/Scripts/Units/IUnitDirectionProvider.cs
Normal file
@@ -0,0 +1,7 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public interface IUnitDirectionProvider{
|
||||
public Vector2 Direction{ get; }
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Units/IUnitDirectionProvider.cs.meta
Normal file
3
Assets/Scripts/Units/IUnitDirectionProvider.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ba6af7dc2e654035a720449447af3fa8
|
||||
timeCreated: 1761268431
|
||||
@@ -13,14 +13,17 @@ using Sirenix.OdinInspector;
|
||||
using Unity.Cinemachine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
public class PlayerControls : MonoBehaviour{
|
||||
public class PlayerControls : MonoBehaviour, IUnitDirectionProvider{
|
||||
// References
|
||||
private Player thisPlayer;
|
||||
|
||||
private PlayerInput input;
|
||||
private SignalDefinition inputSignal;
|
||||
private SignalDefinition blockSignal;
|
||||
|
||||
|
||||
// IUnitDirectionProvider
|
||||
public Vector2 Direction => rawMoveInput;
|
||||
|
||||
// TODO: Turn these into accessors
|
||||
public Vector2 rawMoveInput;
|
||||
public Vector2 rawLookInput;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
namespace Reset.Units{
|
||||
public enum PlayerFacingDirection{
|
||||
public enum UnitFacingDirection{
|
||||
TowardsTarget = 0,
|
||||
MatchInput,
|
||||
MatchCamera,
|
||||
@@ -31,7 +31,7 @@ namespace Reset.Units{
|
||||
[Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue<float> gravityScale = new SettingValue<float>(1f);
|
||||
|
||||
// Rotation
|
||||
[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<PlayerFacingDirection> facingDirection = new SettingValue<PlayerFacingDirection>(initValue: PlayerFacingDirection.Momentum);
|
||||
[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<UnitFacingDirection> facingDirection = new SettingValue<UnitFacingDirection>(initValue: UnitFacingDirection.Momentum);
|
||||
[Title("Rotation Speed"), HideLabel, InlineProperty] public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);
|
||||
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ using Sirenix.OdinInspector;
|
||||
using Unity.Netcode;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class UnitMovementHandler : UnitComponent{
|
||||
public class UnitMovementHandler : UnitComponent {
|
||||
[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
|
||||
public ResolvedMovement resolvedMovement;
|
||||
|
||||
@@ -19,8 +19,8 @@ namespace Reset.Units{
|
||||
|
||||
// References
|
||||
private CharacterController controller;
|
||||
private PlayerControls controls;
|
||||
private LockOnManager lockOnManager;
|
||||
private IUnitDirectionProvider directionProvider;
|
||||
private IUnitTargetProvider targetProvider;
|
||||
|
||||
// Movement Data
|
||||
[ShowInInspector, PropertyOrder(2), FoldoutGroup("Movement Data", expanded: true), InlineProperty, HideLabel] public UnitMovementData data = new();
|
||||
@@ -30,8 +30,8 @@ namespace Reset.Units{
|
||||
|
||||
void Awake(){
|
||||
controller = GetComponent<CharacterController>();
|
||||
controls = GetComponent<PlayerControls>();
|
||||
lockOnManager = GetComponent<LockOnManager>();
|
||||
directionProvider = GetComponent<IUnitDirectionProvider>();
|
||||
targetProvider = GetComponent<IUnitTargetProvider>();
|
||||
|
||||
InitAllSettings();
|
||||
}
|
||||
@@ -59,7 +59,7 @@ namespace Reset.Units{
|
||||
// Update the direction, called every frame
|
||||
private void UpdateCurrentDirection(){
|
||||
// Get input value
|
||||
Vector2 targetDirection = new Vector2(controls.rawMoveInput.x, controls.rawMoveInput.y);
|
||||
Vector2 targetDirection = new Vector2(directionProvider.Direction.x, directionProvider.Direction.y);
|
||||
|
||||
// Rotate input by camera rotation (instead of rotating the output direction by camera rotation)
|
||||
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
|
||||
@@ -97,7 +97,7 @@ namespace Reset.Units{
|
||||
newDirection = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * data.airDirectionDecay.Value * Time.deltaTime);
|
||||
}
|
||||
|
||||
newDirection = Vector3.Slerp(resolvedMovement.moveDirection.World, newDirection, controls.rawMoveInput.magnitude);
|
||||
newDirection = Vector3.Slerp(resolvedMovement.moveDirection.World, newDirection, directionProvider.Direction.magnitude);
|
||||
|
||||
// Commit the new direction
|
||||
resolvedMovement.moveDirection.World = newDirection;
|
||||
@@ -108,7 +108,7 @@ namespace Reset.Units{
|
||||
// ""Smooth"" the speed
|
||||
float smoothedSpeed;
|
||||
|
||||
if (resolvedMovement.moveDirection.Local.magnitude < controls.rawMoveInput.magnitude) {
|
||||
if (resolvedMovement.moveDirection.Local.magnitude < directionProvider.Direction.magnitude) {
|
||||
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, data.moveSpeed.Value, data.acceleration.Value * Time.deltaTime);
|
||||
} else {
|
||||
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, 0f, data.deacceleration.Value * Time.deltaTime);
|
||||
@@ -135,42 +135,42 @@ namespace Reset.Units{
|
||||
// Update the rotation, called every frame
|
||||
private void UpdateCurrentRotation(){
|
||||
// Get input value
|
||||
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
|
||||
Vector3 inputMovement = new Vector3(directionProvider.Direction.x, 0f, directionProvider.Direction.y);
|
||||
|
||||
Quaternion targetRotation = Quaternion.identity;
|
||||
// Switch the desired rotation based on current movement setting
|
||||
switch (data.facingDirection.Value) {
|
||||
// Just look at target
|
||||
case PlayerFacingDirection.TowardsTarget:
|
||||
case UnitFacingDirection.TowardsTarget:
|
||||
// Look directly at the target
|
||||
if (lockOnManager.mainTarget == null) {
|
||||
if (targetProvider.UnitTarget == null) {
|
||||
Debug.LogError("Trying to rotate towards a target but there is no target. Forcing rotation to Static and continuing");
|
||||
data.facingDirection.Value = PlayerFacingDirection.Static;
|
||||
data.facingDirection.currentValue = PlayerFacingDirection.Static;
|
||||
data.facingDirection.Value = UnitFacingDirection.Static;
|
||||
data.facingDirection.currentValue = UnitFacingDirection.Static;
|
||||
|
||||
targetRotation = transform.rotation;
|
||||
break;
|
||||
}
|
||||
|
||||
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
|
||||
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(targetProvider.UnitTarget.transform.position));
|
||||
break;
|
||||
case PlayerFacingDirection.Momentum:
|
||||
case UnitFacingDirection.Momentum:
|
||||
// Look towards the current direction the agent is moving
|
||||
if (inputMovement.magnitude > .05f){
|
||||
targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up);
|
||||
}
|
||||
break;
|
||||
case PlayerFacingDirection.MatchInput:
|
||||
case UnitFacingDirection.MatchInput:
|
||||
// Look towards the input direction- similar to Momentum but snappier
|
||||
if (controls.rawMoveInput.magnitude < 0.05f) { break; }
|
||||
if (directionProvider.Direction.magnitude < 0.05f) { break; }
|
||||
|
||||
targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||
break;
|
||||
case PlayerFacingDirection.MatchCamera:
|
||||
case UnitFacingDirection.MatchCamera:
|
||||
// Look the same direction as the camera
|
||||
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
||||
break;
|
||||
case PlayerFacingDirection.Static:
|
||||
case UnitFacingDirection.Static:
|
||||
// Don't change
|
||||
targetRotation = resolvedMovement.rotation;
|
||||
break;
|
||||
@@ -179,9 +179,9 @@ namespace Reset.Units{
|
||||
DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
|
||||
|
||||
// Add the current input into the created rotation
|
||||
if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera || data.facingDirection.Value == PlayerFacingDirection.TowardsTarget) {
|
||||
if (data.facingDirection.Value == UnitFacingDirection.MatchCamera || data.facingDirection.Value == UnitFacingDirection.TowardsTarget) {
|
||||
resolvedMovement.rotation = targetRotation;
|
||||
} else if (controls.rawMoveInput.sqrMagnitude > .1){
|
||||
} else if (directionProvider.Direction.sqrMagnitude > .1){
|
||||
resolvedMovement.rotation = targetRotation;
|
||||
}
|
||||
|
||||
@@ -391,6 +391,7 @@ namespace Reset.Units{
|
||||
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old
|
||||
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -14,7 +14,9 @@
|
||||
"GUID:f2d49d9fa7e7eb3418e39723a7d3b92f",
|
||||
"GUID:5540e30183c82e84b954c033c388e06c",
|
||||
"GUID:fe25561d224ed4743af4c60938a59d0b",
|
||||
"GUID:37e17ffe38d86ae48bc3207e83ffef88"
|
||||
"GUID:37e17ffe38d86ae48bc3207e83ffef88",
|
||||
"GUID:efa45043feb7e4147a305b73b5cea642",
|
||||
"GUID:f4059aaf6c60a4a58a177a2609feb769"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
@@ -1,6 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c37fe734c185fc48b50bb4fc19e7537
|
||||
AssemblyDefinitionImporter:
|
||||
guid: a4ea9f82528f3024da71454257341643
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -14,6 +14,29 @@
|
||||
"com.unity.ugui": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.arongranberg.astar": {
|
||||
"version": "file:com.arongranberg.astar",
|
||||
"depth": 0,
|
||||
"source": "embedded",
|
||||
"dependencies": {
|
||||
"com.unity.burst": "1.8.7",
|
||||
"com.unity.collections": "1.5.1",
|
||||
"com.unity.mathematics": "1.2.6",
|
||||
"com.unity.modules.animation": "1.0.0",
|
||||
"com.unity.modules.assetbundle": "1.0.0",
|
||||
"com.unity.modules.audio": "1.0.0",
|
||||
"com.unity.modules.imgui": "1.0.0",
|
||||
"com.unity.modules.particlesystem": "1.0.0",
|
||||
"com.unity.modules.physics": "1.0.0",
|
||||
"com.unity.modules.physics2d": "1.0.0",
|
||||
"com.unity.modules.terrain": "1.0.0",
|
||||
"com.unity.modules.terrainphysics": "1.0.0",
|
||||
"com.unity.modules.tilemap": "1.0.0",
|
||||
"com.unity.modules.ui": "1.0.0",
|
||||
"com.unity.modules.uielements": "1.0.0",
|
||||
"com.unity.ugui": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.singularitygroup.hotreload": {
|
||||
"version": "file:com.singularitygroup.hotreload",
|
||||
"depth": 0,
|
||||
|
||||
@@ -21,6 +21,11 @@
|
||||
"key": "editor.materialPalettePath",
|
||||
"value": "{\"m_Value\":\"Assets/ProBuilder Data/Default Material Palette.asset\"}"
|
||||
},
|
||||
{
|
||||
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "VertexColorPalette.previousColorPalette",
|
||||
"value": "{\"m_Value\":\"Assets/Map/Materials/BuildingsColor.asset\"}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "about.identifier",
|
||||
@@ -129,13 +134,23 @@
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastSize.Cube",
|
||||
"value": "{\"m_Value\":{\"x\":20.036033630371095,\"y\":1.0208016633987427,\"z\":-17.9393310546875}}"
|
||||
"value": "{\"m_Value\":{\"x\":1.0,\"y\":15.0,\"z\":1.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastSize.Stairs",
|
||||
"value": "{\"m_Value\":{\"x\":-7.032182693481445,\"y\":2.840894937515259,\"z\":-7.309409141540527}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastSize.Prism",
|
||||
"value": "{\"m_Value\":{\"x\":-17.4999942779541,\"y\":9.000001907348633,\"z\":9.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastSize.Plane",
|
||||
"value": "{\"m_Value\":{\"x\":-1.0,\"y\":0.0,\"z\":7.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastRotation.Cube",
|
||||
@@ -146,6 +161,16 @@
|
||||
"key": "ShapeBuilder.LastRotation.Stairs",
|
||||
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastRotation.Prism",
|
||||
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":-0.7071067690849304,\"w\":0.7071067690849304}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastRotation.Plane",
|
||||
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.PivotLocation.Cube",
|
||||
@@ -156,6 +181,16 @@
|
||||
"key": "ShapeBuilder.PivotLocation.Stairs",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.PivotLocation.Prism",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.PivotLocation.Plane",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.Cube",
|
||||
@@ -166,10 +201,20 @@
|
||||
"key": "ShapeBuilder.Stairs",
|
||||
"value": "{}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.Prism",
|
||||
"value": "{}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.Plane",
|
||||
"value": "{}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "s_SelectMode",
|
||||
"value": "{\"m_Value\":1}"
|
||||
"value": "{\"m_Value\":2}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
@@ -185,6 +230,16 @@
|
||||
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "uv.uvEditorGridSnapIncrement",
|
||||
"value": "{\"m_Value\":0.125}"
|
||||
},
|
||||
{
|
||||
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ExtrudeFaces.distance",
|
||||
"value": "{\"m_Value\":0.5}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.ExtrudeMethod, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.extrudeMethod",
|
||||
"value": "{\"m_Value\":2}"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
15
ProjectSettings/com.arongranberg.astar/settings.asset
Normal file
15
ProjectSettings/com.arongranberg.astar/settings.asset
Normal file
@@ -0,0 +1,15 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &1
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 53
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 21f007d651ef4ab42b597f1da9ad75cf, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier: AstarPathfindingProjectEditor::Pathfinding.PathfindingEditorSettings
|
||||
hasShownWelcomeScreen: 1
|
||||
Reference in New Issue
Block a user