29 Commits

Author SHA1 Message Date
Chris
49464ee48c maint: final tweaks and cleanups 2025-08-14 21:59:46 -04:00
Chris
b41f4a8ea2 maint: whitespace nothingburger 2025-08-14 21:59:23 -04:00
Chris
79d0326d4b maint: deleted old and now unused movement tasks/graphs 2025-08-14 21:58:58 -04:00
Chris
bb84c6622e maint: removed all old and unused movement tasks 2025-08-14 20:02:37 -04:00
Chris
59114b08ee changed: movement now also handles opposing inputs. value tweaks. 2025-08-14 19:50:34 -04:00
Chris
2261d1bd00 maint: cleaned up some files and tweaked some movement 2025-08-14 18:39:36 -04:00
Chris
6f1aa17d52 changed: graph to use new system 2025-08-13 17:06:45 -04:00
Chris
524fa610f2 added: movement settings changing within graph 2025-08-13 17:04:40 -04:00
Chris
7355d0c0fa change: moved cameravaluegroups to valuegroup and made for generic usage 2025-08-10 18:27:52 -04:00
Chris
82308c59c0 fix: various changes to handler such as gravity speed decoupling, data cloning, rotation smoothing, 2025-08-10 18:16:30 -04:00
Chris
a9f51b62c0 fixed: all moving conditions working. removed 'moveFacing' primarily 2025-08-10 12:24:41 -04:00
Chris
8652a2d2d8 fix: rotation in relation to camera no longer broken 2025-08-10 11:36:20 -04:00
Chris
465ce533ab changed: UnitMovementHandler.cs is now functional (buggy) 2025-08-09 18:44:46 -04:00
Chris
6c3c25f986 change: started unified movement handler 2025-08-09 16:20:26 -04:00
Chris
5f907ee0c6 change: separated all functions of movement into separate tasks 2025-08-09 16:03:24 -04:00
Chris
126aacf9d8 added: initial seperation of movement from gravity and rotation 2025-08-08 15:14:07 -04:00
Chris
5b61d042b1 added: grapple pull replacement for crappy new grapple 2025-08-08 14:22:32 -04:00
Chris
66ab541897 added: fully functional grapple launch and 90% functional grapple pull 2025-08-08 14:22:32 -04:00
Chris
f83d9326ab change: grapple move slow and clean up 2025-08-08 14:22:32 -04:00
Chris
8c3f4926ef maint: comment change 2025-08-08 14:22:32 -04:00
Chris
9e8616f8da change: altered camera for smoother and more responsive lock-on (mainly jitter from the arbitrary target, locking rotation) 2025-08-08 14:22:32 -04:00
Chris
18a4b5228a maint: cleaned up and commented LockOnManager.cs plus some range issues 2025-08-08 14:22:32 -04:00
Chris
a57757c63e changed: scene changes to accompany new lock-on 2025-08-08 14:22:31 -04:00
Chris
e8a53ca312 added: axis enabled and gain settings to camera settings processor 2025-08-08 14:22:31 -04:00
Chris
b4d524c162 changed: rebuilt lock-on system to accomodate arbitrary targets 2025-08-08 14:22:31 -04:00
Chris
5a2a96c4cc added: target offset to camera settings controls. refactored settings code 2025-08-08 14:22:31 -04:00
Chris
cf6fd9f52e changed: more progress on grapple system 2025-08-08 14:22:31 -04:00
Chris
b4144382fe change: output the object hit by generic observers 2025-08-08 14:22:31 -04:00
Chris
72bef9c97b added: task to check and save input values 2025-08-08 14:22:31 -04:00
48 changed files with 36496 additions and 1302 deletions

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@@ -1,14 +1,14 @@
using System;
using UnityEngine; using UnityEngine;
public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{ public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
public float lockonTargetRadius{ get; set; } = 1f; public float lockonTargetRadius{ get; set; } = 1f;
// Start is called once before the first execution of Update after the MonoBehaviour is created public void OnTargetDelete(){
void Start(){ GetComponent<ILockOnTarget>().SafelyDeleteTarget();
} }
void Update(){ void OnDestroy(){
OnTargetDelete();
} }
} }

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@@ -1,121 +0,0 @@
using System;
using System.Linq;
using NodeCanvas.Framework;
using ParadoxNotion;
using ParadoxNotion.Design;
using UnityEngine;
using UnityEngine.InputSystem;
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;
[SliderField(0, 1)]
public BBParameter<float> standStillJumpStrength;
[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 {
get{
string dirStrength = "";
if (directionalForce.value != Vector3.zero && directionalForceStrength.value > 0f) {
dirStrength = $", towards <i>{directionalForce.value}</i> * {directionalForceStrength.value}";
}
return string.Format($"<b>Start Jump</b>, <i>{jumpStrength.value}</i> strength" + dirStrength);
}
}
//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(){
// Set jump power
jumpPower.value = jumpStrength.value;
// Save current velocity and get current input direction
Vector3 currentVelocityVector3 = new Vector3(agent.velocity.x, 0f, agent.velocity.z);
Vector2 currentInput = agent.GetComponent<PlayerControls>().rawMoveInput;
Vector3 currentInputVector3 = new Vector3(currentInput.x, 0f, currentInput.y);
// Ignore rotation for the current velocity
Vector3 currentVelocityWorld = agent.transform.InverseTransformDirection(currentVelocityVector3.normalized);
// Get the dot product between current velocity's direction and current input (UNUSED FOR NOW)
float velocityInputDot = Vector3.Dot(currentVelocityWorld, currentInputVector3);
// Set air move direction
if (agent.isGrounded) {
airMoveDirection.value = currentVelocityVector3;
} else {
// Hold new desired air direction and Dot against the existing air moving directioin
Vector3 desiredAirMoveDirection = currentInputVector3;
float airMoveDirectionDot = Vector3.Dot(desiredAirMoveDirection.normalized, airMoveDirection.value.normalized);
// 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));
// Do the same for directional jump strength
outputHoritontalVelocity = Mathf.Lerp(outputHoritontalVelocity, jumpStrength.value, directionalForceStrength.value);
// 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
float remappedAirDirectionDot = Mathf.Lerp(.1f, 1.2f, airMoveDirectionDot);
remappedAirDirectionDot = Mathf.Clamp(remappedAirDirectionDot, 0f, 1f);
// Lerp between the current direction and the inputted direction based on the previous dot product
Vector3 outputDirection = Vector3.Lerp(currentInputVector3.normalized, currentVelocityVector3.normalized, remappedAirDirectionDot);
// If there is a directional force (such as the Wall Climb jump going straight upward) supplied in the task, lean into that based on it's strength
outputDirection = Vector3.Lerp(outputDirection, directionalForce.value.normalized, directionalForceStrength.value).normalized;
// Extra math to degrade current air move direction by velocity inheritence, before applying new air direction
airMoveDirection.value *= currentVelocityInheritence.value;
// Account for the camera's rotation before setting it as the air move direction
outputDirection = Camera.main.transform.rotation.Flatten(0, null, 0) * outputDirection;
// Set air move direction
airMoveDirection.value += outputDirection * outputHoritontalVelocity;
}
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() {
}
}
}

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using NodeCanvas.Framework;
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
private float airControlPower = 1f;
//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(){
airControlPower = 1f;
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
// Decay Current Air Movement
airMoveDirection.value = Vector3.Lerp(airMoveDirection.value, Vector3.zero, .7f * Time.deltaTime);
// Decay Air Control power
airControlPower = Mathf.Lerp(airControlPower, 0f, 2f * Time.deltaTime);
// Add air control
Vector3 inputVector3 = new(agent.GetComponent<PlayerControls>().rawMoveInput.x, 0f, agent.GetComponent<PlayerControls>().rawMoveInput.y);
float originalMagnitude = airMoveDirection.value.magnitude;
airMoveDirection.value += Camera.main.transform.rotation.Flatten(0, null, 0) *
inputVector3 * airControlPower;
airMoveDirection.value = Vector3.ClampMagnitude(airMoveDirection.value, originalMagnitude);
}
//Called when the task is disabled.
protected override void OnStop() {
// groundMoveDirection.value = agent.GetComponent<CharacterController>().velocity;
EndAction(true);
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
[Description("Unit flat ground movement")]
public class CalculateGroundedLocomotion : ActionTask<CharacterController>{
public BBParameter<float> moveSpeed;
public BBParameter<Vector3> moveDirection;
protected override string info {
get{
return string.Format($"<b>Set ground movement</b>, <i>{moveSpeed.value}</i> speed");
}
}
private float sprintPower;
private bool sprinting;
//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() {
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
// Get current input direction
Vector3 flatSurfaceDirection = Vector3.zero;
if (agent.isGrounded) {
Vector2 rawInput = agent.transform.GetComponent<PlayerControls>().rawMoveInput;
flatSurfaceDirection = new(rawInput.x, 0, rawInput.y);
}
float CalculateSpeed(){
// Calculate sprinting speed
float outputSpeed = 0f;
// Add base speed
outputSpeed += moveSpeed.value;
return outputSpeed;
}
// Rotate input to forward direction for flat surface
// flatSurfaceDirection = agent.transform.rotation * flatSurfaceDirection;
// Finalize flat surface direction by adding speed
flatSurfaceDirection *= CalculateSpeed();
moveDirection.value = flatSurfaceDirection;
EndAction(true);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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fileFormatVersion: 2
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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", 0), 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() {
}
}
}

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fileFormatVersion: 2
guid: b77e2b9ac9aad644480508d5a86f4006

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using NodeCanvas.Framework; using NodeCanvas.Framework;
using ParadoxNotion.Design; using ParadoxNotion.Design;
using Reset.Core;
using Unity.Cinemachine; using Unity.Cinemachine;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
// Individual bool setting for each ring. Three of these will be used.
public struct OrbitalFollowValueGroup{
public string label;
public CameraSettingsToggle changeHeight;
public float height;
public CameraSettingsToggle changeRadius;
public float radius;
public OrbitalFollowValueGroup(string newLabel){
label = newLabel;
changeHeight = CameraSettingsToggle.NoChange;
height = 0f;
changeRadius = CameraSettingsToggle.NoChange;
radius = 0f;
}
}
// Setting for any X and Y based values
public struct CinemachineVectorValueGroup{
public CameraSettingsToggle changeX;
public float xValue;
public CameraSettingsToggle changeY;
public float yValue;
}
// Enum options for individual camera settings
public enum CameraSettingsToggle{
NoChange,
NewValue,
ResetValue,
}
public struct Vector3CameraValueGroup{
public string label;
public Vector3 newValue;
public CameraSettingsToggle changeX;
public CameraSettingsToggle changeY;
public CameraSettingsToggle changeZ;
public Vector3CameraValueGroup(string newLabel){
changeX = CameraSettingsToggle.NoChange;
changeY = CameraSettingsToggle.NoChange;
changeZ = CameraSettingsToggle.NoChange;
newValue = Vector3.zero;
label = newLabel;
}
}
public struct Vector2CameraValueGroup{
public string label;
public Vector2 newValue;
public CameraSettingsToggle changeX;
public CameraSettingsToggle changeY;
public Vector2CameraValueGroup(string newLabel){
changeX = CameraSettingsToggle.NoChange;
changeY = CameraSettingsToggle.NoChange;
newValue = Vector2.zero;
label = newLabel;
}
}
public struct FloatCameraValueGroup{
public string label;
public float value;
public CameraSettingsToggle changeValue;
public FloatCameraValueGroup(string newLabel){
label = newLabel;
value = 0f;
changeValue = CameraSettingsToggle.NoChange;
}
}
#if UNITY_EDITOR
public class FloatCameraValueGroupDrawer : ObjectDrawer<FloatCameraValueGroup> {
public override FloatCameraValueGroup OnGUI(GUIContent _content, FloatCameraValueGroup _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.ToString(), 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.FloatField(_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 Vector3CameraValueGroupDrawer : ObjectDrawer<Vector3CameraValueGroup> {
public override Vector3CameraValueGroup OnGUI(GUIContent _content, Vector3CameraValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 20;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
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.changeX = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeX);
// Create the value/disabled information field
if (_instance.changeX == CameraSettingsToggle.NewValue){
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeX == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeY = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeY);
// Create the value/disabled information field
if (_instance.changeY == CameraSettingsToggle.NewValue){
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeY == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeZ = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeZ);
// Create the value/disabled information field
if (_instance.changeZ == CameraSettingsToggle.NewValue){
_instance.newValue.z = EditorGUILayout.FloatField(_instance.newValue.z, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeZ == 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 Vector2CameraValueGroupDrawer : ObjectDrawer<Vector2CameraValueGroup> {
public override Vector2CameraValueGroup OnGUI(GUIContent _content, Vector2CameraValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
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.changeX = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeX);
// Create the value/disabled information field
if (_instance.changeX == CameraSettingsToggle.NewValue){
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeX == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeY = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeY);
// Create the value/disabled information field
if (_instance.changeY == CameraSettingsToggle.NewValue){
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeY == 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;
}
}
// Custom editor for each orbital follow ring setting
public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGroup>{
public override OrbitalFollowValueGroup OnGUI(GUIContent _content, OrbitalFollowValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 1;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(60.0f),
};
// Start a Horiztonal Section
GUILayout.BeginHorizontal();
// Add the left side label
GUILayout.Label(_instance.label, labelOptions);
// Create the height settings enum
_instance.changeHeight = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeHeight);
// Create the value/disabled information field
if (_instance.changeHeight == CameraSettingsToggle.NewValue){
_instance.height = EditorGUILayout.FloatField(_instance.height, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeHeight == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the radius settings enum
_instance.changeRadius = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeRadius);
// Create the value/disabled information field
if (_instance.changeRadius == CameraSettingsToggle.NewValue){
_instance.radius = EditorGUILayout.FloatField(_instance.radius, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeRadius == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
#endif
namespace NodeCanvas.Tasks.Actions { namespace NodeCanvas.Tasks.Actions {
[Category("Reset")] [Category("Reset")]
[Description("Change Cinemachine camera settings for the player")] [Description("Change Cinemachine camera settings for the player")]
public class ChangeCameraSettings : ActionTask{ public class ChangeCameraSettings : ActionTask{
[ParadoxNotion.Design.Header("Main Settings")] [ParadoxNotion.Design.Header("Main Settings")]
public FloatCameraValueGroup fieldOfView = new (newLabel: "FOV"); public FloatValueGroup fieldOfView = new (newLabel: "FOV");
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)] [ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
public Vector3CameraValueGroup orbitPositionDamping = new(newLabel: "Position Damping"); public Vector3ValueGroup orbitTargetOffset = new(newLabel: "Target Offset");
[Space(5)]public Vector3ValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top"); public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top");
public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center"); public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center");
public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom"); public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom");
public BoolValueGroup enableXAxis = new (newLabel: "Input Axis X Enabled");
public BoolValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled");
public FloatValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain");
public FloatValueGroup axisLookYGain = new (newLabel: "Look Orbit Y Gain");
[ParadoxNotion.Design.Header("Rotation Composer Settings")] [ParadoxNotion.Design.Header("Rotation Composer Settings")]
public Vector2CameraValueGroup screenPosition = new (newLabel: "Screen Position"); public Vector2ValueGroup screenPosition = new (newLabel: "Screen Position");
[ParadoxNotion.Design.Header("Camera Offset Settings")] [ParadoxNotion.Design.Header("Camera Offset Settings")]
public Vector3CameraValueGroup cameraOffset = new (newLabel: "Offset"); public Vector3ValueGroup cameraOffset = new (newLabel: "Offset");
//Use for initialization. This is called only once in the lifetime of the task. //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 //Return null if init was successfull. Return an error string otherwise
@@ -349,150 +42,119 @@ namespace NodeCanvas.Tasks.Actions {
//Call EndAction() to mark the action as finished, either in success or failure. //Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere. //EndAction can be called from anywhere.
protected override void OnExecute(){ protected override void OnExecute(){
// Switch case farm for checking if values should be changed and what to UpdateOrbitFollowValue(orbitFollowTop, ref CameraSettingsProcessor.values.orbitFollowTopHeight, ref CameraSettingsProcessor.values.orbitFollowTopRadius);
// Field of view UpdateOrbitFollowValue(orbitFollowCenter, ref CameraSettingsProcessor.values.orbitFollowCenterHeight, ref CameraSettingsProcessor.values.orbitFollowCenterRadius);
switch (fieldOfView.changeValue) { UpdateOrbitFollowValue(orbitFollowBottom, ref CameraSettingsProcessor.values.orbitFollowBottomHeight, ref CameraSettingsProcessor.values.orbitFollowBottomRadius);
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.mainFieldOfView.targetValue = fieldOfView.value;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.mainFieldOfView.Reset();
break;
}
// Orbit follow rings UpdateVector3Value(cameraOffset, ref CameraSettingsProcessor.values.cameraOffsetOffset);
switch (orbitFollowTop.changeHeight) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitFollowTopHeight.targetValue = orbitFollowTop.height;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowTopHeight.Reset();
break;
}
switch (orbitFollowTop.changeRadius) { UpdateVector3Value(orbitPositionDamping, ref CameraSettingsProcessor.values.orbitPositionDamping);
case CameraSettingsToggle.NewValue: UpdateVector3Value(orbitTargetOffset, ref CameraSettingsProcessor.values.orbitTargetOffset);
CameraSettingsProcessor.values.orbitFollowTopRadius.targetValue = orbitFollowTop.radius;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowTopRadius.Reset();
break;
}
switch (orbitFollowCenter.changeHeight) { UpdateVector2Value(screenPosition, ref CameraSettingsProcessor.values.rotationComposerScreenPos);
case CameraSettingsToggle.NewValue: UpdateFloatValue(fieldOfView, ref CameraSettingsProcessor.values.mainFieldOfView);
CameraSettingsProcessor.values.orbitFollowCenterHeight.targetValue = orbitFollowCenter.height;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowCenterHeight.Reset();
break;
}
switch (orbitFollowCenter.changeRadius) { UpdateFloatValue(axisLookXGain, ref CameraSettingsProcessor.values.axisLookGainX);
case CameraSettingsToggle.NewValue: UpdateFloatValue(axisLookYGain, ref CameraSettingsProcessor.values.axisLookGainY);
CameraSettingsProcessor.values.orbitFollowCenterRadius.targetValue = orbitFollowCenter.radius;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowCenterRadius.Reset();
break;
}
switch (orbitFollowBottom.changeHeight) { UpdateBoolValue(enableXAxis, ref CameraSettingsProcessor.values.axisLookEnabledX);
case CameraSettingsToggle.NewValue: UpdateBoolValue(enableYAxis, ref CameraSettingsProcessor.values.axisLookEnabledY);
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;
}
// Position Damping
switch (orbitPositionDamping.changeX) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitPositionDamping.targetValue.x = orbitPositionDamping.newValue.x;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitPositionDamping.targetValue.x = CameraSettingsProcessor.values.orbitPositionDamping.originalValue.x;
break;
}
switch (orbitPositionDamping.changeY) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitPositionDamping.targetValue.y = orbitPositionDamping.newValue.y;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitPositionDamping.targetValue.y = CameraSettingsProcessor.values.orbitPositionDamping.originalValue.y;
break;
}
switch (orbitPositionDamping.changeZ) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitPositionDamping.targetValue.z = orbitPositionDamping.newValue.z;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitPositionDamping.targetValue.z = CameraSettingsProcessor.values.orbitPositionDamping.originalValue.z;
break;
}
EndAction(true); EndAction(true);
} }
public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref CameraSettingSingleValue<Vector3> targetProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.x = targetProperty.originalValue.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.y = targetProperty.originalValue.y;
break;
}
switch (valueGroup.changeZ) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.z = valueGroup.newValue.z;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.z = targetProperty.originalValue.z;
break;
}
}
public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref CameraSettingSingleValue<Vector2> targetProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.x = targetProperty.originalValue.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.y = valueGroup.newValue.y;
break;
case ValueChangeAction.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 ValueChangeAction.NewValue:
targetHeight.targetValue = valueGroup.height;
break;
case ValueChangeAction.ResetValue:
targetHeight.targetValue = targetHeight.originalValue;
break;
}
switch (valueGroup.changeRadius) {
case ValueChangeAction.NewValue:
targetRadius.targetValue = valueGroup.radius;
break;
case ValueChangeAction.ResetValue:
targetRadius.targetValue = targetRadius.originalValue;
break;
}
}
public void UpdateBoolValue(BoolValueGroup valueGroup, ref CameraSettingSingleValue<bool> targetProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty.targetValue = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue = targetProperty.originalValue;
break;
}
}
public void UpdateFloatValue(FloatValueGroup valueGroup, ref CameraSettingSingleValue<float> targetProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty.targetValue = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue = targetProperty.originalValue;
break;
}
}
//Called once per frame while the action is active. //Called once per frame while the action is active.
protected override void OnUpdate() { protected override void OnUpdate() {

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using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Units;
using UnityEngine;
namespace Reset.Core {
[Category("Reset")]
[Description("Commits movement unit changes to the handler.")]
public class ChangeMovementSettings : ActionTask<UnitMovementHandler> {
// Move Speed
[ParadoxNotion.Design.Header("Speed")]
public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing");
[ParadoxNotion.Design.Header("Direction")]
public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay");
public FloatValueGroup accelerationSmoothing = new (newLabel: "Acceleration Smoothing");
public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing");
// public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve"); // Currently unused, may return
// Direction
[Space(5)]
public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
public float newDirectionStrength;
[Space(5)]
public Vector2 addDirectionFromInput;
public float addInputStrength;
[SliderField(0,1)]
public float addInputPriorty;
// Jumping
[ParadoxNotion.Design.Header("Jumping")]
public FloatValueGroup jumpPower = new (newLabel: "Jump Power");
public FloatValueGroup jumpPowerDecay = new (newLabel: "Jump Decay Speed");
// Gravity
[ParadoxNotion.Design.Header("Gravity")]
public FloatValueGroup gravityPower = new (newLabel: "Gravity Power");
public FloatValueGroup gravityMax = new (newLabel: "Gravity Max");
public FloatValueGroup gravityAcceleration = new (newLabel: "Gravity Acceleration Speed");
public FloatValueGroup gravityScale = new (newLabel: "Gravity Scale");
// Rotation
[ParadoxNotion.Design.Header("Rotation")]
public EnumValueGroup rotateFacing = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
public FloatValueGroup rotationSmoothing = new (newLabel: "Rotation Smoothing");
public FloatValueGroup rotationInputBlending = new("Rotation Input Blending");
[Space(5)]
public BBParameter<Vector3> feedNewRotation;
public BBParameter<Vector3> feedRelativeTo;
public Space rotationRelativeSpace;
private Vector3 feedDir;
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() {
// Direction
UpdateFloatValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.data.airDirectionDecay);
UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing);
UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing);
// UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return
// Direction from value
// Check that feedDir is not changed
UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir);
// If there's a direciton add it to the player for a frame
if (feedDir != Vector3.zero) {
agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength);
// Reset the fed direction after it's added so future runs don't have
feedDir = Vector3.zero;
}
// Direction from controller input
if (addDirectionFromInput != Vector2.zero){
agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength);
}
// Move Speed
UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed);
UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing);
// Jump
UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
// Gravity
UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
// Rotation
UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
UpdateFloatValue(rotationSpeed, ref agent.data.rotationSpeed, ref agent.defaultData.rotationSpeed);
UpdateFloatValue(rotationSmoothing, ref agent.data.rotationSmoothing, ref agent.defaultData.rotationSmoothing);
UpdateFloatValue(rotationInputBlending, ref agent.data.rotationInputBlending, ref agent.defaultData.rotationInputBlending);
// Rotation from value
if (feedNewRotation.value != Vector3.zero) {
if (rotationRelativeSpace == Space.World) {
Debug.Log(Quaternion.LookRotation(feedRelativeTo.value));
agent.SetSpecifiedRotation(Quaternion.Euler(feedNewRotation.value) * Quaternion.LookRotation(feedRelativeTo.value));
} else {
agent.SetSpecifiedRotation(agent.transform.rotation * Quaternion.Euler(feedNewRotation.value) * Quaternion.LookRotation(feedRelativeTo.value));
}
}
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() {
}
public void UpdateCurveProperty(CurveValueGroup valueGroup, ref AnimationCurve targetProperty, ref AnimationCurve defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NoChange:
break;
case ValueChangeAction.NewValue:
targetProperty = valueGroup.newValue;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.x = defaultProperty.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.y = defaultProperty.y;
break;
}
switch (valueGroup.changeZ) {
case ValueChangeAction.NewValue:
targetProperty.z = valueGroup.newValue.z;
break;
case ValueChangeAction.ResetValue:
targetProperty.z = defaultProperty.z;
break;
}
}
public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.x = defaultProperty.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.y = defaultProperty.y;
break;
}
}
public void UpdateBoolValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
public void UpdateEnumValue(EnumValueGroup valueGroup, ref Enum targetProperty, ref Enum defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.newValue;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
public void UpdateFloatValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5132a76af4f722e49bc7fbbc75edcaf1

View File

@@ -34,6 +34,8 @@ namespace Reset {
private EnvironmentObserver observer; private EnvironmentObserver observer;
public BBParameter<RaycastHit> outputHit;
#if UNITY_EDITOR #if UNITY_EDITOR
protected override void OnTaskInspectorGUI(){ protected override void OnTaskInspectorGUI(){
BBParameterEditor.ParameterField("Cast Type", castType); BBParameterEditor.ParameterField("Cast Type", castType);
@@ -60,6 +62,8 @@ namespace Reset {
if (drawGizmos) { if (drawGizmos) {
drawGizmosOnlyWhenActive = EditorGUILayout.Toggle("Draw Gizmos Only When Active", drawGizmosOnlyWhenActive); drawGizmosOnlyWhenActive = EditorGUILayout.Toggle("Draw Gizmos Only When Active", drawGizmosOnlyWhenActive);
} }
BBParameterEditor.ParameterField("Output Hit", outputHit);
} }
#endif #endif
@@ -100,6 +104,9 @@ namespace Reset {
observer.DrawObserverGizmo(agent.gameObject, true); observer.DrawObserverGizmo(agent.gameObject, true);
} }
if (check && !outputHit.isNoneOrNull) {
outputHit.value = observer.hit;
}
return check; return check;
} }
} }

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@@ -0,0 +1,42 @@
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();
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 055df0fbf696a3149a2d49a8a5392aba

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@@ -19,6 +19,11 @@ namespace NodeCanvas.Tasks.Actions {
//Use for initialization. This is called only once in the lifetime of the task. //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 //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() { protected override string OnInit() {
return null; return null;
} }

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@@ -0,0 +1,127 @@
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() {
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 75673b361693d854abb6e3b24a62d734

View File

@@ -62,7 +62,7 @@ namespace NodeCanvas.Tasks.Conditions {
// Calculate dor product // Calculate dor product
float dotProduct = Vector3.Dot(valueToCheck, rawInputVector3); float dotProduct = Vector3.Dot(valueToCheck, rawInputVector3);
Debug.Log(dotProduct); // Debug.Log(dotProduct);
// Compare against the desired tolerance and output result // Compare against the desired tolerance and output result
if (tolerance.value > Mathf.Abs(dotProduct - tolerance.value)) { if (tolerance.value > Mathf.Abs(dotProduct - tolerance.value)) {

View File

@@ -1,169 +0,0 @@
using System;
using System.Collections;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Services;
using Unity.Cinemachine;
using Unity.Mathematics;
using UnityEngine;
using Reset.Player.Movement;
namespace Reset.Player.Movement{
public enum PlayerFacingDirection{
Target = 0,
Movement,
MatchCamera,
Static
}
}
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
[Description("Finalizes movement and sends the final move commands to the controller")]
public class ProcessMovement : ActionTask<CharacterController>{
public BBParameter<Vector3> groundMoveDirection;
public BBParameter<Vector3> airMoveDirection;
[Space(5)]
public BBParameter<float> gravityAcceleration = 1f;
public BBParameter<float> gravityMax = 8f;
public BBParameter<float> jumpPower;
public BBParameter<float> jumpPowerDecay;
// Rotation
public BBParameter<PlayerFacingDirection> playerFacingDirection;
[ShowIf("playerFacingDirection", 0)]
public Vector3 rotationTargetPosition;
public BBParameter<float> rotationSpeed = 5f;
public BBParameter<float> rotationSmoothing;
private float currentRotSpeed;
private float lastLookMagnitude;
private Quaternion targetRotation;
private Vector3 currentMoveDir;
// References
private PlayerControls controls;
public BBParameter<float> gravityPower;
//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() {
// Append the late update method to actually happen on late update
MonoManager.current.onLateUpdate += LateUpdate;
// Set ingitial rotation power
currentRotSpeed = rotationSpeed.value;
// Reference to controls
controls = agent.GetComponent<PlayerControls>();
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(){
currentMoveDir = groundMoveDirection.value;
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
// Accelerate gravity
gravityPower.value += gravityAcceleration.value * Time.deltaTime;
gravityPower.value = Mathf.Min(gravityPower.value, gravityMax.value);
// Calculate rotation speed
currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime);
switch (playerFacingDirection.value) {
case PlayerFacingDirection.Target:
// Set rotation to just the direction of the target
targetRotation = Quaternion.LookRotation((agent.transform.position.DirectionTo(rotationTargetPosition)).Flatten(null, 0, null));
break;
case PlayerFacingDirection.Movement:
// Check magnitude to avoid the "Look rotation viewing vector is zero" debug
// 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);
}
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;
gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.3f), 0f);
} else {
finalMoveDir += airMoveDirection.value;
gravityMoveDirection = new(0f, jumpPower.value + Physics.gravity.y * gravityPower.value, 0f);
}
// Reset gravity power when grounded
if (agent.isGrounded) {
gravityPower.value = 0f;
}
// Do final movement
if (agent.isGrounded) {
agent.Move((Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f)) * finalMoveDir + gravityMoveDirection) * Time.deltaTime);
} else {
agent.Move((finalMoveDir + gravityMoveDirection) * Time.deltaTime);
}
// Set final rotation
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime).Flatten(0, null, 0);
// ???? Moved this above but don't remember if this needs to be here still
if (agent.isGrounded) {
jumpPower.value = 0f;
}
}
// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())
public void LateUpdate(){
// Decay jump power
jumpPower.value = Mathf.Lerp(jumpPower.value, 0f, jumpPowerDecay.value * Time.deltaTime);
}
//Called when the task is disabled.
protected override void OnStop() {
EndAction(true);
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

View File

@@ -1,56 +0,0 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset")]
[Description("Hard set the air direction to a certain direction")]
public class SetAirMovement : ActionTask<Transform>{
public BBParameter<Vector3> airMoveDirection;
public BBParameter<Vector3> inputVector3;
public Space fromSpace;
public Space toSpace;
//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(){
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
if (fromSpace == toSpace) {
airMoveDirection.value = inputVector3.value;
}
// NOTE: I swear to God these absolutely do not work and nobody could convince me otherwise
if (fromSpace == Space.World){
airMoveDirection.value = Camera.main.transform.rotation.Flatten(0, null, 0) * inputVector3.value;
} else {
airMoveDirection.value = Camera.main.transform.rotation.Flatten(0, null, 0) * agent.InverseTransformVector(inputVector3.value);
}
EndAction(true);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: f1db555b92ed94543beab7a2106bc2a3

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@@ -0,0 +1,71 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.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() {
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8f32fe451feb2ca4e8159d4aa8919cd2

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@@ -0,0 +1,73 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Services;
using UnityEngine;
namespace Reset.Movement {
[Category("Reset/Movement")]
[Description("Process Y-axis movement for the agent")]
// TODO: Rename to UpdateGravitytDirection
public class UpdateGravityDirection : ActionTask<CharacterController>{
public BBParameter<Vector3> moveDirection;
public BBParameter<float> jumpPower;
public BBParameter<float> jumpPowerDecay;
[Space(5)]
public BBParameter<float> gravityAcceleration = 1f;
public BBParameter<float> gravityMax = 8f;
public BBParameter<float> gravityPower;
//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 += LateUpdate;
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() {
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
// Accelerate gravity
gravityPower.value += gravityAcceleration.value * Time.deltaTime;
gravityPower.value = Mathf.Min(gravityPower.value, gravityMax.value);
// Apply a constant gravity if the player is grounded
if (agent.isGrounded) {
gravityPower.value = .1f;
}
// Create the gravity direction
float gravityMoveDirection = jumpPower.value + Physics.gravity.y * gravityPower.value;
// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
moveDirection.value = new Vector3(moveDirection.value.x, gravityMoveDirection, moveDirection.value.z);
Debug.Log("Gravity Done");
EndAction(true);
}
public void LateUpdate(){
// Decay jump power
jumpPower.value = Mathf.Lerp(jumpPower.value, 0f, jumpPowerDecay.value * Time.deltaTime);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5531fbd949d33204690c98dd89a5e97f

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@@ -0,0 +1,118 @@
using System;
using System.Collections;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Services;
using Unity.Cinemachine;
using Unity.Mathematics;
using UnityEngine;
using Reset.Movement;
using Reset.Units;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
[Description("Finalizes movement and sends the final move commands to the controller")]
// TODO: Rename to UpdateMovementDirection
public class UpdateMovementDirection : ActionTask<CharacterController>{
[ParadoxNotion.Design.Header("References")]
public BBParameter<Vector3> moveDirection;
// TODO: Remove this reference and let each copy of this use their own settings.
public BBParameter<PlayerFacingDirection> playerFacingDirection;
[ParadoxNotion.Design.Header("Settings")]
public BBParameter<float> accelerationSmoothing = 5f;
public BBParameter<float> deaccelerationSmoothing = 5f;
public BBParameter<AnimationCurve> deaccelerationCurve;
public BBParameter<float> directionChangeMinimumMagnitude; // Unused. Use to only make input change if it's over a certain input threshold. Maybe smoothing can affect this?
private float lastLookMagnitude;
private Vector3 currentMoveDir;
// References
private PlayerControls controls;
//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() {
// Reference to controls
controls = agent.GetComponent<PlayerControls>();
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(){
// Initialize the smoothed direction with the value as is on input
// currentMoveDir = new Vector3(moveDirection.value.x, moveDirection.value.y, moveDirection.value.z);
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
// Construct move direction
Vector3 targetDirection = moveDirection.value;
// Get input value
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
if (inputMovement.magnitude < .1f) {
inputMovement = Vector3.zero;
}
// Change how movement is managed based on facing state
switch (playerFacingDirection.value) {
case PlayerFacingDirection.TowardsTarget:
break;
case PlayerFacingDirection.MatchForward: // TODO: Recomment
// targetDirection = agent.transform.forward * inputMovement.magnitude;
targetDirection = inputMovement;
break;
case PlayerFacingDirection.MatchCamera:
targetDirection = Quaternion.Euler(Camera.main.transform.forward.DirectionTo(agent.transform.forward)) * inputMovement; // NOTE: This used to be t: currentRotSpeed * Time.deltaTime.
// See how it feels with a hard set value and go fro there.
break;
case PlayerFacingDirection.Static:
break;
default:
throw new ArgumentOutOfRangeException();
}
// Remove Y from variables
Vector3 targetNoY = new Vector3(targetDirection.x, 0f, targetDirection.z);
Vector3 currentNoY = new Vector3(currentMoveDir.x, 0f, currentMoveDir.z);
// Smooth movement
if (targetNoY.magnitude > currentNoY.magnitude) {
currentMoveDir = Vector3.Lerp(currentMoveDir, targetNoY,accelerationSmoothing.value * Time.deltaTime);
} else {
float deaccelValue = deaccelerationCurve.value.Evaluate(inputMovement.magnitude);
currentMoveDir = Vector3.Lerp(currentMoveDir, targetNoY, deaccelerationSmoothing.value * Time.deltaTime);
}
currentMoveDir.y = moveDirection.value.y;
// Commit move direction
moveDirection.value = currentMoveDir;
// Debug.Log(moveDirection.value);
EndAction(true);
}
// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())
//Called when the task is disabled.
protected override void OnStop() {
EndAction(true);
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -0,0 +1,60 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Movement {
[Category("Reset/Movement")]
[Description("Updates the movespeed for this agent")]
public class UpdateMovementSpeed : ActionTask{
public BBParameter<float> target;
public BBParameter<float> speed;
public BBParameter<float> smoothing = 10f;
private float currentSpeed;
//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() {
if (!speed.useBlackboard) {
Debug.LogError("This <b>Update Movement Speed</b> does not have it's current value attached to a Blackboard variable. Nothing will happen.", agent.gameObject);
}
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(){
// currentSpeed = speed.value;
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
currentSpeed = Mathf.Lerp(currentSpeed, target.value, smoothing.value * Time.deltaTime);
speed.value = currentSpeed;
if (Mathf.Abs(currentSpeed - speed.value) < .01f) {
}
Debug.Log("Speed Done");
EndAction(true);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6a4c5896d783ad845861edd0c9eea14b

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@@ -0,0 +1,65 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Serialization.FullSerializer;
using UnityEngine;
using Logger = ParadoxNotion.Services.Logger;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset")]
public class UpdateObjectCameraTracking : ActionTask<LockOnManager> {
public BBParameter<GameObject> relatedObject;
enum CameraTrackingTaskAction{
AddOrUpdate,
Remove
}
[ExposeField, fsSerializeAs, Space(5)]
CameraTrackingTaskAction action;
[ParadoxNotion.Design.ShowIf("action", 0)]
public BBParameter<float> weight;
[ParadoxNotion.Design.ShowIf("action", 0)]
public BBParameter<bool> isMain;
//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() {
if (relatedObject.isNull) {
Logger.LogError("There is no object for the camera to add to tracking. May have forgotten a reference/object probably destroyed?");
EndAction(false);
return;
}
if (action == CameraTrackingTaskAction.AddOrUpdate) {
agent.AddNewTarget(relatedObject.value, weight.value, isMain.value);
} else {
agent.QueueTargetRemoval(relatedObject.value);
}
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() {
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c187e5f8e4ad16b42b10c10ea9fb8fd4

View File

@@ -5,91 +5,167 @@ using System.Numerics;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using Unity.Cinemachine; using Unity.Cinemachine;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UIElements; using UnityEngine.UIElements;
using Vector2 = UnityEngine.Vector2; using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3; using Vector3 = UnityEngine.Vector3;
public class LockOnManager : MonoBehaviour{ public class LockOnManager : MonoBehaviour{
public class ActiveLockOnTarget{
public GameObject gameObject;
public float targetWeight;
public float refVelocity;
public CinemachineTargetGroup.Target cinemachineTarget;
}
private CinemachineTargetGroup.Target playerTarget; public static LockOnManager Instance;
// Lock On settings
[Space(5)]
public float lockOnRange = 40f;
public float lockOnMaxAngle = 70f;
// Lock On settings
[Space(5)] public float lockOnRange = 40f;
public float lockOnMaxAngle = 70f;
[Range(0,1)] public float mainTargetWeight = .15f;
[FormerlySerializedAs("smoothing")] public float smoothTime = 1f;
// Lock On Tracking // Lock On Tracking
[Space(10)] public GameObject lockonGameObject; // Needed because nulling the Target below doesn't actually empty it out [Space(10)]
public ActiveLockOnTarget mainTarget;
public List<ActiveLockOnTarget> activeTargets = new List<ActiveLockOnTarget>();
[ReadOnly] public CinemachineTargetGroup.Target lockonTarget; [ReadOnly] public CinemachineTargetGroup.Target lockonTarget;
public CinemachineTargetGroup targetGroup; public CinemachineTargetGroup targetGroup;
[Space(5)] private List<GameObject> acceptedTargets = new List<GameObject>();
public List<GameObject> lockOnTargets = new List<GameObject>();
// UI // UI
[ShowInInspector] [ShowInInspector] public UIDocument lockOnDocument;
public UIDocument lockOnDocument;
private Label elementLabelName; private Label elementLabelName;
private VisualElement elementRoot; private VisualElement elementRoot;
// Start is called once before the first execution of Update after the MonoBehaviour is created // Start is called once before the first execution of Update after the MonoBehaviour is created
void Start(){ void Start(){
// Save the player target object to track later // Register as singleton
playerTarget = targetGroup.Targets[0]; if (Instance == null) {
Instance = this;
// Quick check for things in lock-on target that aren't lock-onable } else {
if (lockonGameObject != null && lockonTarget.Object.GetComponent<ILockOnTarget>() == null) { this.enabled = false;
Debug.LogError($"Game Object {lockonTarget.Object.name} does not implement the ILockOnTarget interface!"); return;
} }
// Quick check for things in lock-on target that aren't lock-onable
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
mainTarget.gameObject.AddComponent<GenericLockOnTarget>();
Debug.LogWarning($"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
}
elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup"); elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup");
elementLabelName = lockOnDocument.rootVisualElement.Query<Label>("LockOnName").First(); elementLabelName = lockOnDocument.rootVisualElement.Query<Label>("LockOnName").First();
// Add all nearby game objects to lock-on eligible list // Add all nearby game objects to lock-on eligible list
GameObject[] allGameObjects = GameObject.FindObjectsByType<GameObject>(0, 0); GameObject[] allGameObjects = GameObject.FindObjectsByType<GameObject>(0, 0);
foreach (GameObject thisObject in allGameObjects) foreach (GameObject thisObject in allGameObjects) {
{ if (thisObject.GetComponent<ILockOnTarget>() != null) {
if (Vector3.Distance(transform.position, thisObject.transform.position) < lockOnRange) { acceptedTargets.Add(thisObject);
if (thisObject.GetComponent<ILockOnTarget>() != null) {
lockOnTargets.Add(thisObject);
}
} }
} }
} }
void Update(){ void Update(){
if (lockonGameObject && lockonTarget.Object.GetComponent<ILockOnTarget>() == null) { if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
Debug.LogError($"Game Object {lockonTarget.Object.name} does not implement the ILockOnTarget interface!"); mainTarget.gameObject.AddComponent<GenericLockOnTarget>();
Debug.LogWarning($"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
}
// Iterate through targets, pushing their Target Group weight towards their goal weight, or removing them if they get too low.
for (int i = 0; i < activeTargets.Count; i++) {
if (activeTargets[i].gameObject == this.gameObject) {
continue;
}
activeTargets[i].cinemachineTarget.Weight =
Mathf.SmoothDamp(
activeTargets[i].cinemachineTarget.Weight,
activeTargets[i].targetWeight,
ref activeTargets[i].refVelocity,
smoothTime * Time.deltaTime);
if (activeTargets[i].cinemachineTarget.Weight < 0.0001f) {
StartCoroutine(RemoveFromTargetAtFrameEnd(activeTargets[i]));
}
}
}
IEnumerator RemoveFromTargetAtFrameEnd(ActiveLockOnTarget target){
yield return new WaitForEndOfFrame();
activeTargets.Remove(target);
targetGroup.Targets.Remove(target.cinemachineTarget);
}
public void AddNewTarget(GameObject targetObject, float targetWeight, bool isMain = false){
// Check that the target doesn't already exist- if it does, just change it's weight/make it main
foreach (ActiveLockOnTarget target in activeTargets) {
if (target.gameObject == targetObject) {
target.targetWeight = targetWeight;
if (isMain) {
mainTarget = target;
}
return;
}
} }
// Find the current lock-on target and increase it's weight to the .15f max slowly // If it doesn't exist in the list of targets, add it
// They start at 0 weight when the lock-on adds them to the group ActiveLockOnTarget newTarget = new ActiveLockOnTarget{
if (lockonGameObject) { gameObject = targetObject,
CinemachineTargetGroup.Target currentTarget = targetGroup.Targets.Find(target => target == lockonTarget); targetWeight = mainTargetWeight,
currentTarget.Weight = Mathf.MoveTowards(currentTarget.Weight, .15f, .5f * Time.deltaTime); cinemachineTarget = new CinemachineTargetGroup.Target{
Object = targetObject.transform,
Radius = 1f,
Weight = 0f
}
};
//Set as main
if (isMain) {
mainTarget = newTarget;
} }
// If a target is not the current lock on target, lower their targeting weight. When low enough to not cause a sharp jitter, remove them. // Finalize
for (int i = 1; i < targetGroup.Targets.Count; i++) { activeTargets.Add(newTarget);
if (targetGroup.Targets[i] == lockonTarget || targetGroup.Targets[i] == playerTarget){ targetGroup.Targets.Add(newTarget.cinemachineTarget);
continue; }
}
if (targetGroup.Targets[i].Weight < 0.001f) {
StartCoroutine(RemoveFromTargetAtFrameEnd(targetGroup.Targets[i]));
continue;
}
targetGroup.Targets[i].Weight = Mathf.MoveTowards(targetGroup.Targets[i].Weight, 0f, 1f * Time.deltaTime); public void QueueTargetRemoval(GameObject targetObject, bool deleteAfterRemoved = false){
// Ostensibly removes targest by setting their target weight to 0. Update loop finds targets with no weight and reduces their impact on the camera
// After it smooths their current weight to 0, it removes them
activeTargets.Find(target => target.gameObject == targetObject).targetWeight = 0f;
if (deleteAfterRemoved) {
StartCoroutine(DeleteGameObjectPostRemoval(targetObject));
}
// Remove as main target if it is
if (mainTarget == activeTargets.Find(target => target.gameObject == targetObject)) {
mainTarget = null;
} }
} }
IEnumerator RemoveFromTargetAtFrameEnd(CinemachineTargetGroup.Target indexOf){ IEnumerator DeleteGameObjectPostRemoval(GameObject targetObject){
ActiveLockOnTarget thisTarget = activeTargets.Find(target => target.gameObject == targetObject);
yield return new WaitForEndOfFrame(); yield return new WaitForEndOfFrame();
targetGroup.Targets.Remove(indexOf);
while (activeTargets.Contains(thisTarget)) {
yield return null;
}
Destroy(thisTarget.gameObject);
} }
public void ChangeLockOnTarget(){ public void ChangeLockOnTarget(){
Transform cameraTransform = Camera.main.transform; Transform cameraTransform = Camera.main.transform;
@@ -97,9 +173,9 @@ public class LockOnManager : MonoBehaviour{
GameObject closestTarget = null; GameObject closestTarget = null;
float lowestDistanceToCenter = Mathf.Infinity; float lowestDistanceToCenter = Mathf.Infinity;
foreach (GameObject target in lockOnTargets) { foreach (GameObject target in acceptedTargets) {
// Skip the current target if one exists // Skip the current target if one exists
if (lockonGameObject != null && lockonTarget.Object.gameObject == target) { if (mainTarget != null && mainTarget.gameObject == target) {
continue; continue;
} }
@@ -110,7 +186,12 @@ public class LockOnManager : MonoBehaviour{
if (hit.transform != target.transform) { if (hit.transform != target.transform) {
continue; continue;
} }
// Skips targets too far
if (Vector3.Distance(transform.position, target.transform.position) > lockOnRange) {
continue;
}
// Skip targets outside lock on angle // Skip targets outside lock on angle
float angleFromCameraForward = Vector3.Angle(cameraTransform.forward, cameraTransform.position.DirectionTo(target.transform.position)); float angleFromCameraForward = Vector3.Angle(cameraTransform.forward, cameraTransform.position.DirectionTo(target.transform.position));
if (angleFromCameraForward > lockOnMaxAngle) { if (angleFromCameraForward > lockOnMaxAngle) {
@@ -137,37 +218,32 @@ public class LockOnManager : MonoBehaviour{
return; return;
} }
// Create a new Target for the Target Group // Remove the main target that currently exists, if there is one.
var newTarget = new CinemachineTargetGroup.Target{ if (mainTarget != null) {
Object = closestTarget.transform, QueueTargetRemoval(mainTarget.gameObject);
Radius = 1f, }
Weight = 0f
};
// Set the new target variables // Begin tracking target, set as main
lockonTarget = newTarget; AddNewTarget(closestTarget.gameObject, mainTargetWeight, true);
lockonGameObject = closestTarget.gameObject;
targetGroup.Targets.Add(newTarget);
} }
public void RemoveLockOnTarget(){ // Used by outside sources such as input to cancel lock-on.
lockonTarget = null; public void RemoveMainTarget(){
lockonGameObject = null; QueueTargetRemoval(mainTarget.gameObject);
} }
void LateUpdate(){ void LateUpdate(){
if (lockonGameObject) { if (mainTarget != null) {
// This is just test logic to get an image above a lock on. // This is just test logic to get an image above a lock on.
// TODO: Replace with something less silly // TODO: Replace with something less silly
Vector2 screenPos = RuntimePanelUtils.CameraTransformWorldToPanel( Vector2 screenPos = RuntimePanelUtils.CameraTransformWorldToPanel(
lockOnDocument.rootVisualElement.panel, lockOnDocument.rootVisualElement.panel,
lockonTarget.Object.GetComponent<ILockOnTarget>().GetReticlePosition(), mainTarget.gameObject.GetComponent<ILockOnTarget>().GetReticlePosition(),
Camera.main Camera.main
); );
// Set name // Set name
elementLabelName.text = lockonTarget.Object.name; elementLabelName.text = mainTarget.gameObject.name;
// Set position (add the width/height of the element) // Set position (add the width/height of the element)
elementRoot.style.top = new StyleLength(screenPos.y - 25f); // Was elementRoot.resolvedStyle.height * .7f elementRoot.style.top = new StyleLength(screenPos.y - 25f); // Was elementRoot.resolvedStyle.height * .7f

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@@ -0,0 +1,487 @@
using System;
using ParadoxNotion.Design;
using UnityEditor;
using UnityEngine;
namespace Reset.Core{
// Individual bool setting for each ring. Three of these will be used.
public struct OrbitalFollowValueGroup{
public string label;
public ValueChangeAction changeHeight;
public float height;
public ValueChangeAction changeRadius;
public float radius;
public OrbitalFollowValueGroup(string newLabel){
label = newLabel;
changeHeight = ValueChangeAction.NoChange;
height = 0f;
changeRadius = ValueChangeAction.NoChange;
radius = 0f;
}
}
// Enum options for individual camera settings
public enum ValueChangeAction{
NoChange,
NewValue,
ResetValue,
RelativeValue, // Placeholder for using as altering existing value
}
public struct CurveValueGroup{
public string label;
public AnimationCurve newValue;
public ValueChangeAction changeValue;
public CurveValueGroup(string newLabel){
changeValue = ValueChangeAction.NoChange;
newValue = new AnimationCurve();
label = newLabel;
}
}
public struct EnumValueGroup{
public string label;
public Enum newValue;
public ValueChangeAction changeValue;
public EnumValueGroup(string newLabel, Enum enumType){
changeValue = ValueChangeAction.NoChange;
newValue = enumType;
label = newLabel;
}
}
public struct Vector3ValueGroup{
public string label;
public Vector3 newValue;
public ValueChangeAction changeX;
public ValueChangeAction changeY;
public ValueChangeAction changeZ;
public Vector3ValueGroup(string newLabel){
changeX = ValueChangeAction.NoChange;
changeY = ValueChangeAction.NoChange;
changeZ = ValueChangeAction.NoChange;
newValue = Vector3.zero;
label = newLabel;
}
}
public struct Vector2ValueGroup{
public string label;
public Vector2 newValue;
public ValueChangeAction changeX;
public ValueChangeAction changeY;
public Vector2ValueGroup(string newLabel){
changeX = ValueChangeAction.NoChange;
changeY = ValueChangeAction.NoChange;
newValue = Vector2.zero;
label = newLabel;
}
}
public struct FloatValueGroup{
public string label;
public float value;
public ValueChangeAction changeValue;
public FloatValueGroup(string newLabel){
label = newLabel;
value = 0f;
changeValue = ValueChangeAction.NoChange;
}
}
public struct BoolValueGroup{
public string label;
public bool value;
public ValueChangeAction changeValue;
public BoolValueGroup(string newLabel){
label = newLabel;
value = true;
changeValue = ValueChangeAction.NoChange;
}
}
#if UNITY_EDITOR
public class BoolValueGroupDrawer : ObjectDrawer<BoolValueGroup> {
public override BoolValueGroup OnGUI(GUIContent content, BoolValueGroup _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 = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == ValueChangeAction.NewValue){
_instance.value = EditorGUILayout.Toggle(_instance.value, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.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 CurveVlueGroupDrawer : ObjectDrawer<CurveValueGroup> {
public override CurveValueGroup OnGUI(GUIContent _content, CurveValueGroup _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 = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == ValueChangeAction.NewValue){
_instance.newValue = EditorGUILayout.CurveField(_instance.newValue, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.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 EnumValueGroupDrawer : ObjectDrawer<EnumValueGroup>{
public override EnumValueGroup OnGUI(GUIContent _content, EnumValueGroup _instance){
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(200.0f),
GUILayout.MinWidth(100.0f),
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 = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == ValueChangeAction.NewValue){
_instance.newValue = EditorGUILayout.EnumPopup("", instance.newValue, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.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 FloatValueGroupDrawer : ObjectDrawer<FloatValueGroup> {
public override FloatValueGroup OnGUI(GUIContent _content, FloatValueGroup _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 = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == ValueChangeAction.NewValue){
_instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.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 Vector3ValueGroupDrawer : ObjectDrawer<Vector3ValueGroup> {
public override Vector3ValueGroup OnGUI(GUIContent _content, Vector3ValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 20;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
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.changeX = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeX);
// Create the value/disabled information field
if (_instance.changeX == ValueChangeAction.NewValue){
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeX == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeY = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeY);
// Create the value/disabled information field
if (_instance.changeY == ValueChangeAction.NewValue){
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeY == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeZ = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeZ);
// Create the value/disabled information field
if (_instance.changeZ == ValueChangeAction.NewValue){
_instance.newValue.z = EditorGUILayout.FloatField(_instance.newValue.z, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeZ == ValueChangeAction.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 Vector2ValueGroupDrawer : ObjectDrawer<Vector2ValueGroup> {
public override Vector2ValueGroup OnGUI(GUIContent _content, Vector2ValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
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.changeX = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeX);
// Create the value/disabled information field
if (_instance.changeX == ValueChangeAction.NewValue){
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeX == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeY = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeY);
// Create the value/disabled information field
if (_instance.changeY == ValueChangeAction.NewValue){
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeY == ValueChangeAction.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;
}
}
// Custom editor for each orbital follow ring setting
public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGroup>{
public override OrbitalFollowValueGroup OnGUI(GUIContent _content, OrbitalFollowValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 1;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(60.0f),
};
// Start a Horiztonal Section
GUILayout.BeginHorizontal();
// Add the left side label
GUILayout.Label(_instance.label, labelOptions);
// Create the height settings enum
_instance.changeHeight = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeHeight);
// Create the value/disabled information field
if (_instance.changeHeight == ValueChangeAction.NewValue){
_instance.height = EditorGUILayout.FloatField(_instance.height, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeHeight == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the radius settings enum
_instance.changeRadius = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeRadius);
// Create the value/disabled information field
if (_instance.changeRadius == ValueChangeAction.NewValue){
_instance.radius = EditorGUILayout.FloatField(_instance.radius, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeRadius == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
#endif
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 111e95d8d161f7d4887fa7ccfa6d1454

View File

@@ -11,7 +11,7 @@ public struct CameraSettingSingleValue<T>{
public Vector2 velocityRefV2; public Vector2 velocityRefV2;
public Vector3 velocityRefV3; public Vector3 velocityRefV3;
public CameraSettingSingleValue(float defaultSmoothing, T original = default(T)){ public CameraSettingSingleValue(float defaultSmoothing = .2f, T original = default(T)){
originalValue = original; originalValue = original;
targetValue = original; targetValue = original;
smoothing = defaultSmoothing; smoothing = defaultSmoothing;
@@ -30,6 +30,13 @@ public struct CameraSettingValues{
public CameraSettingSingleValue<float> mainFieldOfView; public CameraSettingSingleValue<float> mainFieldOfView;
public CameraSettingSingleValue<Vector3> orbitPositionDamping; public CameraSettingSingleValue<Vector3> orbitPositionDamping;
public CameraSettingSingleValue<Vector3> orbitTargetOffset;
public CameraSettingSingleValue<bool> axisLookEnabledX;
public CameraSettingSingleValue<bool> axisLookEnabledY;
public CameraSettingSingleValue<float> axisLookGainX;
public CameraSettingSingleValue<float> axisLookGainY;
public CameraSettingSingleValue<float> orbitFollowTopHeight; public CameraSettingSingleValue<float> orbitFollowTopHeight;
public CameraSettingSingleValue<float> orbitFollowTopRadius; public CameraSettingSingleValue<float> orbitFollowTopRadius;
@@ -46,6 +53,13 @@ public struct CameraSettingValues{
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing); mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing); orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
orbitTargetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
axisLookEnabledX = new CameraSettingSingleValue<bool>();
axisLookEnabledY = new CameraSettingSingleValue<bool>();
axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing);
axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing); orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing); orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
@@ -70,6 +84,7 @@ public class CameraSettingsProcessor : MonoBehaviour{
private CinemachineOrbitalFollow orbit; private CinemachineOrbitalFollow orbit;
private CinemachineRotationComposer rotComp; private CinemachineRotationComposer rotComp;
private CinemachineCameraOffset offset; private CinemachineCameraOffset offset;
private CinemachineInputAxisController axisCont;
public void Awake(){ public void Awake(){
// Singleton management // Singleton management
@@ -85,12 +100,18 @@ public class CameraSettingsProcessor : MonoBehaviour{
orbit = mainCamera.GetComponent<CinemachineOrbitalFollow>(); orbit = mainCamera.GetComponent<CinemachineOrbitalFollow>();
rotComp = mainCamera.GetComponent<CinemachineRotationComposer>(); rotComp = mainCamera.GetComponent<CinemachineRotationComposer>();
offset = mainCamera.GetComponent<CinemachineCameraOffset>(); offset = mainCamera.GetComponent<CinemachineCameraOffset>();
axisCont = mainCamera.GetComponent<CinemachineInputAxisController>();
// Initialize camera settings values // Initialize camera settings values
values = new CameraSettingValues{ values = new CameraSettingValues{
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, offset.Offset), cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, offset.Offset),
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, main.Lens.FieldOfView), mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, main.Lens.FieldOfView),
axisLookEnabledX = new CameraSettingSingleValue<bool>(0, axisCont.Controllers[0].Enabled),
axisLookEnabledY = new CameraSettingSingleValue<bool>(0, axisCont.Controllers[1].Enabled),
axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[0].Input.Gain),
axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[1].Input.Gain),
orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, orbit.TrackerSettings.PositionDamping), orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, orbit.TrackerSettings.PositionDamping),
orbitTargetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .1f, orbit.TargetOffset),
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Height), orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Height),
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Radius), orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Radius),
orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Height), orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Height),
@@ -105,6 +126,22 @@ public class CameraSettingsProcessor : MonoBehaviour{
main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView, main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
values.mainFieldOfView.targetValue, ref values.mainFieldOfView.velocityRef, values.mainFieldOfView.targetValue, ref values.mainFieldOfView.velocityRef,
values.mainFieldOfView.smoothing); values.mainFieldOfView.smoothing);
axisCont.Controllers[0].Enabled = values.axisLookEnabledX.targetValue;
axisCont.Controllers[1].Enabled = values.axisLookEnabledY.targetValue;
axisCont.Controllers[0].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[0].Input.Gain,
values.axisLookGainX.targetValue, ref values.axisLookGainX.velocityRef,
values.axisLookGainX.smoothing);
axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain,
values.axisLookGainY.targetValue, ref values.axisLookGainY.velocityRef,
values.axisLookGainY.smoothing);
orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset,
values.orbitTargetOffset.targetValue, ref values.orbitTargetOffset.velocityRefV3,
values.orbitTargetOffset.smoothing);
orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping, orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping,
values.orbitPositionDamping.targetValue, ref values.orbitPositionDamping.velocityRefV3, values.orbitPositionDamping.targetValue, ref values.orbitPositionDamping.velocityRefV3,
@@ -122,8 +159,6 @@ public class CameraSettingsProcessor : MonoBehaviour{
values.orbitFollowCenterHeight.targetValue, ref values.orbitFollowCenterHeight.velocityRef, values.orbitFollowCenterHeight.targetValue, ref values.orbitFollowCenterHeight.velocityRef,
values.orbitFollowCenterHeight.smoothing); values.orbitFollowCenterHeight.smoothing);
orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius, orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
values.orbitFollowCenterRadius.targetValue, ref values.orbitFollowCenterRadius.velocityRef, values.orbitFollowCenterRadius.targetValue, ref values.orbitFollowCenterRadius.velocityRef,
values.orbitFollowCenterRadius.smoothing); values.orbitFollowCenterRadius.smoothing);
@@ -143,6 +178,8 @@ public class CameraSettingsProcessor : MonoBehaviour{
offset.Offset = Vector3.SmoothDamp(offset.Offset, offset.Offset = Vector3.SmoothDamp(offset.Offset,
values.cameraOffsetOffset.targetValue, ref values.cameraOffsetOffset.velocityRefV3, values.cameraOffsetOffset.targetValue, ref values.cameraOffsetOffset.velocityRefV3,
values.cameraOffsetOffset.smoothing); values.cameraOffsetOffset.smoothing);
} }
void Update(){ void Update(){

View File

@@ -5,12 +5,10 @@ using Sirenix.OdinInspector;
public class Player : MonoBehaviour{ public class Player : MonoBehaviour{
[HideInInspector] public PlayerControls controls; [HideInInspector] public PlayerControls controls;
[HideInInspector] public PlayerMovement movement;
[HideInInspector] public new PlayerCamera camera; [HideInInspector] public new PlayerCamera camera;
void Awake(){ void Awake(){
controls = GetComponent<PlayerControls>(); controls = GetComponent<PlayerControls>();
movement = GetComponent<PlayerMovement>();
} }
void Start() void Start()

View File

@@ -6,14 +6,43 @@ public interface ILockOnTarget {
Transform transform {get;} Transform transform {get;}
GameObject gameObject{ get; } GameObject gameObject{ get; }
abstract void OnTargetDelete();
void Help(){
SafelyDeleteTarget();
}
public Vector3 GetReticlePosition(){ public Vector3 GetReticlePosition(){
Bounds objectBounds = gameObject.GetComponent<Renderer>().bounds; float upValue = 0f;
if (gameObject.GetComponent<Renderer>()){
Bounds objectBounds = gameObject.GetComponent<Renderer>().bounds;
upValue = objectBounds.size.y;
}
Vector3 reticlePosition = new Vector3(transform.position.x, transform.position.y + objectBounds.size.y, transform.position.z); Vector3 reticlePosition = new Vector3(transform.position.x, transform.position.y + upValue, transform.position.z);
return reticlePosition; return reticlePosition;
} }
public void OnEnable(){
Debug.Log("hewwo");
}
public void SafelyDeleteTarget(){
// gameObject.
foreach (LockOnManager.ActiveLockOnTarget target in LockOnManager.Instance.activeTargets) {
if (target.gameObject == this.gameObject) {
GameObject clone = new GameObject{name = $"Target Clone of {gameObject.name}", transform = { position = transform.position}};
target.gameObject = clone;
target.cinemachineTarget.Object = clone.transform;
LockOnManager.Instance.QueueTargetRemoval(clone, true);
}
}
}
} }
public class PlayerCamera : MonoBehaviour{ public class PlayerCamera : MonoBehaviour{

View File

@@ -76,7 +76,7 @@ public class PlayerControls : MonoBehaviour{
} }
public void OnCancelLockOn(){ public void OnCancelLockOn(){
GetComponent<LockOnManager>().RemoveLockOnTarget(); GetComponent<LockOnManager>().RemoveMainTarget();
graph.SendEvent<string>("InputEvent", "CancelLockOn", null); graph.SendEvent<string>("InputEvent", "CancelLockOn", null);
} }

View File

@@ -145,11 +145,23 @@ public class EnvironmentObserver{
// Setup the variables for boxcast, spherecast, etc // 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. // 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 offsetWithRotationAndLength;
if (direction == Vector3.zero) {
offsetWithRotationAndLength = Quaternion.Euler(rotation) * (Vector3.forward * (length / 2));
} else {
offsetWithRotationAndLength = Quaternion.LookRotation(direction) * Quaternion.Euler(rotation) * (Vector3.forward * (length / 2));
}
Vector3 offsetFromCenter = relativeStartWithRotation + source.transform.rotation * offsetWithRotationAndLength; Vector3 offsetFromCenter = relativeStartWithRotation + source.transform.rotation * offsetWithRotationAndLength;
// Also create a rotation for use with the gizmos. Mainly just to shorten the lines // Also create a rotation for use with the gizmos. Mainly just to shorten the lines
Quaternion gizmosRotation = source.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation); Quaternion gizmosRotation;
if (direction == Vector3.zero) {
gizmosRotation = source.transform.rotation * Quaternion.Euler(rotation);
} else {
gizmosRotation = source.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation);
}
Vector3 firstBoxOffset = gizmosRotation * (Vector3.forward * size.z); Vector3 firstBoxOffset = gizmosRotation * (Vector3.forward * size.z);
Color gizmoColor = Evaluate(source) ? Color.green : Color.red; Color gizmoColor = Evaluate(source) ? Color.green : Color.red;

View File

@@ -1,56 +0,0 @@
using UnityEngine;
using Drawing;
public class PlayerMovement : MonoBehaviour
{
// Raycasts
public RaycastHit forwardRay;
public RaycastHit leftRay;
public RaycastHit rightRay;
// References
private Player thisPlayer;
void Awake(){
thisPlayer = GetComponent<Player>();
}
// void Update(){
// // Create Ray Colors
// Color forwardRayStatus = Color.red;
// Color leftRayStatus = Color.red;
// Color rightRayStatus = Color.red;
//
// if (forwardRay.collider&& forwardRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ forwardRayStatus = Color.green;}
// if (leftRay.collider&& leftRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ leftRayStatus = Color.green;}
// if (rightRay.collider&& rightRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ rightRayStatus = Color.green;}
//
// using (Draw.WithColor(forwardRayStatus)) {
// Draw.Line(transform.position + transform.up, transform.position + transform.forward * 2.5f + transform.up);
// }
//
// using (Draw.WithColor(leftRayStatus)) {
// Draw.Line(transform.position + transform.up, transform.position + -transform.right * 2f + transform.up);
// }
//
// using (Draw.WithColor(rightRayStatus)) {
// Draw.Line(transform.position + transform.up, transform.position + transform.right * 2f + transform.up);
// }
// }
// void FixedUpdate(){
// LayerMask environmentLayer = LayerMask.NameToLayer("Environment");
//
// if (Physics.Raycast(transform.position + Vector3.up, transform.forward, out forwardRay, 2.5f, ~environmentLayer)){
// thisPlayer.controls.graph.SendEvent("ForwardRay", true, null);
// }
//
// if (Physics.Raycast(transform.position + Vector3.up, transform.position + Vector3.left, out leftRay, maxDistance: 2f, ~environmentLayer )) {
// thisPlayer.controls.graph.SendEvent("LeftRay", true, null);
// }
//
// if (Physics.Raycast(transform.position + Vector3.up, transform.position + Vector3.right, out rightRay, maxDistance: 2f, ~environmentLayer )) {
// thisPlayer.controls.graph.SendEvent("RightRay", true, null);
// }
// }
}

View File

@@ -0,0 +1,320 @@
using System;
using UnityEngine;
using ParadoxNotion.Design;
using Sirenix.OdinInspector;
using UnityEngine.Serialization;
public enum PlayerFacingDirection{
TowardsTarget = 0,
MatchForward,
MatchCamera,
Static,
Momentum,
SpecifiedDirection
}
namespace Reset.Units{
// public interface IBuffSource{ - Unused good idea?
// public Object sourceObject();
// public
// }
[Serializable]
public class UnitMovementData : ICloneable{
// Movement Direction
public float accelerationSmoothing = 5f;
public float deaccelerationSmoothing = 5f;
// public AnimationCurve deaccelerationCurve; // Currently unused, may return
[SliderField(0,1)]
public float airDirectionDecay;
// Move Speed
public float moveSpeed = 15f;
public float moveSpeedSoothing = 10f;
// Jumping
[ShowInInspector, ReadOnly] public float jumpPower;
public float jumpPowerDecay = 3f;
// Gravity
[ShowInInspector, ReadOnly] public float gravityPower;
public float gravityMax = 8f;
public float gravityAcceleration = 1f;
public float gravityScale = 1f;
// Rotation
[ShowInInspector, SerializeReference]
public Enum rotateFacing;
[FormerlySerializedAs("rotationSpeedTarget")] public float rotationSpeed = 5f;
public float rotationSmoothing = 1f;
public float rotationInputBlending = .3f;
public object Clone(){
return MemberwiseClone();
}
}
public class UnitMovementHandler : MonoBehaviour{
// class MovementFloatModifier{
// // IBuffSource source
// public float value;
// }
// Debug viewing
[ShowInInspector, ReadOnly] private float outputSpeed;
[ShowInInspector, ReadOnly] private float additionalSpeed;
[ShowInInspector, ReadOnly] public Vector3 outputMoveDirection;
[ShowInInspector, ReadOnly] private Vector3 additionalMoveDirection;
[ShowInInspector, ReadOnly] private Quaternion outputRotation;
[ShowInInspector, ReadOnly] private Quaternion specifiedRotation;
[ShowInInspector, ReadOnly] private float outputRotationSpeed;
private float directionChangeDot;
private CharacterController controller;
private PlayerControls controls;
private LockOnManager lockOnManager;
[ShowInInspector, PropertyOrder(2)]
public UnitMovementData data = new();
[HideInInspector]
public UnitMovementData defaultData;
void Awake(){
controller = GetComponent<CharacterController>();
controls = GetComponent<PlayerControls>();
lockOnManager = GetComponent<LockOnManager>();
}
private void Start(){
defaultData = (UnitMovementData)data.Clone();
}
void Update(){
UpdateCurrentDirection();
UpdateCurrentSpeed();
UpdateCurrentGravity();
UpdateCurrentRotation();
DoMovement();
}
// Add directly to the direction
public void AddToCurrentDirection(Vector3 inputDirection, float power){
additionalMoveDirection += inputDirection.normalized;
additionalSpeed = power;
}
// Hold a new rotation to be moved to during PlayerFacingDirection.SpecifiedRotation
public void SetSpecifiedRotation(Quaternion inputRotation){
specifiedRotation = inputRotation;
}
// Blend between the current direction and an input direction, based on the current controller input
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){
// Create a new direction that is the current controller input * the amount of power they should have
Vector3 dirToAdd = new Vector3(controls.rawMoveInput.x * value.x, 0f, controls.rawMoveInput.y * value.y);
// Multiply it by the current magnitude (why? i forgor)
dirToAdd *= controls.rawMoveInput.magnitude;
// Blend the existing direction into it
dirToAdd = Vector3.Lerp(outputMoveDirection, dirToAdd, priority * controls.rawMoveInput.magnitude);
// Set the new direction
outputMoveDirection = new Vector3(dirToAdd.x, outputMoveDirection.y, dirToAdd.z);
// Everthing under here is for the speed now. If it's not set do...nothing. Otherwise set it to the max value between move speed and the new speed
if (float.IsPositiveInfinity(speed)) {
return;
}
outputSpeed = Mathf.Lerp(outputSpeed, Mathf.Max(data.moveSpeed, speed), priority);
}
// Update the direction, called every frame
private void UpdateCurrentDirection(){
// Get input value
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
// Construct move direction
Vector3 targetDirection = inputMovement;
// Deadzone
if (inputMovement.magnitude < .05f) {
targetDirection = Vector3.zero;
}
// Remove Y from variables
Vector3 targetNoY = new Vector3(targetDirection.x, 0f, targetDirection.z);
Vector3 currentNoY = new Vector3(outputMoveDirection.x, 0f, outputMoveDirection.z);
// Also need to find the dot value of the current input versus the current move direction
Vector3 slerpedValue;
Vector3 lerpedValue;
float switchedDirection = Vector3.Dot(inputMovement, outputMoveDirection);
float switchedDirectionRemapped = Mathf.Lerp(0, 1, switchedDirection);
directionChangeDot = Mathf.Lerp(switchedDirection, switchedDirectionRemapped, 5f * Time.deltaTime) ; // turn that .5f into a variable
// Smooth movement. Use deaccel smoothing if the input magnitude is lower, and accel smoothing if it's higher
// Also checks when grounded to only use Slerp on the ground
if (targetNoY.magnitude > currentNoY.magnitude) {
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDot);
} else {
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
}
} else {
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDot);
} else {
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * data.airDirectionDecay * Time.deltaTime);
}
}
// Commit move direction
outputMoveDirection = new Vector3(currentNoY.x, outputMoveDirection.y, currentNoY.z);
}
// Update the speed, called every frame
private void UpdateCurrentSpeed(){
outputSpeed = Mathf.Lerp(outputSpeed, data.moveSpeed, data.moveSpeedSoothing * Time.deltaTime);
}
// Update the gravity, called every frame
private void UpdateCurrentGravity(){
// Accelerate gravity
data.gravityPower += data.gravityAcceleration * Time.deltaTime;
data.gravityPower = Mathf.Min(data.gravityPower, data.gravityMax);
// Apply a constant gravity if the player is grounded
if (controller.isGrounded) {
data.gravityPower = .1f;
}
// Create the final gravity value
float gravityMoveDirection = data.jumpPower + (Physics.gravity.y * data.gravityPower);
// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
outputMoveDirection.y = gravityMoveDirection;
}
// Update the rotation, called every frame
private void UpdateCurrentRotation(){
// Get input value
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
// Switch the desired rotation based on current movement setting
switch (data.rotateFacing) {
// Just look at target
case PlayerFacingDirection.TowardsTarget:
// Look directly at the target
outputRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
break;
case PlayerFacingDirection.Momentum:
// Look towards the current direction the agent is moving
if (inputMovement.magnitude > .05f){
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(outputMoveDirection);
}
break;
case PlayerFacingDirection.MatchForward:
// Look towards the input direction....why??? I guess cause move direction is PlayerFacingDirection.Momentum.
if (controls.rawMoveInput.magnitude < 0.05f) { break; }
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
break;
case PlayerFacingDirection.MatchCamera:
// Look the same direction as the camera
outputRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
break;
case PlayerFacingDirection.Static:
// Don't change
outputRotation = transform.rotation;
break;
case PlayerFacingDirection.SpecifiedDirection:
// Look at an inputed rotation
outputRotation = specifiedRotation;
break;
}
// Add the current input into the created rotation
if (inputMovement.magnitude > .05){
outputRotation = Quaternion.Lerp(outputRotation, Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement), data.rotationInputBlending);
}
// Calculate rotation speed, as in how fast the fella rotates. This value has it's own smoothing to allow for gradual increasing/decreasing of the speed till it reaches the target
outputRotationSpeed = Mathf.Lerp(outputRotationSpeed, data.rotationSpeed, data.rotationSmoothing * Time.deltaTime);
// Set final rotation
transform.rotation = Quaternion.Slerp(transform.rotation, outputRotation, outputRotationSpeed * Time.deltaTime).Flatten(0, null, 0);
}
// Move with default settings
public void DoMovement(){
DoMovement(outputMoveDirection, outputSpeed, data.gravityScale);
}
// Custom move from input
public void DoMovement(Vector3 moveDir, float speed, float gravity){
// Seperate the different move directions. Additonal becomes it's own because it needs to be added independently of the other two
Vector3 moveXZDir = new Vector3(moveDir.x, 0f, moveDir.z);
Vector3 moveYDir = new Vector3(0f, moveDir.y, 0f);
Vector3 addDir = additionalMoveDirection;
// Add their related speeds
moveXZDir *= speed * Time.deltaTime;
moveYDir *= gravity * Time.deltaTime;
addDir *= additionalSpeed * Time.deltaTime;
// Construct the direction and move
Vector3 finalDir = moveXZDir + moveYDir;
controller.Move((Camera.main.transform.rotation.Flatten(0, null, 0) * finalDir) + addDir);
}
void LateUpdate(){
UpdateGravityLate();
DecayAdditionalDirection();
}
void DecayAdditionalDirection(){
// Get input value
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
// Ignore values under deadzone
if (inputMovement.magnitude < .1f) {
inputMovement = Vector3.zero;
}
// Remove Y from variables
Vector3 currentNoY = new Vector3(additionalMoveDirection.x, 0f, additionalMoveDirection.z);
// Decay the direction
if (inputMovement.magnitude < currentNoY.magnitude) {
additionalMoveDirection = Vector3.Slerp(additionalMoveDirection, Vector3.zero,data.accelerationSmoothing * Time.deltaTime);
} else {
// float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
additionalMoveDirection = Vector3.Lerp(additionalMoveDirection, Vector3.zero, data.deaccelerationSmoothing * Time.deltaTime);
}
}
private void UpdateGravityLate(){
// Decay jump power
data.jumpPower -= data.jumpPowerDecay * Time.deltaTime;
data.jumpPower = Mathf.Max(0f, data.jumpPower);
}
}
}