5 Commits

Author SHA1 Message Date
Chris
f2df9a6910 changed: rebuilt player input management 2025-08-01 16:56:23 -04:00
Chris
6ebfd4ef2b changed: removed old raycasts (deprecated by environment observers) 2025-08-01 11:48:48 -04:00
Chris
78498e5212 added: environment observer changes for grapple 2025-08-01 11:36:19 -04:00
Chris
80276fbdbf changed: altered camera settings 2025-08-01 11:35:31 -04:00
Chris
598fa9f6fc fix: more movement and observer tweaks and fixes 2025-07-30 13:22:36 -04:00
18 changed files with 513 additions and 145 deletions

View File

@@ -12,15 +12,18 @@ MonoBehaviour:
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File diff suppressed because one or more lines are too long

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@@ -1,47 +0,0 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NodeCanvas.Tasks.Conditions {
[Category("Core/Input")]
[Description("Returns a float from two Vector3s")]
public class GetMovementInputDotProduct : ConditionTask<PlayerControls>{
[SliderField(0f,1f)]
public BBParameter<Vector3> desiredVector3;
public BBParameter<float> tolerance;
public BBParameter<bool> negate;
//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 bool OnCheck(){
Vector3 rawInputVector3 = new(agent.rawMoveInput.x, 0f, agent.rawMoveInput.y);
float dotProduct = Vector3.Dot(desiredVector3.value, rawInputVector3);
//Debug.Log(dotProduct);
if (dotProduct < tolerance.value) {
return true;
}
return false;
}
//Called when the task is disabled.
protected override void OnEnable() {
}
//Called when the task is paused.
protected override void OnDisable() {
}
}
}

View File

@@ -147,7 +147,7 @@ public class Vector3CameraValueGroupDrawer : ObjectDrawer<Vector3CameraValueGrou
// 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.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
@@ -220,7 +220,7 @@ public class Vector2CameraValueGroupDrawer : ObjectDrawer<Vector2CameraValueGrou
// 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.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
@@ -326,8 +326,9 @@ namespace NodeCanvas.Tasks.Actions {
public class ChangeCameraSettings : ActionTask{
[ParadoxNotion.Design.Header("Main Settings")]
public FloatCameraValueGroup fieldOfView = new (newLabel: "FOV");
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings")]
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), 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");
@@ -336,7 +337,7 @@ namespace NodeCanvas.Tasks.Actions {
public Vector2CameraValueGroup screenPosition = new (newLabel: "Screen Position");
[ParadoxNotion.Design.Header("Camera Offset Settings")]
public Vector3CameraValueGroup cameraOffset = new (newLabel: "Screen Position");
public Vector3CameraValueGroup cameraOffset = new (newLabel: "Offset");
//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
@@ -461,6 +462,34 @@ namespace NodeCanvas.Tasks.Actions {
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);
}

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@@ -8,7 +8,12 @@ namespace NodeCanvas.Tasks.Conditions {
public BBParameter<string> observerLabel;
public BBParameter<RaycastHit> outputHitTo;
protected override string info{
get {
return $"Check Environment Observer, [\"{observerLabel.value}\"]";
}
}
//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

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@@ -0,0 +1,102 @@
using System.Drawing;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NodeCanvas.Editor;
using UnityEditor;
namespace Reset {
[Category("Reset")]
[Description("Creates an environment observer unattached from the player, such as for checking from the Camera or another arbitray location.")]
public class CheckGenericObserver : ConditionTask<Transform>{
[Space(5)]
public BBParameter<EnvironmentObserver.CastType> castType;
public BBParameter<float> length;
public BBParameter<Vector3> direction;
public BBParameter<Vector3> offset;
public BBParameter<LayerMask> ignoreLayers;
public BBParameter<float> width;
public BBParameter<Vector3> size;
public BBParameter<Vector3> rotation;
public bool drawGizmos;
public bool drawGizmosOnlyWhenActive;
private EnvironmentObserver observer;
protected override void OnTaskInspectorGUI(){
BBParameterEditor.ParameterField("Cast Type", castType);
BBParameterEditor.ParameterField("Length", length);
BBParameterEditor.ParameterField("Direction", direction);
BBParameterEditor.ParameterField("Offset", offset);
BBParameterEditor.ParameterField("Ignore Layers", ignoreLayers);
if (castType.value == EnvironmentObserver.CastType.SphereCast || castType.value == EnvironmentObserver.CastType.SphereOverlap) {
BBParameterEditor.ParameterField("Width", width);
}
if (castType.value == EnvironmentObserver.CastType.BoxCast || castType.value == EnvironmentObserver.CastType.BoxOverlap) {
BBParameterEditor.ParameterField("Size", size);
}
if (castType.value != EnvironmentObserver.CastType.Ray) {
BBParameterEditor.ParameterField("Rotation", rotation);
}
drawGizmos = EditorGUILayout.Toggle("Draw Gizmos", drawGizmos);
if (drawGizmos) {
drawGizmosOnlyWhenActive = EditorGUILayout.Toggle("Draw Gizmos Only When Active", drawGizmosOnlyWhenActive);
}
}
//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() {
observer = new EnvironmentObserver(){
castType = castType.value,
active = true,
length = length.value,
direction = direction.value,
offset = offset.value,
ignoreLayers = ignoreLayers.value,
width = width.value,
size = size.value,
rotation = rotation.value
};
}
//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() {
bool check = observer.Evaluate(agent.gameObject);
if (drawGizmos) {
observer.DrawObserverGizmo(agent.gameObject, true);
}
return check;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fb4b5bf056649ca48b1b14dbe499de46

View File

@@ -1,49 +1,54 @@
using System;
using System.Collections.Generic;
using NodeCanvas.Framework;
using ParadoxNotion;
using ParadoxNotion.Design;
using UnityEngine;
using UnityEngine.InputSystem;
namespace NodeCanvas.Tasks.Conditions {
[Category("Reset/Input")]
[Description("Check if input condition was matched this frame")]
[Description("Check if input condition was matched this frame by phase.")]
public class CheckInput : ConditionTask<Transform>{
public BBParameter<string> actionName;
public BBParameter<string> actionValue;
public BBParameter<InputActionPhase> actionPhase;
private SignalDefinition signalDefinition;
protected override string info {
get { return "Player Input"; }
get { return $"Input <b>{actionName.value}</b> was <b>{actionPhase.value}</b>"; }
}
private InputAction action;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit(){
try {
signalDefinition = Resources.Load<SignalDefinition>("InputSignal");
} catch (Exception e) {
Debug.LogError($"Error finding the Input Signal defintion: {e.Message}");
throw;
}
return null;
}
//Called whenever the condition gets enabled.
protected override void OnEnable(){
action = agent.GetComponent<PlayerInput>().actions.FindAction(actionName.value);
protected override void OnEnable() {
signalDefinition.onInvoke -= OnSignalInvoke;
signalDefinition.onInvoke += OnSignalInvoke;
}
//Called whenever the condition gets disabled.
protected override void OnDisable() {
signalDefinition.onInvoke -= OnSignalInvoke;
}
//Called once per frame while the condition is active.
//Return whether the condition is success or failure.
protected override bool OnCheck() {
// if (action.type == InputActionType.Button){
if (action.WasPressedThisFrame()) { return true; }
// } else if (action.type == InputActionType.Value) {
//
// }
return false;
void OnSignalInvoke(Transform sender, Transform receiver, bool isGlobal, params object[] args){
// Take the input arguments as objects and convert them to InputAction & Phases
InputAction thisAction = (InputAction)args[0];
InputActionPhase thisActionPhase = (InputActionPhase)args[1];
if (actionName.value == thisAction.name && actionPhase.value == thisActionPhase) {
YieldReturn(true);
}
}
protected override bool OnCheck() { return false; }
}
}

View File

@@ -0,0 +1,85 @@
using System;
using NodeCanvas.Framework;
using NUnit.Framework.Constraints;
using ParadoxNotion.Design;
using ParadoxNotion.Serialization.FullSerializer;
using Sirenix.OdinInspector;
using UnityEngine;
namespace NodeCanvas.Tasks.Conditions {
[Category("Reset/Input")]
[Description("Returns a float from two Vector3s")]
public class GetMovementInputDotProduct : ConditionTask<PlayerControls>{
enum CheckDotProductAgainst{
ForwardDirection,
CameraDirection,
InputVector3
}
[ExposeField, fsSerializeAs] CheckDotProductAgainst checkAgainst;
[ParadoxNotion.Design.ShowIf("checkAgainst", 2)] public BBParameter<Vector3> checkAgainstValue;
[SliderField(-1f, 1f)] public BBParameter<float> desiredValue;
public BBParameter<float> tolerance;
public BBParameter<bool> considerCameraRotation;
public BBParameter<bool> negate;
//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 bool OnCheck(){
// Switch what the dot product is checked against
Vector3 valueToCheck;
switch (checkAgainst) {
case CheckDotProductAgainst.ForwardDirection:
Debug.Log(agent.transform.forward);
valueToCheck = agent.transform.forward;
break;
case CheckDotProductAgainst.CameraDirection:
valueToCheck = Camera.main.transform.forward;
break;
case CheckDotProductAgainst.InputVector3:
valueToCheck = checkAgainstValue.value.normalized;
break;
default:
throw new ArgumentOutOfRangeException();
}
// Get the input as a Vector3
Vector3 rawInputVector3 = new Vector3(agent.rawMoveInput.x, 0f, agent.rawMoveInput.y);
if (considerCameraRotation.value) {
rawInputVector3 = Camera.main.transform.rotation * rawInputVector3;
}
// Calculate dor product
float dotProduct = Vector3.Dot(valueToCheck, rawInputVector3);
Debug.Log(dotProduct);
// Compare against the desired tolerance and output result
if (tolerance.value > Mathf.Abs(dotProduct - tolerance.value)) {
return true;
}
return false;
}
//Called when the task is disabled.
protected override void OnEnable() {
}
//Called when the task is paused.
protected override void OnDisable() {
}
}
}

View File

@@ -90,13 +90,16 @@ namespace NodeCanvas.Tasks.Actions {
break;
case PlayerFacingDirection.Movement:
// Check magnitude to avoid the "Look rotation viewing vector is zero" debug
if (controls.rawMoveInput.magnitude == 0) { break; }
// 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;

View File

@@ -28,6 +28,8 @@ public struct CameraSettingSingleValue<T>{
public struct CameraSettingValues{
public CameraSettingSingleValue<float> mainFieldOfView;
public CameraSettingSingleValue<Vector3> orbitPositionDamping;
public CameraSettingSingleValue<float> orbitFollowTopHeight;
public CameraSettingSingleValue<float> orbitFollowTopRadius;
@@ -43,6 +45,8 @@ public struct CameraSettingValues{
public CameraSettingValues(float defaultSmoothing){
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
@@ -86,6 +90,7 @@ public class CameraSettingsProcessor : MonoBehaviour{
values = new CameraSettingValues{
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, offset.Offset),
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, main.Lens.FieldOfView),
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),
orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Height),
@@ -101,6 +106,10 @@ public class CameraSettingsProcessor : MonoBehaviour{
values.mainFieldOfView.targetValue, ref values.mainFieldOfView.velocityRef,
values.mainFieldOfView.smoothing);
orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping,
values.orbitPositionDamping.targetValue, ref values.orbitPositionDamping.velocityRefV3,
values.orbitPositionDamping.smoothing);
orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height,
values.orbitFollowTopHeight.targetValue, ref values.orbitFollowTopHeight.velocityRef,
values.orbitFollowTopHeight.smoothing);

View File

@@ -1,4 +1,5 @@
using System;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -6,11 +7,15 @@ using UnityEngine.UIElements;
using NodeCanvas;
using NodeCanvas.Framework;
using ParadoxNotion;
using Sirenix.OdinInspector;
public class PlayerControls : MonoBehaviour{
// References
private Player thisPlayer;
private PlayerInput input;
public SignalDefinition inputSignal;
// TODO: Turn these into accessors
public Vector2 rawMoveInput;
public Vector2 rawLookInput;
@@ -20,6 +25,31 @@ public class PlayerControls : MonoBehaviour{
void Awake(){
thisPlayer = GetComponent<Player>();
graph = GetComponent<GraphOwner>();
input = GetComponent<PlayerInput>();
// Add the delegates for each method
foreach (InputAction action in input.actions) {
action.started += SendToGraph;
action.canceled += SendToGraph;
action.performed += SendToGraph;
}
}
// Remove the delegates for each method
void OnDisable(){
foreach (InputAction action in input.actions) {
action.started -= SendToGraph;
action.canceled -= SendToGraph;
action.performed -= SendToGraph;
}
}
// This will call the OnSignalInvoke for this type of Signal Defintion. CheckInput is the recieving end.
public void SendToGraph(InputAction.CallbackContext ctx){
inputSignal.Invoke(transform, transform, false, new object[]{
ctx.action,
ctx.phase
});
}
public void OnMove(InputValue value){

View File

@@ -15,6 +15,12 @@ public class EnvironmentObserver{
IntersectingLength,
}
enum ObserverGizmoDrawingCondition{
Always,
OnlyActive,
Never
}
public enum CastType{
Ray,
BoxOverlap,
@@ -41,7 +47,6 @@ public class EnvironmentObserver{
[FoldoutGroup("Settings")] public Vector3 direction;
[FoldoutGroup("Settings")] public Vector3 offset;
[PropertySpace(0, 5), FoldoutGroup("Settings")] public LayerMask ignoreLayers = ~0;
[ShowIfGroup("Settings/CastsOnly", VisibleIf = "@castType == CastType.SphereCast || castType == CastType.SphereOverlap")]
[FoldoutGroup("Settings")] public float width;
@@ -71,27 +76,28 @@ public class EnvironmentObserver{
[BoxGroup("Text/Hit")] public float hitTextSize;
[BoxGroup("Text/Hit")] public Vector3 hitLocationOffset;
[BoxGroup("Text/Hit")] public Vector3 hitRotationOffset;
[FoldoutGroup("Text"), SerializeField, ShowInInspector] ObserverGizmoDrawingCondition gizmoDrawingCondition;
[SerializeReference, PropertySpace(5, 5)]
public List<EnvironmentObserver> children;
// NOTE: I had a ref for a RaycastHit here that would correspond to hit but idk if it's needed.
public bool Evaluate(GameObject player){
public bool Evaluate(GameObject source){
if (active) {
// Remove player's layer from LayerMask.
ignoreLayers -= player.layer;
ignoreLayers -= source.layer;
// Set some of the variables used later during casting
Vector3 relativeStart = player.transform.position + offset;
Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * offset ;
Vector3 relativeStart = source.transform.position + offset;
Vector3 relativeStartWithRotation = source.transform.position + source.transform.rotation * offset ;
switch (castType) {
case CastType.Ray:
Physics.Raycast(relativeStart, player.transform.rotation * direction, out hit, length, ignoreLayers);
Physics.Raycast(relativeStart, source.transform.rotation * direction, out hit, length, ignoreLayers);
break;
case CastType.BoxOverlap:
overlapHits = Physics.OverlapBox(relativeStartWithRotation, size / 2f,
player.transform.rotation * Quaternion.Euler(rotation), ignoreLayers);
source.transform.rotation * Quaternion.Euler(rotation), ignoreLayers);
if (overlapHits.Length > 0) {
return true;
@@ -103,8 +109,8 @@ public class EnvironmentObserver{
case CastType.BoxCast:
// TODO: Make this not an if statement. Check that it works with NodeCanvas first
if (Physics.BoxCast(relativeStartWithRotation, size / 2f,
player.transform.rotation * Quaternion.Euler(rotation) * direction,
out hit, player.transform.rotation * Quaternion.Euler(rotation), length,
source.transform.rotation * Quaternion.Euler(rotation) * direction,
out hit, source.transform.rotation * Quaternion.Euler(rotation), length,
ignoreLayers)
) {
};
@@ -112,7 +118,7 @@ public class EnvironmentObserver{
case CastType.SphereCast:
// TODO: Make this not an if statement. Check that it works with NodeCanvas first
if (Physics.SphereCast(relativeStartWithRotation, width / 2f,
player.transform.rotation * Quaternion.Euler(rotation) * direction,
source.transform.rotation * Quaternion.Euler(rotation) * direction,
out hit, length,
ignoreLayers)
) {
@@ -127,29 +133,35 @@ public class EnvironmentObserver{
return false;
}
public void DrawObserverGizmo(GameObject player){
Vector3 relativeStart = player.transform.position + offset;
Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset);
public void DrawObserverGizmo(GameObject source, bool drawAnyways = false){
if (!drawAnyways){
if (gizmoDrawingCondition == ObserverGizmoDrawingCondition.Never || (gizmoDrawingCondition == ObserverGizmoDrawingCondition.OnlyActive ! & active)) {
return;
}
}
Vector3 relativeStart = source.transform.position + offset;
Vector3 relativeStartWithRotation = source.transform.position + source.transform.rotation * (offset);
// Setup the variables for boxcast, spherecast, etc
// Create an offset start point for the center of the wirebox, since gizmos are drawn with their pivot in the center.
Vector3 offsetWithRotationAndLength = (Quaternion.LookRotation(direction) * Quaternion.Euler(rotation)) * (Vector3.forward * (length / 2));
Vector3 offsetFromCenter = relativeStartWithRotation + player.transform.rotation * offsetWithRotationAndLength;
Vector3 offsetFromCenter = relativeStartWithRotation + source.transform.rotation * offsetWithRotationAndLength;
// Also create a rotation for use with the gizmos. Mainly just to shorten the lines
Quaternion gizmosRotation = player.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation);
Quaternion gizmosRotation = source.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation);
Vector3 firstBoxOffset = gizmosRotation * (Vector3.forward * size.z);
Color gizmoColor = Evaluate(player) ? Color.green : Color.red;
Color gizmoColor = Evaluate(source) ? Color.green : Color.red;
gizmoColor = active ? gizmoColor : Color.gray;
using (Draw.ingame.WithColor(gizmoColor)){
switch (castType) {
case CastType.Ray:
Draw.ingame.Line(relativeStart, relativeStart + (player.transform.rotation * direction.normalized) * length);
Draw.ingame.Line(relativeStart, relativeStart + (source.transform.rotation * direction.normalized) * length);
break;
case CastType.BoxOverlap:
Draw.ingame.WireBox(relativeStartWithRotation, player.transform.rotation * Quaternion.Euler(rotation), size);
Draw.ingame.WireBox(relativeStartWithRotation, source.transform.rotation * Quaternion.Euler(rotation), size);
break;
case CastType.SphereCast:
Draw.ingame.SolidCircle(relativeStartWithRotation, relativeStartWithRotation - Camera.main.transform.position, width * 1, gizmoColor.Alpha(.5f));
@@ -173,7 +185,7 @@ public class EnvironmentObserver{
Vector3 labelStartPos = Vector3.zero;
switch (labelTextLocation) {
case LabelDrawingLocation.PlayerOffset:
labelStartPos = player.transform.position;
labelStartPos = source.transform.position;
break;
case LabelDrawingLocation.IntersectingLength:
labelStartPos = offsetFromCenter;
@@ -203,7 +215,7 @@ public class EnvironmentObserver{
// Since the label is already drawn just use the previous startPos
switch (labelTextLocation) {
case LabelDrawingLocation.PlayerOffset:
labelStartPos = player.transform.position;
labelStartPos = source.transform.position;
break;
case LabelDrawingLocation.IntersectingLength:
labelStartPos = offsetFromCenter;
@@ -228,11 +240,7 @@ public class EnvironmentObserver{
gizmoColor
);
}
Sirenix.Utilities.Editor.GUIHelper.RequestRepaint();
}
}
static Color GetObserverStatusColorStatic(bool active, RaycastHit hit){
@@ -320,7 +328,6 @@ public class PlayerEnvironmentManager : MonoBehaviour{
}
void Update(){
Debug.Log(EvaluateFromString("gamedev"));
}
void LateUpdate(){

View File

@@ -38,19 +38,19 @@ public class PlayerMovement : MonoBehaviour
// }
// }
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);
}
}
// 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);
// }
// }
}