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feature/wo
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Speed","changeValue":{},"value":{},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"acceleration":{"label":"Acceleration","changeValue":{"_value":1},"value":{"_value":1.0},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"deacceleration":{"label":"Deacceleration","changeValue":{"_value":1},"value":{"_value":1.0},"_changeSmoothing":{},"_smoothing":{},"_changeEasing":{},"_easing":{}},"$type":"Reset.Units.ChangeMoveSpeedSettings"}]},"_onUpdateList":{"executionMode":1,"actions":[{"newGravity":{"_value":2.0},"absolute":{},"relativity":{"_value":0.86},"deltaTime":{"_value":true},"decayRate":{"_value":0.3},"$type":"Reset.Units.SetNewGravity"}]},"_onExitList":{"executionMode":1,"actions":[{"valueA":{"_name":"airJumpsRemaining","_targetVariableID":"23f0ddc0-c4e8-462f-a7e0-fdd8e818d08d"},"Operation":2,"valueB":{"_value":1},"$type":"NodeCanvas.Tasks.Actions.SetInt"}]},"foldEnter":true,"foldUpdate":true,"foldExit":true,"_color":{"r":0.4117647,"g":0.945098,"b":0.254902,"a":1.0},"_name":"Standard
|
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Jump","_position":{"x":704.7966,"y":246.1201},"$type":"NodeCanvas.StateMachines.SuperActionState","$id":"21"},{"_actionList":{"actions":[{"valueA":{"_name":"newAirMoveSmoothing"},"valueB":{"_value":1.0},"_isDisabled":true,"$type":"NodeCanvas.Tasks.Actions.SetFloat"},{"eventName":{"_value":"Air
|
||||
Jump","_position":{"x":697.7955,"y":220.1157},"$type":"NodeCanvas.StateMachines.SuperActionState","$id":"21"},{"_actionList":{"actions":[{"valueA":{"_name":"newAirMoveSmoothing"},"valueB":{"_value":1.0},"_isDisabled":true,"$type":"NodeCanvas.Tasks.Actions.SetFloat"},{"eventName":{"_value":"Air
|
||||
Reset Received"},"delay":{},"$type":"NodeCanvas.Tasks.Actions.SendEvent"}]},"_color":{"r":0.3647059,"g":0.3215686,"b":1.0,"a":1.0},"_name":"Airborne
|
||||
Standard Movement","_position":{"x":227.1761,"y":27.24033},"$type":"NodeCanvas.StateMachines.ActionState","$id":"22"},{"_name":"INTERACT
|
||||
OPTIONS","_position":{"x":967.8022,"y":970.8088},"$type":"NodeCanvas.StateMachines.EmptyState","$id":"23"},{"_actionList":{"executionMode":1,"actions":[{"raycastHit":{"_name":"_hit"},"transform":{},"collider":{},"gameObject":{"_name":"pickupTarget","_targetVariableID":"45e90651-1912-40ef-b4fc-6c27d00d0ef0"},"distance":{},"normal":{},"point":{},"$type":"NodeCanvas.Tasks.Actions.DecomposeRaycastHit"}]},"_color":{"r":1.0,"g":0.42,"b":0.32,"a":1.0},"_position":{"x":1979.639,"y":835.3054},"$type":"NodeCanvas.StateMachines.ActionState","$id":"24"},{"_name":"Check
|
||||
@@ -169,7 +169,7 @@ MonoBehaviour:
|
||||
Pull"},"saveEventValue":{"_name":"_grappleLaunchDir"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent`1[[UnityEngine.Vector3,
|
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UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"},"_sourceNode":{"$ref":"6"},"_targetNode":{"$ref":"11"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"7"},"_targetNode":{"$ref":"8"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"conditions":[{"timeout":{"_value":0.2},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},{"actionName":{"_value":"Jump"},"actionPhase":{"_value":3},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"}],"$type":"NodeCanvas.Framework.ConditionList"},"_sourceNode":{"$ref":"8"},"_targetNode":{"$ref":"9"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"8"},"_targetNode":{"$ref":"10"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"9"},"_targetNode":{"$ref":"10"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"10"},"_targetNode":{"$ref":"3"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"11"},"_targetNode":{"$ref":"8"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"actionName":{"_value":"Jump"},"actionPhase":{"_value":3},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},"_sourceNode":{"$ref":"12"},"_targetNode":{"$ref":"13"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":1.0},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"12"},"_targetNode":{"$ref":"15"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"13"},"_targetNode":{"$ref":"14"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"14"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"checkMode":1,"conditions":[{"timeout":{"_value":2.0},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},{"valueA":{"_name":"isGroundedOld","_targetVariableID":"619300a4-be8b-4ad4-ba2a-978468094ba2"},"valueB":{"_value":true},"_invert":true,"$type":"NodeCanvas.Tasks.Conditions.CheckBoolean"}],"$type":"NodeCanvas.Framework.ConditionList"},"_sourceNode":{"$ref":"15"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":1.0},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"16"},"_targetNode":{"$ref":"15"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"actionName":{"_value":"Jump"},"actionPhase":{"_value":3},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},"_sourceNode":{"$ref":"16"},"_targetNode":{"$ref":"17"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"17"},"_targetNode":{"$ref":"14"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"18"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"checkAgainst":2,"checkAgainstValue":{"_name":"_wallJumpHitNormal"},"desiredValue":{"_value":1.0},"tolerance":{"_value":0.5},"considerCameraRotation":{"_value":true},"negate":{},"$type":"NodeCanvas.Tasks.Conditions.GetMovementInputDotProduct"},"_sourceNode":{"$ref":"19"},"_targetNode":{"$ref":"20"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"19"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"20"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"checkMode":1,"conditions":[{"actionName":{"_value":"Jump"},"actionPhase":{"_value":4},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},{"valueA":{"_name":"resolvedGravity","_targetVariableID":"7c9d4632-c537-44c4-ae35-d92fa64d5303"},"checkType":2,"valueB":{},"$type":"NodeCanvas.Tasks.Conditions.CheckFloat"}],"$type":"NodeCanvas.Framework.ConditionList"},"_sourceNode":{"$ref":"21"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"22"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"conditions":[{"observerLabel":{"_value":"player"},"outputHitTo":{"_name":"_hit"},"deactivateOnFinish":false,"$type":"NodeCanvas.Tasks.Conditions.CheckEnvironmentObserver"},{"valueA":{"_name":"pickupTarget","_targetVariableID":"45e90651-1912-40ef-b4fc-6c27d00d0ef0"},"valueB":{},"_invert":true,"_isDisabled":true,"$type":"NodeCanvas.Tasks.Conditions.CheckVariable`1[[UnityEngine.GameObject,
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UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"},{"valueA":{"_name":"pickupTarget","_targetVariableID":"45e90651-1912-40ef-b4fc-6c27d00d0ef0"},"valueB":{},"_invert":true,"_isDisabled":true,"$type":"NodeCanvas.Tasks.Conditions.CheckVariable`1[[Reset.Units.Player,
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Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"}],"$type":"NodeCanvas.Framework.ConditionList"},"_sourceNode":{"$ref":"23"},"_targetNode":{"$ref":"24"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"23"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"24"},"_targetNode":{"$ref":"25"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"target":{"_name":"pickupTarget","_targetVariableID":"45e90651-1912-40ef-b4fc-6c27d00d0ef0"},"$type":"Reset.Core.IsInteractable"},"_sourceNode":{"$ref":"25"},"_targetNode":{"$ref":"26"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"25"},"_targetNode":{"$ref":"28"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"actionName":{"_value":"Interact"},"actionPhase":{"_value":4},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},"_sourceNode":{"$ref":"26"},"_targetNode":{"$ref":"27"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":5.0},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"26"},"_targetNode":{"$ref":"30"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"27"},"_targetNode":{"$ref":"28"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"28"},"_targetNode":{"$ref":"29"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"29"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"30"},"_targetNode":{"$ref":"28"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":0.1},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"31"},"_targetNode":{"$ref":"32"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"actionName":{"_value":"Jump"},"actionPhase":{"_value":3},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},"_sourceNode":{"$ref":"32"},"_targetNode":{"$ref":"33"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"actionName":{"_value":"Sprint"},"actionPhase":{"_value":3},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},"_sourceNode":{"$ref":"32"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"valueA":{"_name":"isGroundedOld","_targetVariableID":"619300a4-be8b-4ad4-ba2a-978468094ba2"},"valueB":{},"$type":"NodeCanvas.Tasks.Conditions.CheckBoolean"},"_sourceNode":{"$ref":"32"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"33"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"34"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"35"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"36"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Downed"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"43"},"_targetNode":{"$ref":"44"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Killed"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"43"},"_targetNode":{"$ref":"45"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":4.0},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"44"},"_targetNode":{"$ref":"45"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Pick
|
||||
Core, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"}],"$type":"NodeCanvas.Framework.ConditionList"},"_sourceNode":{"$ref":"23"},"_targetNode":{"$ref":"24"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"23"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"24"},"_targetNode":{"$ref":"25"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"target":{"_name":"pickupTarget","_targetVariableID":"45e90651-1912-40ef-b4fc-6c27d00d0ef0"},"$type":"Reset.Core.IsInteractable"},"_sourceNode":{"$ref":"25"},"_targetNode":{"$ref":"26"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"25"},"_targetNode":{"$ref":"28"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"actionName":{"_value":"Interact"},"actionPhase":{"_value":4},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},"_sourceNode":{"$ref":"26"},"_targetNode":{"$ref":"27"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":5.0},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"26"},"_targetNode":{"$ref":"30"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"27"},"_targetNode":{"$ref":"28"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"28"},"_targetNode":{"$ref":"29"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"29"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"30"},"_targetNode":{"$ref":"28"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":0.1},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"31"},"_targetNode":{"$ref":"32"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"actionName":{"_value":"Jump"},"actionPhase":{"_value":3},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},"_sourceNode":{"$ref":"32"},"_targetNode":{"$ref":"33"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"actionName":{"_value":"Sprint"},"actionPhase":{"_value":3},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},"_sourceNode":{"$ref":"32"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"valueA":{"_name":"isGroundedOld","_targetVariableID":"619300a4-be8b-4ad4-ba2a-978468094ba2"},"valueB":{},"$type":"NodeCanvas.Tasks.Conditions.CheckBoolean"},"_sourceNode":{"$ref":"32"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"33"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"34"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"35"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"36"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Downed"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"43"},"_targetNode":{"$ref":"44"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Killed"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"43"},"_targetNode":{"$ref":"45"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":4.0},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"44"},"_targetNode":{"$ref":"45"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Pick
|
||||
Up Start"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"44"},"_targetNode":{"$ref":"47"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":4.0},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"45"},"_targetNode":{"$ref":"46"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"46"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Pick
|
||||
Up Success"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"47"},"_targetNode":{"$ref":"48"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"eventName":{"_value":"Pick
|
||||
Up Failed"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"},"_sourceNode":{"$ref":"47"},"_targetNode":{"$ref":"44"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"48"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"method":{"_baseInfo":"Reset.Units.Player|UnitIsLocal|System.Boolean","_paramsInfo":""},"parameters":[],"checkValue":{"_type":"System.Boolean","_value":{"$content":false,"$type":"System.Boolean"}},"$type":"NodeCanvas.Tasks.Conditions.CheckFunction_Multiplatform"},"_sourceNode":{"$ref":"49"},"_targetNode":{"$ref":"50"},"$type":"NodeCanvas.StateMachines.FSMConnection"}],"canvasGroups":[],"localBlackboard":{"_variables":{"isGroundedOld":{"_propertyPath":"UnityEngine.CharacterController.isGrounded","_name":"isGroundedOld","_id":"619300a4-be8b-4ad4-ba2a-978468094ba2","_debugBoundValue":true,"$type":"NodeCanvas.Framework.Variable`1[[System.Boolean,
|
||||
@@ -188,7 +188,7 @@ MonoBehaviour:
|
||||
_version: 3.31
|
||||
_category:
|
||||
_comments:
|
||||
_translation: {x: -55, y: 444}
|
||||
_zoomFactor: 0.999574
|
||||
_translation: {x: -587, y: -941}
|
||||
_zoomFactor: 0.9994002
|
||||
_haltSerialization: 0
|
||||
_externalSerializationFile: {fileID: 0}
|
||||
|
||||
@@ -21,7 +21,7 @@ MonoBehaviour:
|
||||
_version: 3.31
|
||||
_category:
|
||||
_comments:
|
||||
_translation: {x: 143, y: 75}
|
||||
_translation: {x: 76, y: 96}
|
||||
_zoomFactor: 1
|
||||
_haltSerialization: 0
|
||||
_externalSerializationFile: {fileID: 0}
|
||||
|
||||
@@ -26,7 +26,7 @@ MonoBehaviour:
|
||||
_version: 3.31
|
||||
_category:
|
||||
_comments:
|
||||
_translation: {x: 112, y: 31}
|
||||
_translation: {x: 308.22415, y: 98.45053}
|
||||
_zoomFactor: 0.7500701
|
||||
_haltSerialization: 0
|
||||
_externalSerializationFile: {fileID: 0}
|
||||
|
||||
@@ -509,7 +509,7 @@ MonoBehaviour:
|
||||
hitTextSize: 0
|
||||
hitLocationOffset: {x: 0, y: 0, z: 0}
|
||||
hitRotationOffset: {x: 0, y: 0, z: 0}
|
||||
gizmoDrawingCondition: 0
|
||||
gizmoDrawingCondition: 2
|
||||
children: []
|
||||
- label: player
|
||||
castType: 4
|
||||
@@ -536,7 +536,7 @@ MonoBehaviour:
|
||||
hitTextSize: 0
|
||||
hitLocationOffset: {x: 0, y: 0, z: 0}
|
||||
hitRotationOffset: {x: 0, y: 0, z: 0}
|
||||
gizmoDrawingCondition: 0
|
||||
gizmoDrawingCondition: 2
|
||||
children: []
|
||||
references:
|
||||
version: 2
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because one or more lines are too long
@@ -8,7 +8,7 @@ namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Movement")]
|
||||
public class ChangeRotationSettings : ActionTask<UnitMovementHandler> {
|
||||
[SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", UnitFacingDirection.TowardsTarget);
|
||||
[SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
|
||||
[SerializeField] public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
|
||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
|
||||
@@ -1,7 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public interface IUnitTargetProvider{
|
||||
public GameObject UnitTarget{ get; }
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0c49825086c41e0990e5fa5d3f0041c
|
||||
timeCreated: 1761269267
|
||||
@@ -15,7 +15,7 @@ using Vector2 = UnityEngine.Vector2;
|
||||
using Vector3 = UnityEngine.Vector3;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class LockOnManager : UnitComponent, IUnitTargetProvider {
|
||||
public class LockOnManager : MonoBehaviour{
|
||||
public class ActiveLockOnTarget{
|
||||
public GameObject gameObject;
|
||||
public float targetWeight;
|
||||
@@ -24,9 +24,6 @@ namespace Reset.Units{
|
||||
}
|
||||
|
||||
public static LockOnManager Instance;
|
||||
|
||||
// IUnitTargetProvider
|
||||
public GameObject UnitTarget => mainTarget.gameObject;
|
||||
|
||||
// Lock On settings
|
||||
[Space(5)] public float lockOnRange = 40f;
|
||||
@@ -50,13 +47,13 @@ namespace Reset.Units{
|
||||
private VisualElement elementRoot;
|
||||
|
||||
private void Awake(){
|
||||
// Register as singleton
|
||||
if (Instance == null && Unit.UnitIsLocal()) {
|
||||
Instance = this;
|
||||
} else {
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
// // Register as singleton
|
||||
// if (Instance == null) {
|
||||
// Instance = this;
|
||||
// } else {
|
||||
// this.enabled = false;
|
||||
// return;
|
||||
// }
|
||||
|
||||
// References from camera
|
||||
targetGroup = PlayerManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
|
||||
@@ -313,4 +310,5 @@ namespace Reset.Units{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -5,13 +5,19 @@ namespace Reset.Units{
|
||||
private bool enabledAsHost = true;
|
||||
|
||||
private Unit _unit;
|
||||
|
||||
internal Unit Unit{
|
||||
get {
|
||||
if (_unit == null) { _unit = GetComponent<Unit>(); }
|
||||
if (_unit != null) {
|
||||
return _unit;
|
||||
}
|
||||
|
||||
_unit = GetComponent<Unit>();
|
||||
|
||||
return _unit;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void DisableComponent(){
|
||||
enabledAsHost = false;
|
||||
}
|
||||
|
||||
@@ -5,10 +5,7 @@ using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class Enemy : Unit, ILockOnTarget, IKillable{
|
||||
// Spawn Info
|
||||
public EnemySpawn relatedSpawner;
|
||||
|
||||
public class Enemy : Unit, ILockOnTarget, IKillable {
|
||||
// Lock-On
|
||||
public float lockonTargetRadius{ get; set; } = 10f;
|
||||
[ShowInInspector]
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e73b4c62d7c3214db04bcea1fb9f856
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class EnemyCombat : UnitCombat, IUnitTargetProvider{
|
||||
public GameObject target;
|
||||
public GameObject UnitTarget => target;
|
||||
|
||||
[Button]
|
||||
public void SetNewTarget(GameObject newTarget){
|
||||
Unit.Graph.SendEvent("New Target Detected");
|
||||
target = newTarget;
|
||||
}
|
||||
|
||||
public void DropTarget(){
|
||||
target = null;
|
||||
Unit.Graph.SendEvent("Drop Target");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1528d25d3d94df59161993cb28bcb17
|
||||
timeCreated: 1761269778
|
||||
@@ -1,223 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Drawing;
|
||||
using Pathfinding;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class EnemySpawn : MonoBehaviour{
|
||||
enum SpawnerState{
|
||||
Idle = 0,
|
||||
TargetAcquired,
|
||||
TargetDropped,
|
||||
InCombatUnlocked,
|
||||
InCombatLocked,
|
||||
Cooldown,
|
||||
}
|
||||
|
||||
public float radius = 30f;
|
||||
|
||||
public int minimumEnemies = 1;
|
||||
public int maximumEnemies = 5;
|
||||
|
||||
public Vector2 enemyCount;
|
||||
|
||||
// TODO: Replace this with an Enemy selector based on difficulty, random chance, etc?
|
||||
public GameObject enemy;
|
||||
|
||||
public List<GameObject> enemies;
|
||||
|
||||
public GridGraph relatedGraph;
|
||||
|
||||
private SpawnerState spawnerState;
|
||||
private float timeInState;
|
||||
|
||||
void Start(){
|
||||
CreateAstarGraph();
|
||||
SpawnEnemies();
|
||||
}
|
||||
|
||||
void CreateAstarGraph(){
|
||||
relatedGraph = AstarPath.active.data.AddGraph(typeof(GridGraph)) as GridGraph;
|
||||
|
||||
relatedGraph.SetDimensions(Mathf.FloorToInt(radius) * 2, Mathf.FloorToInt(radius) * 2, 1f);
|
||||
relatedGraph.collision.diameter = 3f;
|
||||
|
||||
AstarPath.active.Scan(relatedGraph);
|
||||
|
||||
GetComponent<ProceduralGraphMover>().graph = relatedGraph;
|
||||
}
|
||||
|
||||
void SpawnEnemies(){
|
||||
int count = Random.Range(minimumEnemies, maximumEnemies + 1);
|
||||
|
||||
for (int i = 0; i < count; i++) {
|
||||
Vector3 newPosition = transform.position;
|
||||
|
||||
float randomX = Random.Range(-(radius / 2f), radius / 2f);
|
||||
float randomZ = Random.Range(-(radius / 2f), radius / 2f);
|
||||
|
||||
newPosition += new Vector3(randomX, transform.position.y, randomZ);
|
||||
|
||||
float randomRot = Random.Range(0f, 360f);
|
||||
|
||||
GameObject newEnemy = Instantiate(enemy, newPosition, Quaternion.AngleAxis(randomRot, Vector3.up));
|
||||
newEnemy.GetComponent<Enemy>().relatedSpawner = this;
|
||||
|
||||
enemies.Add(newEnemy);
|
||||
}
|
||||
}
|
||||
|
||||
void Update(){
|
||||
ProcessStateUpdate();
|
||||
DrawSpawnStateGizmos();
|
||||
}
|
||||
|
||||
// Set the new state of the spawner and also reset the timer for state management
|
||||
void ChangeState(SpawnerState newState){
|
||||
spawnerState = newState;
|
||||
ProcessStateStart();
|
||||
timeInState = 0f;
|
||||
}
|
||||
|
||||
|
||||
// Does initial actions on state switch
|
||||
void ProcessStateStart(){
|
||||
switch (spawnerState) {
|
||||
case SpawnerState.TargetDropped:
|
||||
foreach (GameObject thisEnemy in enemies) {
|
||||
thisEnemy.GetComponent<EnemyCombat>().DropTarget();
|
||||
}
|
||||
break;
|
||||
|
||||
case SpawnerState.InCombatUnlocked:
|
||||
foreach (GameObject thisEnemy in enemies) {
|
||||
thisEnemy.GetComponent<Enemy>().Graph.SendEvent("Enter Combat");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Actively processes the state of the spawner and its assocaited enemies
|
||||
void ProcessStateUpdate(){
|
||||
switch (spawnerState) {
|
||||
// Check if player is in range of this spawner. If so, set them as the new target
|
||||
case SpawnerState.Idle:
|
||||
if (PlayerIsInRange(radius, radius / 2f)) {
|
||||
foreach (GameObject thisEnemy in enemies) {
|
||||
thisEnemy.GetComponent<EnemyCombat>().SetNewTarget(PlayerManager.Player);
|
||||
}
|
||||
ChangeState(SpawnerState.TargetAcquired);
|
||||
}
|
||||
break;
|
||||
|
||||
// After grabbing a player in range, make sure they stay in range. If they aren't in range after 5 seconds, disengage. If they are or get too close, engage.
|
||||
case SpawnerState.TargetAcquired:
|
||||
if (PlayerIsInRange(radius, 8f) && timeInState > 1f) {
|
||||
ChangeState(SpawnerState.InCombatUnlocked);
|
||||
return;
|
||||
}
|
||||
|
||||
if (timeInState > 5f) {
|
||||
if (PlayerIsInRange(radius + 2f, radius * .6f)) {
|
||||
ChangeState(SpawnerState.InCombatUnlocked);
|
||||
return;
|
||||
}
|
||||
|
||||
ChangeState(SpawnerState.TargetDropped);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
// Wait a few seconds after dropping the target before doing anything else
|
||||
case SpawnerState.TargetDropped:
|
||||
if (timeInState > 3f) {
|
||||
ChangeState(SpawnerState.Idle);
|
||||
return;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
// Set all units to combat. Drop combat if the target gets too far
|
||||
case SpawnerState.InCombatUnlocked:
|
||||
if (!PlayerIsInRange(radius * 1.5f, radius * 1.5f) && timeInState > 5f) {
|
||||
ChangeState(SpawnerState.TargetDropped);
|
||||
return;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
// Lock the player to the spawn. Currently unused.
|
||||
case SpawnerState.InCombatLocked:
|
||||
break;
|
||||
|
||||
|
||||
// Long cooldown for after all units have been killed. Currently unused.
|
||||
case SpawnerState.Cooldown:
|
||||
break;
|
||||
}
|
||||
|
||||
// Increment state timer
|
||||
timeInState += 1f * Time.deltaTime;
|
||||
}
|
||||
|
||||
|
||||
|
||||
GameObject PlayerIsInRange(float spawnerRange, float enemyRange){
|
||||
// TODO: Make compatible with all players
|
||||
if (!PlayerManager.Player) {
|
||||
return null;
|
||||
}
|
||||
|
||||
Vector3 playerPos = PlayerManager.Player.transform.position;
|
||||
|
||||
// Skip checking and return null/false if the player is nowhere near the input range
|
||||
if (Vector3.Distance(playerPos, transform.position) > spawnerRange * 2f) {
|
||||
return null;
|
||||
}
|
||||
|
||||
// If they are in range, check if the player is close enough to either an enemy or the input range
|
||||
if (Vector3.Distance(playerPos, transform.position) < spawnerRange) {
|
||||
return PlayerManager.Player;
|
||||
}
|
||||
|
||||
foreach (GameObject thisEnemy in enemies) {
|
||||
if (Vector3.Distance(playerPos, thisEnemy.transform.position) < enemyRange) {
|
||||
return PlayerManager.Player;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private void DrawSpawnStateGizmos(){
|
||||
Color cylinderColor = Color.blue;
|
||||
|
||||
switch (spawnerState) {
|
||||
case SpawnerState.Idle:
|
||||
break;
|
||||
case SpawnerState.TargetAcquired:
|
||||
cylinderColor = Color.coral;
|
||||
break;
|
||||
case SpawnerState.TargetDropped:
|
||||
cylinderColor = Color.khaki;
|
||||
break;
|
||||
case SpawnerState.InCombatUnlocked:
|
||||
cylinderColor = Color.red;
|
||||
break;
|
||||
case SpawnerState.InCombatLocked:
|
||||
cylinderColor = Color.violetRed;
|
||||
break;
|
||||
case SpawnerState.Cooldown:
|
||||
cylinderColor = Color.gray;
|
||||
break;
|
||||
}
|
||||
|
||||
Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius, cylinderColor);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd8d1c9c0ddc5c14497e74371d4b0350
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 114868761d02e2c4281c0daf79f7c446
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,35 +0,0 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units {
|
||||
[Category("Reset/Units")]
|
||||
[Description("Returns true if this unit is in the same spawn group as the provided value.")]
|
||||
public class CheckIfSpawnmate : ConditionTask<Enemy>{
|
||||
protected override string info{ get => $"{target} is spawnmate"; }
|
||||
|
||||
public BBParameter<GameObject> target;
|
||||
|
||||
//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;
|
||||
}
|
||||
|
||||
//Called whenever the condition gets enabled.
|
||||
protected override void OnEnable() {
|
||||
|
||||
}
|
||||
|
||||
//Called whenever the condition gets disabled.
|
||||
protected override void OnDisable() {
|
||||
|
||||
}
|
||||
|
||||
//Called once per frame while the condition is active.
|
||||
//Return whether the condition is success or failure.
|
||||
protected override bool OnCheck(){
|
||||
return agent.relatedSpawner.enemies.Contains(target.value);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 847ff34f59879c844b597a39884f5fe8
|
||||
@@ -1,64 +0,0 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using Pathfinding;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Reset.Units {
|
||||
|
||||
[Category("Reset/Pathfinding")]
|
||||
[Description("Set the agent's current path to a wandering path.")]
|
||||
public class SetWanderingPath : ActionTask<UnitPathfinding> {
|
||||
|
||||
//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(){
|
||||
Enemy thisEnemy = agent.Unit as Enemy;
|
||||
Vector3 pathTargetPos = agent.transform.position;
|
||||
|
||||
if (thisEnemy.relatedSpawner) {
|
||||
pathTargetPos = thisEnemy.relatedSpawner.transform.position;
|
||||
}
|
||||
|
||||
Vector3 randomizedDestination = new Vector3(
|
||||
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius),
|
||||
0f,
|
||||
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius)
|
||||
);
|
||||
|
||||
pathTargetPos += randomizedDestination;
|
||||
|
||||
agent.seeker.StartPath(agent.transform.position, pathTargetPos, OnPathComplete);
|
||||
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
public void OnPathComplete(Path p){
|
||||
if (!p.error) {
|
||||
agent.AssignNewPath(p);
|
||||
}
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a8b7661016b47ae4e9137833e7111460
|
||||
@@ -1,7 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public interface IUnitDirectionProvider{
|
||||
public Vector2 Direction{ get; }
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ba6af7dc2e654035a720449447af3fa8
|
||||
timeCreated: 1761268431
|
||||
@@ -13,17 +13,14 @@ using Sirenix.OdinInspector;
|
||||
using Unity.Cinemachine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
public class PlayerControls : MonoBehaviour, IUnitDirectionProvider{
|
||||
public class PlayerControls : MonoBehaviour{
|
||||
// References
|
||||
private Player thisPlayer;
|
||||
|
||||
private PlayerInput input;
|
||||
private SignalDefinition inputSignal;
|
||||
private SignalDefinition blockSignal;
|
||||
|
||||
// IUnitDirectionProvider
|
||||
public Vector2 Direction => rawMoveInput;
|
||||
|
||||
|
||||
// TODO: Turn these into accessors
|
||||
public Vector2 rawMoveInput;
|
||||
public Vector2 rawLookInput;
|
||||
|
||||
@@ -1,13 +1,4 @@
|
||||
namespace Reset.Units{
|
||||
public enum UnitFacingDirection{
|
||||
TowardsTarget = 0,
|
||||
MatchInput,
|
||||
MatchCamera,
|
||||
Static,
|
||||
Momentum,
|
||||
SpecifiedDirection
|
||||
}
|
||||
|
||||
public enum PlayerFacingDirection{
|
||||
TowardsTarget = 0,
|
||||
MatchInput,
|
||||
@@ -24,14 +24,6 @@ namespace Reset.Units{
|
||||
get{ if (!_graph) { _graph = GetComponent<GraphOwner>(); } return _graph; }
|
||||
}
|
||||
|
||||
private UnitCombat _combat;
|
||||
internal UnitCombat Combat{
|
||||
get {
|
||||
if (_combat == null) { _combat = GetComponent<UnitCombat>(); }
|
||||
return _combat;
|
||||
}
|
||||
}
|
||||
|
||||
// Debug and Gizmos
|
||||
public NetworkVariable<FixedString64Bytes> graphStateAsString;
|
||||
|
||||
@@ -102,18 +94,13 @@ namespace Reset.Units{
|
||||
|
||||
private void DrawStateGizmo(){
|
||||
// Get state from FSM
|
||||
|
||||
string stateString = "";
|
||||
if (UnitIsNetworked() && UnitIsLocal()) {
|
||||
if (UnitIsLocal()) {
|
||||
graphStateAsString.Value = FSM.currentRootStateName;
|
||||
stateString = graphStateAsString.Value.ToString();
|
||||
} else {
|
||||
stateString = FSM.currentRootStateName;
|
||||
}
|
||||
|
||||
// Draw state gizmo, regardless of if local or not
|
||||
try {
|
||||
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, stateString,
|
||||
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, graphStateAsString.Value.ToString(),
|
||||
Color.red);
|
||||
} catch (Exception e) {
|
||||
Debug.LogError(e.Message);
|
||||
|
||||
@@ -4,14 +4,6 @@ using UnityEngine;
|
||||
namespace Reset.Units{
|
||||
public class UnitAnimation : UnitComponent{
|
||||
public Animator modelAnimator;
|
||||
|
||||
public Transform headBone;
|
||||
public Transform neckBone;
|
||||
|
||||
public Vector3 headRotOffset;
|
||||
public Vector3 neckRotOffset;
|
||||
|
||||
public Vector3 rotationLimit;
|
||||
|
||||
// Temporary
|
||||
private float inputMagnitude;
|
||||
@@ -26,47 +18,8 @@ namespace Reset.Units{
|
||||
} catch (Exception e) {
|
||||
Debug.LogError($"Failed in setting X and Y move direction floats: {e.Message}");
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void LateUpdate(){
|
||||
TurnHead();
|
||||
}
|
||||
|
||||
void TurnHead(){
|
||||
var targetObject = (Unit.Combat as EnemyCombat).UnitTarget;
|
||||
|
||||
if (targetObject) {
|
||||
Vector3 headDirToTarget = headBone.position.DirectionTo(targetObject.transform.position);
|
||||
Vector3 neckDirToTarget = neckBone.position.DirectionTo(targetObject.transform.position);
|
||||
|
||||
Quaternion newHeadRot = Quaternion.LookRotation(headDirToTarget);
|
||||
Quaternion newNeckRot = Quaternion.LookRotation(neckDirToTarget);
|
||||
|
||||
Quaternion offsetHeadRot = Quaternion.Euler(headRotOffset);
|
||||
Quaternion offsetNeckRot = Quaternion.Euler(neckRotOffset);
|
||||
|
||||
Debug.Log(offsetNeckRot.eulerAngles);
|
||||
|
||||
Vector3 clampedHeadRot = new Vector3(
|
||||
Mathf.Clamp(newHeadRot.eulerAngles.x, -rotationLimit.x, rotationLimit.x),
|
||||
Mathf.Clamp(newHeadRot.eulerAngles.y, -rotationLimit.y, rotationLimit.y),
|
||||
Mathf.Clamp(newHeadRot.eulerAngles.z, -rotationLimit.z, rotationLimit.z)
|
||||
);
|
||||
|
||||
Vector3 clampedNeckRot = new Vector3(
|
||||
Mathf.Clamp(newNeckRot.eulerAngles.x, -rotationLimit.x, rotationLimit.x),
|
||||
Mathf.Clamp(newNeckRot.eulerAngles.y, -rotationLimit.y, rotationLimit.y),
|
||||
Mathf.Clamp(newNeckRot.eulerAngles.z, -rotationLimit.z, rotationLimit.z)
|
||||
);
|
||||
|
||||
Quaternion outputHeadRot = Quaternion.Lerp(headBone.transform.rotation, Quaternion.Euler(clampedHeadRot), .8f);
|
||||
Quaternion outputNeckRot = Quaternion.Lerp(neckBone.transform.rotation, Quaternion.Euler(clampedNeckRot), .2f);
|
||||
|
||||
headBone.transform.rotation = offsetHeadRot * headBone.transform.rotation * outputHeadRot;
|
||||
neckBone.transform.rotation = (offsetNeckRot * neckBone.transform.rotation * outputNeckRot);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -31,7 +31,7 @@ namespace Reset.Units{
|
||||
[Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue<float> gravityScale = new SettingValue<float>(1f);
|
||||
|
||||
// Rotation
|
||||
[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<UnitFacingDirection> facingDirection = new SettingValue<UnitFacingDirection>(initValue: UnitFacingDirection.Momentum);
|
||||
[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<PlayerFacingDirection> facingDirection = new SettingValue<PlayerFacingDirection>(initValue: PlayerFacingDirection.Momentum);
|
||||
[Title("Rotation Speed"), HideLabel, InlineProperty] public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);
|
||||
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ using Sirenix.OdinInspector;
|
||||
using Unity.Netcode;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class UnitMovementHandler : UnitComponent {
|
||||
public class UnitMovementHandler : UnitComponent{
|
||||
[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
|
||||
public ResolvedMovement resolvedMovement;
|
||||
|
||||
@@ -19,8 +19,8 @@ namespace Reset.Units{
|
||||
|
||||
// References
|
||||
private CharacterController controller;
|
||||
private IUnitDirectionProvider directionProvider;
|
||||
private IUnitTargetProvider targetProvider;
|
||||
private PlayerControls controls;
|
||||
private LockOnManager lockOnManager;
|
||||
|
||||
// Movement Data
|
||||
[ShowInInspector, PropertyOrder(2), FoldoutGroup("Movement Data", expanded: true), InlineProperty, HideLabel] public UnitMovementData data = new();
|
||||
@@ -30,8 +30,8 @@ namespace Reset.Units{
|
||||
|
||||
void Awake(){
|
||||
controller = GetComponent<CharacterController>();
|
||||
directionProvider = GetComponent<IUnitDirectionProvider>();
|
||||
targetProvider = GetComponent<IUnitTargetProvider>();
|
||||
controls = GetComponent<PlayerControls>();
|
||||
lockOnManager = GetComponent<LockOnManager>();
|
||||
|
||||
InitAllSettings();
|
||||
}
|
||||
@@ -59,7 +59,7 @@ namespace Reset.Units{
|
||||
// Update the direction, called every frame
|
||||
private void UpdateCurrentDirection(){
|
||||
// Get input value
|
||||
Vector2 targetDirection = new Vector2(directionProvider.Direction.x, directionProvider.Direction.y);
|
||||
Vector2 targetDirection = new Vector2(controls.rawMoveInput.x, controls.rawMoveInput.y);
|
||||
|
||||
// Rotate input by camera rotation (instead of rotating the output direction by camera rotation)
|
||||
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
|
||||
@@ -97,7 +97,7 @@ namespace Reset.Units{
|
||||
newDirection = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * data.airDirectionDecay.Value * Time.deltaTime);
|
||||
}
|
||||
|
||||
newDirection = Vector3.Slerp(resolvedMovement.moveDirection.World, newDirection, directionProvider.Direction.magnitude);
|
||||
newDirection = Vector3.Slerp(resolvedMovement.moveDirection.World, newDirection, controls.rawMoveInput.magnitude);
|
||||
|
||||
// Commit the new direction
|
||||
resolvedMovement.moveDirection.World = newDirection;
|
||||
@@ -108,7 +108,7 @@ namespace Reset.Units{
|
||||
// ""Smooth"" the speed
|
||||
float smoothedSpeed;
|
||||
|
||||
if (resolvedMovement.moveDirection.Local.magnitude < directionProvider.Direction.magnitude) {
|
||||
if (resolvedMovement.moveDirection.Local.magnitude < controls.rawMoveInput.magnitude) {
|
||||
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, data.moveSpeed.Value, data.acceleration.Value * Time.deltaTime);
|
||||
} else {
|
||||
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, 0f, data.deacceleration.Value * Time.deltaTime);
|
||||
@@ -135,42 +135,42 @@ namespace Reset.Units{
|
||||
// Update the rotation, called every frame
|
||||
private void UpdateCurrentRotation(){
|
||||
// Get input value
|
||||
Vector3 inputMovement = new Vector3(directionProvider.Direction.x, 0f, directionProvider.Direction.y);
|
||||
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
|
||||
|
||||
Quaternion targetRotation = Quaternion.identity;
|
||||
// Switch the desired rotation based on current movement setting
|
||||
switch (data.facingDirection.Value) {
|
||||
// Just look at target
|
||||
case UnitFacingDirection.TowardsTarget:
|
||||
case PlayerFacingDirection.TowardsTarget:
|
||||
// Look directly at the target
|
||||
if (targetProvider.UnitTarget == null) {
|
||||
if (lockOnManager.mainTarget == null) {
|
||||
Debug.LogError("Trying to rotate towards a target but there is no target. Forcing rotation to Static and continuing");
|
||||
data.facingDirection.Value = UnitFacingDirection.Static;
|
||||
data.facingDirection.currentValue = UnitFacingDirection.Static;
|
||||
data.facingDirection.Value = PlayerFacingDirection.Static;
|
||||
data.facingDirection.currentValue = PlayerFacingDirection.Static;
|
||||
|
||||
targetRotation = transform.rotation;
|
||||
break;
|
||||
}
|
||||
|
||||
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(targetProvider.UnitTarget.transform.position));
|
||||
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
|
||||
break;
|
||||
case UnitFacingDirection.Momentum:
|
||||
case PlayerFacingDirection.Momentum:
|
||||
// Look towards the current direction the agent is moving
|
||||
if (inputMovement.magnitude > .05f){
|
||||
targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up);
|
||||
}
|
||||
break;
|
||||
case UnitFacingDirection.MatchInput:
|
||||
case PlayerFacingDirection.MatchInput:
|
||||
// Look towards the input direction- similar to Momentum but snappier
|
||||
if (directionProvider.Direction.magnitude < 0.05f) { break; }
|
||||
if (controls.rawMoveInput.magnitude < 0.05f) { break; }
|
||||
|
||||
targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||
break;
|
||||
case UnitFacingDirection.MatchCamera:
|
||||
case PlayerFacingDirection.MatchCamera:
|
||||
// Look the same direction as the camera
|
||||
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
||||
break;
|
||||
case UnitFacingDirection.Static:
|
||||
case PlayerFacingDirection.Static:
|
||||
// Don't change
|
||||
targetRotation = resolvedMovement.rotation;
|
||||
break;
|
||||
@@ -179,9 +179,9 @@ namespace Reset.Units{
|
||||
DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
|
||||
|
||||
// Add the current input into the created rotation
|
||||
if (data.facingDirection.Value == UnitFacingDirection.MatchCamera || data.facingDirection.Value == UnitFacingDirection.TowardsTarget) {
|
||||
if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera || data.facingDirection.Value == PlayerFacingDirection.TowardsTarget) {
|
||||
resolvedMovement.rotation = targetRotation;
|
||||
} else if (directionProvider.Direction.sqrMagnitude > .1){
|
||||
} else if (controls.rawMoveInput.sqrMagnitude > .1){
|
||||
resolvedMovement.rotation = targetRotation;
|
||||
}
|
||||
|
||||
@@ -391,7 +391,6 @@ namespace Reset.Units{
|
||||
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old
|
||||
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,91 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using Pathfinding;
|
||||
using Pathfinding.Drawing;
|
||||
using UnityEngine;
|
||||
using Vector2 = UnityEngine.Vector2;
|
||||
using Vector3 = UnityEngine.Vector3;
|
||||
|
||||
namespace Reset.Units{
|
||||
[RequireComponent(typeof(Seeker))]
|
||||
public class UnitPathfinding : UnitComponent, IUnitDirectionProvider{
|
||||
public Vector2 Direction{ get; set; }
|
||||
|
||||
public Seeker seeker;
|
||||
|
||||
public float nextWaypointDistance = 3;
|
||||
private int currentWaypoint;
|
||||
|
||||
public Path path;
|
||||
public bool reachedEndOfPath;
|
||||
|
||||
public void Start(){
|
||||
seeker = GetComponent<Seeker>();
|
||||
|
||||
Enemy thisEnemy = (Unit as Enemy);
|
||||
|
||||
if (thisEnemy.relatedSpawner){
|
||||
seeker.graphMask = GraphMask.FromGraph(thisEnemy.relatedSpawner.relatedGraph);
|
||||
} else {
|
||||
Debug.LogWarning("Creating a graph for a singular enemy is not yet implemented. Graph mask not set on this unit.", transform);
|
||||
}
|
||||
}
|
||||
|
||||
public void AssignNewPath(Path p){
|
||||
if (!p.error) {
|
||||
path = p;
|
||||
// Reset the waypoint counter so that we start to move towards the first point in the path
|
||||
currentWaypoint = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(){
|
||||
FollowCurrentPath();
|
||||
}
|
||||
|
||||
private void FollowCurrentPath(){
|
||||
if (path == null) {
|
||||
// We have no path to follow yet, so don't do anything
|
||||
return;
|
||||
}
|
||||
|
||||
reachedEndOfPath = false;
|
||||
// The distance to the next waypoint in the path
|
||||
float distanceToWaypoint;
|
||||
|
||||
while (true) {
|
||||
// If you want maximum performance you can check the squared distance instead to get rid of a
|
||||
// square root calculation. But that is outside the scope of this tutorial.
|
||||
distanceToWaypoint = Vector3.Distance(transform.position, path.vectorPath[currentWaypoint]);
|
||||
if (distanceToWaypoint < nextWaypointDistance) {
|
||||
// Check if there is another waypoint or if we have reached the end of the path
|
||||
if (currentWaypoint + 1 < path.vectorPath.Count) {
|
||||
currentWaypoint++;
|
||||
} else {
|
||||
// Set a status variable to indicate that the agent has reached the end of the path.
|
||||
// You can use this to trigger some special code if your game requires that.
|
||||
reachedEndOfPath = true;
|
||||
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Pass the direction to the direction handler interface
|
||||
if (currentWaypoint + 1 == path.vectorPath.Count) {
|
||||
Direction = (path.vectorPath[currentWaypoint] - transform.position).ToVector2();
|
||||
Direction = Vector3.ClampMagnitude(Direction, 1f);
|
||||
} else {
|
||||
Direction = (path.vectorPath[currentWaypoint] - transform.position).normalized.ToVector2();
|
||||
}
|
||||
|
||||
// Draw an indicator for the path
|
||||
Draw.ingame.SolidCircle(path.vectorPath[currentWaypoint] + Vector3.up * .02f, Vector3.up, .3f);
|
||||
Draw.ingame.Arrow(transform.position, transform.position + Direction.ToVector3(), Vector3.up, .3f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a72dabd280fe71488a78596bd852afc
|
||||
@@ -14,9 +14,7 @@
|
||||
"GUID:f2d49d9fa7e7eb3418e39723a7d3b92f",
|
||||
"GUID:5540e30183c82e84b954c033c388e06c",
|
||||
"GUID:fe25561d224ed4743af4c60938a59d0b",
|
||||
"GUID:37e17ffe38d86ae48bc3207e83ffef88",
|
||||
"GUID:efa45043feb7e4147a305b73b5cea642",
|
||||
"GUID:f4059aaf6c60a4a58a177a2609feb769"
|
||||
"GUID:37e17ffe38d86ae48bc3207e83ffef88"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
7
Assets/Scripts/Wilds.Core.asmdef.meta
Normal file
7
Assets/Scripts/Wilds.Core.asmdef.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c37fe734c185fc48b50bb4fc19e7537
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -13,32 +13,27 @@ MonoBehaviour:
|
||||
m_Name: PC_Renderer
|
||||
m_EditorClassIdentifier:
|
||||
debugShaders:
|
||||
debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7,
|
||||
type: 3}
|
||||
debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7, type: 3}
|
||||
hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3}
|
||||
probeVolumeSamplingDebugComputeShader: {fileID: 7200000, guid: 53626a513ea68ce47b59dc1299fe3959,
|
||||
type: 3}
|
||||
probeVolumeSamplingDebugComputeShader: {fileID: 7200000, guid: 53626a513ea68ce47b59dc1299fe3959, type: 3}
|
||||
probeVolumeResources:
|
||||
probeVolumeDebugShader: {fileID: 4800000, guid: e5c6678ed2aaa91408dd3df699057aae,
|
||||
type: 3}
|
||||
probeVolumeFragmentationDebugShader: {fileID: 4800000, guid: 03cfc4915c15d504a9ed85ecc404e607,
|
||||
type: 3}
|
||||
probeVolumeOffsetDebugShader: {fileID: 4800000, guid: 53a11f4ebaebf4049b3638ef78dc9664,
|
||||
type: 3}
|
||||
probeVolumeSamplingDebugShader: {fileID: 4800000, guid: 8f96cd657dc40064aa21efcc7e50a2e7,
|
||||
type: 3}
|
||||
probeSamplingDebugMesh: {fileID: -3555484719484374845, guid: 57d7c4c16e2765b47a4d2069b311bffe,
|
||||
type: 3}
|
||||
probeSamplingDebugTexture: {fileID: 2800000, guid: 24ec0e140fb444a44ab96ee80844e18e,
|
||||
type: 3}
|
||||
probeVolumeBlendStatesCS: {fileID: 7200000, guid: b9a23f869c4fd45f19c5ada54dd82176,
|
||||
type: 3}
|
||||
probeVolumeDebugShader: {fileID: 4800000, guid: e5c6678ed2aaa91408dd3df699057aae, type: 3}
|
||||
probeVolumeFragmentationDebugShader: {fileID: 4800000, guid: 03cfc4915c15d504a9ed85ecc404e607, type: 3}
|
||||
probeVolumeOffsetDebugShader: {fileID: 4800000, guid: 53a11f4ebaebf4049b3638ef78dc9664, type: 3}
|
||||
probeVolumeSamplingDebugShader: {fileID: 4800000, guid: 8f96cd657dc40064aa21efcc7e50a2e7, type: 3}
|
||||
probeSamplingDebugMesh: {fileID: -3555484719484374845, guid: 57d7c4c16e2765b47a4d2069b311bffe, type: 3}
|
||||
probeSamplingDebugTexture: {fileID: 2800000, guid: 24ec0e140fb444a44ab96ee80844e18e, type: 3}
|
||||
probeVolumeBlendStatesCS: {fileID: 7200000, guid: b9a23f869c4fd45f19c5ada54dd82176, type: 3}
|
||||
m_RendererFeatures:
|
||||
- {fileID: 7833122117494664109}
|
||||
m_RendererFeatureMap: ad6b866f10d7b46c
|
||||
m_UseNativeRenderPass: 1
|
||||
xrSystemData: {fileID: 0}
|
||||
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
|
||||
m_AssetVersion: 2
|
||||
m_AssetVersion: 3
|
||||
m_PrepassLayerMask:
|
||||
serializedVersion: 2
|
||||
m_Bits: 4294967295
|
||||
m_OpaqueLayerMask:
|
||||
serializedVersion: 2
|
||||
m_Bits: 4294967295
|
||||
@@ -56,6 +51,8 @@ MonoBehaviour:
|
||||
m_RenderingMode: 2
|
||||
m_DepthPrimingMode: 0
|
||||
m_CopyDepthMode: 0
|
||||
m_DepthAttachmentFormat: 0
|
||||
m_DepthTextureFormat: 0
|
||||
m_AccurateGbufferNormals: 0
|
||||
m_IntermediateTextureMode: 0
|
||||
--- !u!114 &7833122117494664109
|
||||
@@ -84,12 +81,3 @@ MonoBehaviour:
|
||||
BlurQuality: 0
|
||||
Falloff: 100
|
||||
SampleCount: -1
|
||||
m_BlueNoise256Textures:
|
||||
- {fileID: 2800000, guid: 36f118343fc974119bee3d09e2111500, type: 3}
|
||||
- {fileID: 2800000, guid: 4b7b083e6b6734e8bb2838b0b50a0bc8, type: 3}
|
||||
- {fileID: 2800000, guid: c06cc21c692f94f5fb5206247191eeee, type: 3}
|
||||
- {fileID: 2800000, guid: cb76dd40fa7654f9587f6a344f125c9a, type: 3}
|
||||
- {fileID: 2800000, guid: e32226222ff144b24bf3a5a451de54bc, type: 3}
|
||||
- {fileID: 2800000, guid: 3302065f671a8450b82c9ddf07426f3a, type: 3}
|
||||
- {fileID: 2800000, guid: 56a77a3e8d64f47b6afe9e3c95cb57d5, type: 3}
|
||||
m_Shader: {fileID: 4800000, guid: 0849e84e3d62649e8882e9d6f056a017, type: 3}
|
||||
|
||||
@@ -6,7 +6,7 @@ QualitySettings:
|
||||
serializedVersion: 5
|
||||
m_CurrentQuality: 1
|
||||
m_QualitySettings:
|
||||
- serializedVersion: 4
|
||||
- serializedVersion: 5
|
||||
name: Mobile
|
||||
pixelLightCount: 2
|
||||
shadows: 2
|
||||
@@ -34,6 +34,7 @@ QualitySettings:
|
||||
adaptiveVsyncExtraA: 0
|
||||
adaptiveVsyncExtraB: 0
|
||||
lodBias: 1
|
||||
meshLodThreshold: 1
|
||||
maximumLODLevel: 0
|
||||
enableLODCrossFade: 1
|
||||
streamingMipmapsActive: 0
|
||||
@@ -59,7 +60,7 @@ QualitySettings:
|
||||
terrainMaxTrees: 50
|
||||
excludedTargetPlatforms:
|
||||
- Standalone
|
||||
- serializedVersion: 4
|
||||
- serializedVersion: 5
|
||||
name: PC
|
||||
pixelLightCount: 2
|
||||
shadows: 2
|
||||
@@ -87,6 +88,7 @@ QualitySettings:
|
||||
adaptiveVsyncExtraA: 0
|
||||
adaptiveVsyncExtraB: 0
|
||||
lodBias: 2
|
||||
meshLodThreshold: 1
|
||||
maximumLODLevel: 0
|
||||
enableLODCrossFade: 1
|
||||
streamingMipmapsActive: 0
|
||||
|
||||
Reference in New Issue
Block a user