8 Commits

8 changed files with 1444 additions and 226 deletions

View File

@@ -12,18 +12,28 @@ MonoBehaviour:
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m_Name: GrappleAimBT
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File diff suppressed because it is too large Load Diff

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@@ -5,7 +5,7 @@ using UnityEditor;
using UnityEngine;
// Individual bool setting for each ring. Three of these will be used.
public struct OrbitalFollowValueGroup{
public struct OrbitalFollowValueGroup : ICameraValueGroup{
public string label;
public CameraSettingsToggle changeHeight;
@@ -38,7 +38,11 @@ public enum CameraSettingsToggle{
ResetValue,
}
public struct Vector3CameraValueGroup{
public interface ICameraValueGroup{
}
public struct Vector3CameraValueGroup : ICameraValueGroup{
public string label;
public Vector3 newValue;
@@ -56,7 +60,7 @@ public struct Vector3CameraValueGroup{
}
}
public struct Vector2CameraValueGroup{
public struct Vector2CameraValueGroup : ICameraValueGroup{
public string label;
public Vector2 newValue;
@@ -72,7 +76,7 @@ public struct Vector2CameraValueGroup{
}
}
public struct FloatCameraValueGroup{
public struct FloatCameraValueGroup : ICameraValueGroup{
public string label;
public float value;
@@ -85,7 +89,63 @@ public struct FloatCameraValueGroup{
}
}
public struct BoolCameraValueGroup : ICameraValueGroup{
public string label;
public bool value;
public CameraSettingsToggle changeValue;
public BoolCameraValueGroup(string newLabel){
label = newLabel;
value = true;
changeValue = CameraSettingsToggle.NoChange;
}
}
#if UNITY_EDITOR
public class BoolCameraValueGroupDrawer : ObjectDrawer<BoolCameraValueGroup> {
public override BoolCameraValueGroup OnGUI(GUIContent content, BoolCameraValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(80.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.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.Toggle(_instance.value, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class FloatCameraValueGroupDrawer : ObjectDrawer<FloatCameraValueGroup> {
public override FloatCameraValueGroup OnGUI(GUIContent _content, FloatCameraValueGroup _instance){
// Remove label for floats
@@ -328,10 +388,18 @@ namespace NodeCanvas.Tasks.Actions {
public FloatCameraValueGroup fieldOfView = new (newLabel: "FOV");
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
public Vector3CameraValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
public Vector3CameraValueGroup orbitTargetOffset = new(newLabel: "Target Offset");
[Space(5)]public Vector3CameraValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top");
public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center");
public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom");
public BoolCameraValueGroup enableXAxis = new (newLabel: "Input Axis X Enabled");
public BoolCameraValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled");
public FloatCameraValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain");
public FloatCameraValueGroup axisLookYGain = new (newLabel: "Look Orbit Y Gain");
[ParadoxNotion.Design.Header("Rotation Composer Settings")]
public Vector2CameraValueGroup screenPosition = new (newLabel: "Screen Position");
@@ -349,150 +417,117 @@ namespace NodeCanvas.Tasks.Actions {
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
// Switch case farm for checking if values should be changed and what to
// Field of view
switch (fieldOfView.changeValue) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.mainFieldOfView.targetValue = fieldOfView.value;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.mainFieldOfView.Reset();
break;
}
UpdateOrbitFollowValue(orbitFollowTop, ref CameraSettingsProcessor.values.orbitFollowTopHeight, ref CameraSettingsProcessor.values.orbitFollowTopRadius);
UpdateOrbitFollowValue(orbitFollowCenter, ref CameraSettingsProcessor.values.orbitFollowCenterHeight, ref CameraSettingsProcessor.values.orbitFollowCenterRadius);
UpdateOrbitFollowValue(orbitFollowBottom, ref CameraSettingsProcessor.values.orbitFollowBottomHeight, ref CameraSettingsProcessor.values.orbitFollowBottomRadius);
// Orbit follow rings
switch (orbitFollowTop.changeHeight) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitFollowTopHeight.targetValue = orbitFollowTop.height;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowTopHeight.Reset();
break;
}
UpdateVector3Value(cameraOffset, ref CameraSettingsProcessor.values.cameraOffsetOffset);
switch (orbitFollowTop.changeRadius) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitFollowTopRadius.targetValue = orbitFollowTop.radius;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowTopRadius.Reset();
break;
}
UpdateVector3Value(orbitPositionDamping, ref CameraSettingsProcessor.values.orbitPositionDamping);
UpdateVector3Value(orbitTargetOffset, ref CameraSettingsProcessor.values.orbitTargetOffset);
switch (orbitFollowCenter.changeHeight) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitFollowCenterHeight.targetValue = orbitFollowCenter.height;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowCenterHeight.Reset();
break;
}
UpdateVector2Value(screenPosition, ref CameraSettingsProcessor.values.rotationComposerScreenPos);
UpdateFloatValue(fieldOfView, ref CameraSettingsProcessor.values.mainFieldOfView);
switch (orbitFollowCenter.changeRadius) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitFollowCenterRadius.targetValue = orbitFollowCenter.radius;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowCenterRadius.Reset();
break;
}
switch (orbitFollowBottom.changeHeight) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitFollowBottomHeight.targetValue = orbitFollowBottom.height;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowBottomHeight.Reset();
break;
}
switch (orbitFollowBottom.changeRadius) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitFollowBottomRadius.targetValue = orbitFollowBottom.radius;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowBottomRadius.Reset();
break;
}
UpdateFloatValue(axisLookXGain, ref CameraSettingsProcessor.values.axisLookGainX);
UpdateFloatValue(axisLookYGain, ref CameraSettingsProcessor.values.axisLookGainY);
// 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);
}
public void UpdateVector3Value(Vector3CameraValueGroup valueGroup, ref CameraSettingSingleValue<Vector3> targetProperty){
switch (valueGroup.changeX) {
case CameraSettingsToggle.NewValue:
targetProperty.targetValue.x = valueGroup.newValue.x;
break;
case CameraSettingsToggle.ResetValue:
targetProperty.targetValue.x = targetProperty.originalValue.x;
break;
}
switch (valueGroup.changeY) {
case CameraSettingsToggle.NewValue:
targetProperty.targetValue.y = valueGroup.newValue.y;
break;
case CameraSettingsToggle.ResetValue:
targetProperty.targetValue.y = targetProperty.originalValue.y;
break;
}
switch (valueGroup.changeZ) {
case CameraSettingsToggle.NewValue:
targetProperty.targetValue.z = valueGroup.newValue.z;
break;
case CameraSettingsToggle.ResetValue:
targetProperty.targetValue.z = targetProperty.originalValue.z;
break;
}
}
public void UpdateVector2Value(Vector2CameraValueGroup valueGroup, ref CameraSettingSingleValue<Vector2> targetProperty){
switch (valueGroup.changeX) {
case CameraSettingsToggle.NewValue:
targetProperty.targetValue.x = valueGroup.newValue.x;
break;
case CameraSettingsToggle.ResetValue:
targetProperty.targetValue.x = targetProperty.originalValue.x;
break;
}
switch (valueGroup.changeY) {
case CameraSettingsToggle.NewValue:
targetProperty.targetValue.y = valueGroup.newValue.y;
break;
case CameraSettingsToggle.ResetValue:
targetProperty.targetValue.y = targetProperty.originalValue.y;
break;
}
}
public void UpdateOrbitFollowValue(OrbitalFollowValueGroup valueGroup, ref CameraSettingSingleValue<float> targetHeight, ref CameraSettingSingleValue<float> targetRadius){
switch (valueGroup.changeHeight) {
case CameraSettingsToggle.NewValue:
targetHeight.targetValue = valueGroup.height;
break;
case CameraSettingsToggle.ResetValue:
targetHeight.targetValue = targetHeight.originalValue;
break;
}
switch (valueGroup.changeRadius) {
case CameraSettingsToggle.NewValue:
targetRadius.targetValue = valueGroup.radius;
break;
case CameraSettingsToggle.ResetValue:
targetRadius.targetValue = targetRadius.originalValue;
break;
}
}
public void UpdateBoolValue(BoolCameraValueGroup valueGroup, ref CameraSettingSingleValue<bool> targetProperty){
switch (valueGroup.changeValue) {
case CameraSettingsToggle.NewValue:
targetProperty.targetValue = valueGroup.value;
break;
case CameraSettingsToggle.ResetValue:
targetProperty.targetValue = targetProperty.originalValue;
break;
}
}
public void UpdateFloatValue(FloatCameraValueGroup valueGroup, ref CameraSettingSingleValue<float> targetProperty){
switch (valueGroup.changeValue) {
case CameraSettingsToggle.NewValue:
targetProperty.targetValue = valueGroup.value;
break;
case CameraSettingsToggle.ResetValue:
targetProperty.targetValue = targetProperty.originalValue;
break;
}
}
//Called once per frame while the action is active.
protected override void OnUpdate() {

View File

@@ -34,6 +34,8 @@ namespace Reset {
private EnvironmentObserver observer;
public BBParameter<RaycastHit> outputHit;
#if UNITY_EDITOR
protected override void OnTaskInspectorGUI(){
BBParameterEditor.ParameterField("Cast Type", castType);
@@ -60,6 +62,8 @@ namespace Reset {
if (drawGizmos) {
drawGizmosOnlyWhenActive = EditorGUILayout.Toggle("Draw Gizmos Only When Active", drawGizmosOnlyWhenActive);
}
BBParameterEditor.ParameterField("Output Hit", outputHit);
}
#endif

View File

@@ -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();
}
}
}

View File

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

View File

@@ -5,91 +5,143 @@ using System.Numerics;
using Sirenix.OdinInspector;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UIElements;
using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
public class LockOnManager : MonoBehaviour{
private CinemachineTargetGroup.Target playerTarget;
// Lock On settings
[Space(5)]
public float lockOnRange = 40f;
public float lockOnMaxAngle = 70f;
class ReferencedTarget{
public GameObject gameObject;
public float targetWeight;
public float refVelocity;
public CinemachineTargetGroup.Target cinemachineTarget;
}
// 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
[Space(10)] public GameObject lockonGameObject; // Needed because nulling the Target below doesn't actually empty it out
[Space(10)]
[ShowInInspector]
ReferencedTarget mainTarget;
[ShowInInspector]
List<ReferencedTarget> activeTargets = new List<ReferencedTarget>();
[ReadOnly] public CinemachineTargetGroup.Target lockonTarget;
public CinemachineTargetGroup targetGroup;
[Space(5)]
public List<GameObject> lockOnTargets = new List<GameObject>();
private List<GameObject> acceptedTargets = new List<GameObject>();
// UI
[ShowInInspector]
public UIDocument lockOnDocument;
[ShowInInspector] public UIDocument lockOnDocument;
private Label elementLabelName;
private VisualElement elementRoot;
private VisualElement elementRoot;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start(){
// Save the player target object to track later
playerTarget = targetGroup.Targets[0];
// Quick check for things in lock-on target that aren't lock-onable
if (lockonGameObject != null && lockonTarget.Object.GetComponent<ILockOnTarget>() == null) {
Debug.LogError($"Game Object {lockonTarget.Object.name} does not implement the ILockOnTarget interface!");
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
Debug.LogError($"Game Object {mainTarget.gameObject.name} does not implement the ILockOnTarget interface!");
}
elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup");
elementLabelName = lockOnDocument.rootVisualElement.Query<Label>("LockOnName").First();
// Add all nearby game objects to lock-on eligible list
GameObject[] allGameObjects = GameObject.FindObjectsByType<GameObject>(0, 0);
foreach (GameObject thisObject in allGameObjects)
{
if (Vector3.Distance(transform.position, thisObject.transform.position) < lockOnRange) {
if (thisObject.GetComponent<ILockOnTarget>() != null) {
lockOnTargets.Add(thisObject);
}
foreach (GameObject thisObject in allGameObjects) {
if (thisObject.GetComponent<ILockOnTarget>() != null) {
acceptedTargets.Add(thisObject);
}
}
}
void Update(){
if (lockonGameObject && lockonTarget.Object.GetComponent<ILockOnTarget>() == null) {
Debug.LogError($"Game Object {lockonTarget.Object.name} does not implement the ILockOnTarget interface!");
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
Debug.LogError($"Game Object {mainTarget.gameObject.name} does not implement the ILockOnTarget interface!");
}
// 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(ReferencedTarget 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 (ReferencedTarget 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
// They start at 0 weight when the lock-on adds them to the group
if (lockonGameObject) {
CinemachineTargetGroup.Target currentTarget = targetGroup.Targets.Find(target => target == lockonTarget);
currentTarget.Weight = Mathf.MoveTowards(currentTarget.Weight, .15f, .5f * Time.deltaTime);
// If it doesn't exist in the list of targets, add it
ReferencedTarget newTarget = new ReferencedTarget{
gameObject = targetObject,
targetWeight = mainTargetWeight,
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.
for (int i = 1; i < targetGroup.Targets.Count; i++) {
if (targetGroup.Targets[i] == lockonTarget || targetGroup.Targets[i] == playerTarget){
continue;
}
if (targetGroup.Targets[i].Weight < 0.001f) {
StartCoroutine(RemoveFromTargetAtFrameEnd(targetGroup.Targets[i]));
continue;
}
// Finalize
activeTargets.Add(newTarget);
targetGroup.Targets.Add(newTarget.cinemachineTarget);
}
targetGroup.Targets[i].Weight = Mathf.MoveTowards(targetGroup.Targets[i].Weight, 0f, 1f * Time.deltaTime);
public void QueueTargetRemoval(GameObject targetObject){
// 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;
// Remove as main target if it is
if (mainTarget == activeTargets.Find(target => target.gameObject == targetObject)) {
mainTarget = null;
}
}
IEnumerator RemoveFromTargetAtFrameEnd(CinemachineTargetGroup.Target indexOf){
yield return new WaitForEndOfFrame();
targetGroup.Targets.Remove(indexOf);
}
public void ChangeLockOnTarget(){
Transform cameraTransform = Camera.main.transform;
@@ -97,9 +149,9 @@ public class LockOnManager : MonoBehaviour{
GameObject closestTarget = null;
float lowestDistanceToCenter = Mathf.Infinity;
foreach (GameObject target in lockOnTargets) {
foreach (GameObject target in acceptedTargets) {
// Skip the current target if one exists
if (lockonGameObject != null && lockonTarget.Object.gameObject == target) {
if (mainTarget != null && mainTarget.gameObject == target) {
continue;
}
@@ -110,7 +162,12 @@ public class LockOnManager : MonoBehaviour{
if (hit.transform != target.transform) {
continue;
}
// Skips targets too far
if (Vector3.Distance(transform.position, target.transform.position) > lockOnRange) {
continue;
}
// Skip targets outside lock on angle
float angleFromCameraForward = Vector3.Angle(cameraTransform.forward, cameraTransform.position.DirectionTo(target.transform.position));
if (angleFromCameraForward > lockOnMaxAngle) {
@@ -137,37 +194,31 @@ public class LockOnManager : MonoBehaviour{
return;
}
// Create a new Target for the Target Group
var newTarget = new CinemachineTargetGroup.Target{
Object = closestTarget.transform,
Radius = 1f,
Weight = 0f
};
// Remove the main target that currently exists, if there is one.
if (mainTarget != null) {
QueueTargetRemoval(mainTarget.gameObject);
}
// Set the new target variables
lockonTarget = newTarget;
lockonGameObject = closestTarget.gameObject;
targetGroup.Targets.Add(newTarget);
// Begin tracking target, set as main
AddNewTarget(closestTarget.gameObject, mainTargetWeight, true);
}
public void RemoveLockOnTarget(){
lockonTarget = null;
lockonGameObject = null;
QueueTargetRemoval(mainTarget.gameObject);
}
void LateUpdate(){
if (lockonGameObject) {
if (mainTarget != null) {
// This is just test logic to get an image above a lock on.
// TODO: Replace with something less silly
Vector2 screenPos = RuntimePanelUtils.CameraTransformWorldToPanel(
lockOnDocument.rootVisualElement.panel,
lockonTarget.Object.GetComponent<ILockOnTarget>().GetReticlePosition(),
mainTarget.gameObject.GetComponent<ILockOnTarget>().GetReticlePosition(),
Camera.main
);
// Set name
elementLabelName.text = lockonTarget.Object.name;
elementLabelName.text = mainTarget.gameObject.name;
// Set position (add the width/height of the element)
elementRoot.style.top = new StyleLength(screenPos.y - 25f); // Was elementRoot.resolvedStyle.height * .7f

View File

@@ -30,6 +30,13 @@ public struct CameraSettingValues{
public CameraSettingSingleValue<float> mainFieldOfView;
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> orbitFollowTopRadius;
@@ -46,6 +53,13 @@ public struct CameraSettingValues{
mainFieldOfView = new CameraSettingSingleValue<float>(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);
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
@@ -70,6 +84,7 @@ public class CameraSettingsProcessor : MonoBehaviour{
private CinemachineOrbitalFollow orbit;
private CinemachineRotationComposer rotComp;
private CinemachineCameraOffset offset;
private CinemachineInputAxisController axisCont;
public void Awake(){
// Singleton management
@@ -85,11 +100,16 @@ public class CameraSettingsProcessor : MonoBehaviour{
orbit = mainCamera.GetComponent<CinemachineOrbitalFollow>();
rotComp = mainCamera.GetComponent<CinemachineRotationComposer>();
offset = mainCamera.GetComponent<CinemachineCameraOffset>();
axisCont = mainCamera.GetComponent<CinemachineInputAxisController>();
// Initialize camera settings values
values = new CameraSettingValues{
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, offset.Offset),
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, main.Lens.FieldOfView),
axisLookEnabledX = new CameraSettingSingleValue<bool>(0f, axisCont.Controllers[0].Enabled),
axisLookEnabledY = new CameraSettingSingleValue<bool>(0f, 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),
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Height),
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Radius),
@@ -105,6 +125,22 @@ public class CameraSettingsProcessor : MonoBehaviour{
main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
values.mainFieldOfView.targetValue, ref values.mainFieldOfView.velocityRef,
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,
values.orbitPositionDamping.targetValue, ref values.orbitPositionDamping.velocityRefV3,
@@ -122,8 +158,6 @@ public class CameraSettingsProcessor : MonoBehaviour{
values.orbitFollowCenterHeight.targetValue, ref values.orbitFollowCenterHeight.velocityRef,
values.orbitFollowCenterHeight.smoothing);
orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
values.orbitFollowCenterRadius.targetValue, ref values.orbitFollowCenterRadius.velocityRef,
values.orbitFollowCenterRadius.smoothing);
@@ -143,6 +177,8 @@ public class CameraSettingsProcessor : MonoBehaviour{
offset.Offset = Vector3.SmoothDamp(offset.Offset,
values.cameraOffsetOffset.targetValue, ref values.cameraOffsetOffset.velocityRefV3,
values.cameraOffsetOffset.smoothing);
}
void Update(){