25 Commits

Author SHA1 Message Date
Desmond Cheeseboro
f71ba6f5fe hai :3 2025-12-06 19:48:35 -05:00
Desmond Cheeseboro
92f9ef731b hai :3 2025-12-06 19:47:21 -05:00
Desmond Cheeseboro
59ab310615 hai :3 2025-12-06 19:43:40 -05:00
Chris
bbb735c9c1 maint: updated to unity 6.2 2025-08-31 17:37:36 -04:00
Chris
d551ef5fca added: probuilder included in assembly definition 2025-07-20 14:31:44 -04:00
Chris
1570a2fe43 fix: added minmaxslider to reset.core asmdef 2025-07-19 11:43:05 -04:00
Chris
b50b8f0bae Merge remote-tracking branch 'origin/main' 2025-07-19 11:36:28 -04:00
Chris
94a4742187 maint: added minmaxslider package 2025-07-19 11:35:51 -04:00
Chris
8a2d1bf64a maint: added minmaxslider package 2025-07-19 11:35:15 -04:00
Chris
185580c3af added: wall stick input handling and initial fsm agent states 2025-07-17 11:37:00 -04:00
Chris
fbe99c6f3c change: build settings updated 2025-07-17 10:48:24 -04:00
Chris
4062a3b5db changed: build settings updated 2025-07-16 13:40:43 -04:00
Chris
981c9eda18 added: math extensions file 2025-07-15 18:23:57 -04:00
e86617fcbe Merge pull request 'maint: (b144) fixed airborne directional input' (#4) from maint/bugs/b144 into main
Reviewed-on: #4
2025-07-15 22:19:12 +00:00
Chris
8e986bc754 maint: cleaned up some of the notes and whitespace 2025-07-15 18:15:50 -04:00
Chris
577659458e fix: corrected math for air directional jumping 2025-07-15 18:15:00 -04:00
0e0bb7d3e0 Merge pull request 'fix: walking out of grounded jittering fixed' (#3) from maint/bugs/b143-airborne-jitter into main
Reviewed-on: #3
2025-07-15 21:09:45 +00:00
Chris
2f7043ea64 changed: scene updated, changed graph variables slightly 2025-07-15 17:02:27 -04:00
Chris
9e321677c5 changed: changed facing direction into BBParamater 2025-07-15 17:01:58 -04:00
Chris
103ffce69b fixed: changed how rotation is handled in transition from grounded to air to account for becoming grounded without jumping 2025-07-15 17:00:45 -04:00
920e36ca89 Merge pull request 'added: camera framework for camera settings, camera settings change for grapple button' (#2) from player/grapple-feature-add into main
Reviewed-on: #2
2025-07-15 15:55:59 +00:00
Chris
cb554175c3 changed: fov and better offset. parallelized grapple change. 2025-07-14 15:46:26 -04:00
Chris
b0bf831676 Merge remote-tracking branch 'origin/player/grapple-feature-add' into player/grapple-feature-add 2025-07-14 14:24:33 -04:00
Chris
bbfb583e3c added: tools for changing camera settings, and camera settings processor 2025-07-14 14:24:07 -04:00
Chris
a502b2d97a added: tools for changing camera settings, and camera settings processor 2025-07-14 14:22:50 -04:00
47 changed files with 1502 additions and 296 deletions

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mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},{"actionName":{"_value":"Jump"},"actionValue":{},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"}],"$type":"NodeCanvas.Framework.ConditionList"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"2"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"conditions":[{"actionName":{"_value":"Jump"},"actionValue":{},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},{"eventName":{"_value":"RightRay"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"}],"$type":"NodeCanvas.Framework.ConditionList"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"3"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"actionName":{"_value":"Jump"},"actionValue":{},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"4"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"valueA":{"_name":"airJumpsRemaining","_targetVariableID":"23f0ddc0-c4e8-462f-a7e0-fdd8e818d08d"},"valueB":{},"$type":"NodeCanvas.Tasks.Conditions.CheckInt"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"5"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"valueA":{"_name":"isGrounded","_targetVariableID":"619300a4-be8b-4ad4-ba2a-978468094ba2"},"valueB":{"_value":true},"$type":"NodeCanvas.Tasks.Conditions.CheckBoolean"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"conditions":[{"actionName":{"_value":"Jump"},"actionValue":{},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},{"eventName":{"_value":"LeftRay"},"$type":"NodeCanvas.Tasks.Conditions.CheckEvent"}],"$type":"NodeCanvas.Framework.ConditionList"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"6"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"actionName":{"_value":"Stick"},"actionValue":{},"$type":"NodeCanvas.Tasks.Conditions.CheckInput"},"_sourceNode":{"$ref":"1"},"_targetNode":{"$ref":"7"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"2"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"3"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"4"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"valueA":{"_name":"isGrounded","_targetVariableID":"619300a4-be8b-4ad4-ba2a-978468094ba2"},"valueB":{"_value":true},"$type":"NodeCanvas.Tasks.Conditions.CheckBoolean"},"_sourceNode":{"$ref":"5"},"_targetNode":{"$ref":"0"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"6"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_condition":{"timeout":{"_value":1.0},"$type":"NodeCanvas.Tasks.Conditions.Timeout"},"_sourceNode":{"$ref":"7"},"_targetNode":{"$ref":"8"},"$type":"NodeCanvas.StateMachines.FSMConnection"},{"_sourceNode":{"$ref":"8"},"_targetNode":{"$ref":"1"},"$type":"NodeCanvas.StateMachines.FSMConnection"}],"canvasGroups":[],"localBlackboard":{"_variables":{"isGrounded":{"_propertyPath":"UnityEngine.CharacterController.isGrounded","_name":"isGrounded","_id":"619300a4-be8b-4ad4-ba2a-978468094ba2","$type":"NodeCanvas.Framework.Variable`1[[System.Boolean,
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},"forwardRay":{"_propertyPath":"PlayerMovement.forwardRay","_name":"forwardRay","_id":"a2506ca5-1b47-4820-9921-3ff4ecc18564","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.RaycastHit,
UnityEngine.PhysicsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"},"airJumpsRemaining":{"_name":"airJumpsRemaining","_id":"23f0ddc0-c4e8-462f-a7e0-fdd8e818d08d","$type":"NodeCanvas.Framework.Variable`1[[System.Int32,
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},"groundMoveDirection":{"_name":"groundMoveDirection","_id":"765d24b4-452d-4531-9fce-6cef7ba39634","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.Vector3,
UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"},"airMoveDirection":{"_name":"airMoveDirection","_id":"8f5f926f-618d-4bcb-87eb-0bcd02e405a2","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.Vector3,
UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"},"rotationSpeed":{"_value":0.5,"_name":"rotationSpeed","_id":"3a7d1c7c-8fb6-4a99-b25a-b434b62d4611","$type":"NodeCanvas.Framework.Variable`1[[System.Single,
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},"rotationSpeed":{"_value":0.5,"_name":"rotationSpeed","_id":"3a7d1c7c-8fb6-4a99-b25a-b434b62d4611","$type":"NodeCanvas.Framework.Variable`1[[System.Single,
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},"jumpPower":{"_name":"jumpPower","_id":"9a82efee-e317-423c-ad6e-5ef7e6145396","$type":"NodeCanvas.Framework.Variable`1[[System.Single,
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},"gravityPower":{"_name":"gravityPower","_id":"2221dc20-d9b3-4781-bd23-0b2038a7ff5e","$type":"NodeCanvas.Framework.Variable`1[[System.Single,
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"}}}}'
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},"facingDirection":{"_value":1,"_name":"facingDirection","_id":"ff039cd9-e306-4c88-84db-54cbd3708ed5","$type":"NodeCanvas.Framework.Variable`1[[Reset.Player.Movement.PlayerFacingDirection,
Core, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"}}}}'
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View File

@@ -5,7 +5,7 @@ using ParadoxNotion;
using ParadoxNotion.Design;
using UnityEngine;
using UnityEngine.InputSystem;
using Reset.Player.Movement;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
@@ -13,6 +13,8 @@ namespace NodeCanvas.Tasks.Actions {
public BBParameter<float> jumpStrength;
public BBParameter<Vector3> airMoveDirection;
public BBParameter<PlayerFacingDirection> playerFacingDirection;
[Range(0f, 1f)]
public BBParameter<float> standStillJumpStrength;
@@ -51,14 +53,13 @@ namespace NodeCanvas.Tasks.Actions {
// Save current velocity and get current input direction
Vector3 currentVelocityVector3 = new Vector3(agent.velocity.x, 0f, agent.velocity.z);
Vector2 currentInput = agent.GetComponent<PlayerControls>().rawMoveInput;
Vector3 currentInputVector3 = new(currentInput.x, 0f, currentInput.y);
Vector3 currentInputVector3 = new Vector3(currentInput.x, 0f, currentInput.y);
// Ignore rotation for the current velocity
Vector3 currentVelocityWorld = agent.transform.InverseTransformDirection(currentVelocityVector3.normalized);
// Get the dot product between current velocity's direction and current input (UNUSED FOR NOW)
float velocityInputDot = Vector3.Dot(currentVelocityWorld, currentInputVector3);
// Set air move direction
if (agent.isGrounded) {
@@ -77,26 +78,24 @@ namespace NodeCanvas.Tasks.Actions {
// Remap the dot to set -1 (opposing direction) to -.5f, and 1 (same direciton) to 1.2f
// This is done to allow some sideways jumping direction change, but none backwards, and all forwards
float remappedAirDirectionDot = Mathf.Lerp(.3f, 1.2f, airMoveDirectionDot);
float remappedAirDirectionDot = Mathf.Lerp(.1f, 1.2f, airMoveDirectionDot);
remappedAirDirectionDot = Mathf.Clamp(remappedAirDirectionDot, 0f, 1f);
// Lerp between the current direction and the inputted direction based on the previous dot product
Vector3 outputDirection = Vector3.Lerp(currentVelocityVector3.normalized, currentInputVector3.normalized, remappedAirDirectionDot);
// If there is a direction force, lean into that based on it's strength
// Lerp between the current direction and the inputted direction based on the previous dot product
Vector3 outputDirection = Vector3.Lerp(currentInputVector3.normalized, currentVelocityVector3.normalized, remappedAirDirectionDot);
// If there is a directional force (such as the Wall Climb jump going straight upward) supplied in the task, lean into that based on it's strength
outputDirection = Vector3.Lerp(outputDirection, directionalForce.value.normalized, directionalForceStrength.value).normalized;
// Extra math to degrade current air move direction by velocity inheritence, before applying new air direction
airMoveDirection.value *= currentVelocityInheritence.value;
// Set air move direciton
// Account for the camera's rotation before setting it as the air move direction
outputDirection = Camera.main.transform.rotation.Flatten(0, null, 0) * outputDirection;
// Set air move direction
airMoveDirection.value += outputDirection * outputVelocity;
}
// Transform and apply rotatio
agent.transform.rotation = Quaternion.LookRotation(airMoveDirection.value);
EndAction(true);
}

View File

@@ -1,6 +1,8 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
using Reset.Player.Movement;
namespace NodeCanvas.Tasks.Actions {
@@ -8,6 +10,8 @@ namespace NodeCanvas.Tasks.Actions {
public class CalculateAirMovement : ActionTask<Transform>{
public BBParameter<Vector3> airMoveDirection;
public BBParameter<Vector3> groundMoveDirection;
public BBParameter<PlayerFacingDirection> playerFacingDirection;
private float airControlPower = 1f;
@@ -20,8 +24,8 @@ namespace NodeCanvas.Tasks.Actions {
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
airControlPower = 1f;
protected override void OnExecute(){
}
//Called once per frame while the action is active.
@@ -34,8 +38,9 @@ namespace NodeCanvas.Tasks.Actions {
// Add air control
Vector3 inputVector3 = new(agent.GetComponent<PlayerControls>().rawMoveInput.x, 0f, agent.GetComponent<PlayerControls>().rawMoveInput.y);
float originalMagnitude = airMoveDirection.value.magnitude;
airMoveDirection.value += Camera.main.transform.rotation * inputVector3 * airControlPower;
float originalMagnitude = airMoveDirection.value.magnitude;
airMoveDirection.value += Camera.main.transform.rotation.Flatten(0, null, 0) *
inputVector3 * airControlPower;
airMoveDirection.value = Vector3.ClampMagnitude(airMoveDirection.value, originalMagnitude);
}

View File

@@ -1,49 +1,9 @@
using NodeCanvas.Framework;
using NodeCanvas.Tasks.Actions;
using ParadoxNotion.Design;
using Sirenix.OdinInspector;
using Unity.Cinemachine;
using UnityEditor;
using UnityEngine;
// TODO: Move this outta here but I don't know where to. Future organization task? There's also a shitty method down below in OnInit that calls this for every single instance of Change Camera Settings.
public static class OriginalCameraSettings{
public static float orbitFollowTopHeight;
public static float orbitFollowTopRadius;
public static float orbitFollowCenterHeight;
public static float orbitFollowCenterRadius;
public static float orbitFollowBottomHeight;
public static float orbitFollowBottomRadius;
public static Vector2 rotCompScreenPosition;
public static bool valuesSaved;
[InitializeOnEnterPlayMode]
public static void OnEnterPlaymodeInEditor(){
// Unity Play Mode contingency
valuesSaved = false;
}
public static void StashCameraOriginalSettings(GameObject cinemachine){
if (valuesSaved == false) {
CinemachineOrbitalFollow orbit = cinemachine.GetComponent<CinemachineOrbitalFollow>();
orbitFollowTopHeight = orbit.Orbits.Top.Height;
orbitFollowTopRadius = orbit.Orbits.Top.Radius;
orbitFollowCenterHeight = orbit.Orbits.Center.Height;
orbitFollowCenterRadius = orbit.Orbits.Center.Radius;
orbitFollowBottomHeight = orbit.Orbits.Bottom.Height;
orbitFollowBottomRadius = orbit.Orbits.Bottom.Radius;
CinemachineRotationComposer rotComp = cinemachine.GetComponent<CinemachineRotationComposer>();
rotCompScreenPosition = rotComp.Composition.ScreenPosition;
valuesSaved = true;
}
}
}
// Individual bool setting for each ring. Three of these will be used.
public struct OrbitalFollowValueGroup{
public string label;
@@ -63,16 +23,246 @@ public struct OrbitalFollowValueGroup{
}
}
// Setting for any X and Y based values
public struct CinemachineVectorValueGroup{
public CameraSettingsToggle changeX;
public float xValue;
public CameraSettingsToggle changeY;
public float yValue;
}
// Enum options for individual camera settings
public enum CameraSettingsToggle{
NoChange,
NewValue,
ResetValue
ResetValue,
}
public struct Vector3CameraValueGroup{
public string label;
public Vector3 newValue;
public CameraSettingsToggle changeX;
public CameraSettingsToggle changeY;
public CameraSettingsToggle changeZ;
public Vector3CameraValueGroup(string newLabel){
changeX = CameraSettingsToggle.NoChange;
changeY = CameraSettingsToggle.NoChange;
changeZ = CameraSettingsToggle.NoChange;
newValue = Vector3.zero;
label = newLabel;
}
}
public struct Vector2CameraValueGroup{
public string label;
public Vector2 newValue;
public CameraSettingsToggle changeX;
public CameraSettingsToggle changeY;
public Vector2CameraValueGroup(string newLabel){
changeX = CameraSettingsToggle.NoChange;
changeY = CameraSettingsToggle.NoChange;
newValue = Vector2.zero;
label = newLabel;
}
}
public struct FloatCameraValueGroup{
public string label;
public float value;
public CameraSettingsToggle changeValue;
public FloatCameraValueGroup(string newLabel){
label = newLabel;
value = 0f;
changeValue = CameraSettingsToggle.NoChange;
}
}
#if UNITY_EDITOR
public class FloatCameraValueGroupDrawer : ObjectDrawer<FloatCameraValueGroup> {
public override FloatCameraValueGroup OnGUI(GUIContent _content, FloatCameraValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(80.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.ToString(), labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeValue = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == CameraSettingsToggle.NewValue){
_instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class Vector3CameraValueGroupDrawer : ObjectDrawer<Vector3CameraValueGroup> {
public override Vector3CameraValueGroup OnGUI(GUIContent _content, Vector3CameraValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 20;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.ToString(), labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeX = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeX);
// Create the value/disabled information field
if (_instance.changeX == CameraSettingsToggle.NewValue){
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeX == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeY = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeY);
// Create the value/disabled information field
if (_instance.changeY == CameraSettingsToggle.NewValue){
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeY == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeZ = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeZ);
// Create the value/disabled information field
if (_instance.changeZ == CameraSettingsToggle.NewValue){
_instance.newValue.z = EditorGUILayout.FloatField(_instance.newValue.z, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeZ == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class Vector2CameraValueGroupDrawer : ObjectDrawer<Vector2CameraValueGroup> {
public override Vector2CameraValueGroup OnGUI(GUIContent _content, Vector2CameraValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.ToString(), labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeX = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeX);
// Create the value/disabled information field
if (_instance.changeX == CameraSettingsToggle.NewValue){
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeX == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeY = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeY);
// Create the value/disabled information field
if (_instance.changeY == CameraSettingsToggle.NewValue){
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeY == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
// Custom editor for each orbital follow ring setting
public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGroup>{
public override OrbitalFollowValueGroup OnGUI(GUIContent content, OrbitalFollowValueGroup instance){
public override OrbitalFollowValueGroup OnGUI(GUIContent _content, OrbitalFollowValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 1;
@@ -91,17 +281,17 @@ public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGrou
GUILayout.BeginHorizontal();
// Add the left side label
GUILayout.Label(instance.label, labelOptions);
GUILayout.Label(_instance.label, labelOptions);
// Create the height settings enum
instance.changeHeight = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeHeight);
_instance.changeHeight = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeHeight);
// Create the value/disabled information field
if (instance.changeHeight == CameraSettingsToggle.NewValue){
instance.height = EditorGUILayout.FloatField(instance.height, floatOptions);
if (_instance.changeHeight == CameraSettingsToggle.NewValue){
_instance.height = EditorGUILayout.FloatField(_instance.height, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(instance.changeHeight == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUILayout.TextField(_instance.changeHeight == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
@@ -109,14 +299,14 @@ public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGrou
GUILayout.Space(5);
// Create the radius settings enum
instance.changeRadius = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeRadius);
_instance.changeRadius = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeRadius);
// Create the value/disabled information field
if (instance.changeRadius == CameraSettingsToggle.NewValue){
instance.radius = EditorGUILayout.FloatField(instance.radius, floatOptions);
if (_instance.changeRadius == CameraSettingsToggle.NewValue){
_instance.radius = EditorGUILayout.FloatField(_instance.radius, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(instance.changeRadius == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUILayout.TextField(_instance.changeRadius == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
@@ -125,44 +315,32 @@ public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGrou
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return instance;
return _instance;
}
}
#endif
namespace NodeCanvas.Tasks.Actions {
[Category("Reset")]
[Description("Change Cinemachine camera settings for the player")]
public class ChangeCameraSettings : ActionTask{
public BBParameter<GameObject> cinemachine;
[Space(5)]
[ParadoxNotion.Design.Header("Main Settings")]
public FloatCameraValueGroup fieldOfView = new (newLabel: "FOV");
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings")]
public OrbitalFollowValueGroup orbitFollowTop = new OrbitalFollowValueGroup(newLabel: "Top");
public OrbitalFollowValueGroup orbitFollowCenter = new OrbitalFollowValueGroup(newLabel: "Center");
public OrbitalFollowValueGroup orbitFollowBottom = new OrbitalFollowValueGroup(newLabel: "Bottom");
[ParadoxNotion.Design.Header("Rotation Composer Settings")]
public bool changeScreenPosition;
[HideLabel]
public Vector2 screenPosition;
public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top");
public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center");
public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom");
[ParadoxNotion.Design.Header("Rotation Composer Settings")]
public Vector2CameraValueGroup screenPosition = new (newLabel: "Screen Position");
[ParadoxNotion.Design.Header("Camera Offset Settings")]
public Vector3CameraValueGroup cameraOffset = new (newLabel: "Screen Position");
private CinemachineOrbitalFollow orbitalFollow;
//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(){
// Check if cinemachine is referenced
try {
orbitalFollow = cinemachine.value.GetComponent<CinemachineOrbitalFollow>();
} catch {
Debug.LogError("Couldn't grab all references from the camera?");
EndAction(false);
}
// Save em.
OriginalCameraSettings.StashCameraOriginalSettings(cinemachine.value);
return null;
}
@@ -171,57 +349,115 @@ namespace NodeCanvas.Tasks.Actions {
//EndAction can be called from anywhere.
protected override void OnExecute(){
// Switch case farm for checking if values should be changed and what to
switch (orbitFollowTop.changeHeight) {
// Field of view
switch (fieldOfView.changeValue) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Top.Height = orbitFollowTop.height;
CameraSettingsProcessor.values.mainFieldOfView.targetValue = fieldOfView.value;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Top.Height = OriginalCameraSettings.orbitFollowTopHeight;
CameraSettingsProcessor.values.mainFieldOfView.Reset();
break;
}
// Orbit follow rings
switch (orbitFollowTop.changeHeight) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.orbitFollowTopHeight.targetValue = orbitFollowTop.height;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.orbitFollowTopHeight.Reset();
break;
}
switch (orbitFollowTop.changeRadius) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Top.Radius = orbitFollowTop.radius;
CameraSettingsProcessor.values.orbitFollowTopRadius.targetValue = orbitFollowTop.radius;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Top.Radius = OriginalCameraSettings.orbitFollowTopRadius;
CameraSettingsProcessor.values.orbitFollowTopRadius.Reset();
break;
}
switch (orbitFollowCenter.changeHeight) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Center.Height = orbitFollowCenter.height;
CameraSettingsProcessor.values.orbitFollowCenterHeight.targetValue = orbitFollowCenter.height;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Center.Height = OriginalCameraSettings.orbitFollowCenterHeight;
CameraSettingsProcessor.values.orbitFollowCenterHeight.Reset();
break;
}
switch (orbitFollowCenter.changeRadius) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Center.Radius = orbitFollowCenter.radius;
CameraSettingsProcessor.values.orbitFollowCenterRadius.targetValue = orbitFollowCenter.radius;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Center.Radius = OriginalCameraSettings.orbitFollowCenterRadius;
CameraSettingsProcessor.values.orbitFollowCenterRadius.Reset();
break;
}
switch (orbitFollowBottom.changeHeight) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Bottom.Height = orbitFollowBottom.height;
CameraSettingsProcessor.values.orbitFollowBottomHeight.targetValue = orbitFollowBottom.height;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Bottom.Height = OriginalCameraSettings.orbitFollowBottomHeight;
CameraSettingsProcessor.values.orbitFollowBottomHeight.Reset();
break;
}
switch (orbitFollowBottom.changeRadius) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Bottom.Radius = orbitFollowBottom.radius;
CameraSettingsProcessor.values.orbitFollowBottomRadius.targetValue = orbitFollowBottom.radius;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Bottom.Radius = OriginalCameraSettings.orbitFollowBottomRadius;
CameraSettingsProcessor.values.orbitFollowBottomRadius.Reset();
break;
}
// Screen Position
switch (screenPosition.changeX) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.rotationComposerScreenPos.targetValue.x = screenPosition.newValue.x;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.rotationComposerScreenPos.targetValue.x = CameraSettingsProcessor.values.rotationComposerScreenPos.originalValue.x;
break;
}
switch (screenPosition.changeY) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.rotationComposerScreenPos.targetValue.y = screenPosition.newValue.y;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.rotationComposerScreenPos.targetValue.y = CameraSettingsProcessor.values.rotationComposerScreenPos.originalValue.y;
break;
}
// Camera Offset
switch (cameraOffset.changeX) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.x = cameraOffset.newValue.x;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.x = CameraSettingsProcessor.values.cameraOffsetOffset.originalValue.x;
break;
}
switch (cameraOffset.changeY) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.y = cameraOffset.newValue.y;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.y = CameraSettingsProcessor.values.cameraOffsetOffset.originalValue.y;
break;
}
switch (cameraOffset.changeZ) {
case CameraSettingsToggle.NewValue:
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.z = cameraOffset.newValue.z;
break;
case CameraSettingsToggle.ResetValue:
CameraSettingsProcessor.values.cameraOffsetOffset.targetValue.z = CameraSettingsProcessor.values.cameraOffsetOffset.originalValue.z;
break;
}

View File

@@ -6,13 +6,17 @@ using ParadoxNotion.Services;
using Unity.Cinemachine;
using Unity.Mathematics;
using UnityEngine;
using Reset.Player.Movement;
public enum PlayerFacingDirection{
Target = 0,
Movement,
MatchCamera
namespace Reset.Player.Movement{
public enum PlayerFacingDirection{
Target = 0,
Movement,
MatchCamera
}
}
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
@@ -28,7 +32,7 @@ namespace NodeCanvas.Tasks.Actions {
public BBParameter<float> jumpPowerDecay;
// Rotation
public PlayerFacingDirection playerFacingDirection;
public BBParameter<PlayerFacingDirection> playerFacingDirection;
[ShowIf("playerFacingDirection", 0)]
public Vector3 rotationTargetPosition;
@@ -76,7 +80,7 @@ namespace NodeCanvas.Tasks.Actions {
// Calculate rotation speed
currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime);
switch (playerFacingDirection) {
switch (playerFacingDirection.value) {
case PlayerFacingDirection.Target:
// Set rotation to just the direction of the target
targetRotation = Quaternion.LookRotation((agent.transform.position.DirectionTo(rotationTargetPosition)).Flatten(null, 0, null));
@@ -96,9 +100,6 @@ namespace NodeCanvas.Tasks.Actions {
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
break;
}
// Set final rotation
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime);
// Construct move direction
Vector3 finalMoveDir = Vector3.zero;
@@ -125,6 +126,9 @@ namespace NodeCanvas.Tasks.Actions {
agent.Move((finalMoveDir + gravityMoveDirection) * Time.deltaTime);
}
// Set final rotation
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime);
// ???? Moved this above but don't remember if this needs to be here still
if (agent.isGrounded) {
jumpPower.value = 0f;

View File

@@ -0,0 +1,56 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset")]
[Description("Hard set the air direction to a certain direction")]
public class SetAirMovement : ActionTask<Transform>{
public BBParameter<Vector3> airMoveDirection;
public BBParameter<Vector3> inputVector3;
public Space fromSpace;
public Space toSpace;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
if (fromSpace == toSpace) {
airMoveDirection.value = inputVector3.value;
}
// NOTE: I swear to God these absolutely do not work and nobody could convince me otherwise
if (fromSpace == Space.World){
airMoveDirection.value = Camera.main.transform.rotation.Flatten(0, null, 0) * inputVector3.value;
} else {
airMoveDirection.value = Camera.main.transform.rotation.Flatten(0, null, 0) * agent.InverseTransformVector(inputVector3.value);
}
EndAction(true);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

View File

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

View File

@@ -0,0 +1,16 @@
using UnityEngine;
public static class MathExtensions{
public static Vector3 Flatten(this Vector3 origin, float? x = null, float? y = null, float? z = null){
return new Vector3(x ?? origin.x, y ?? origin.y, z ?? origin.z);
}
public static Quaternion Flatten(this Quaternion input, float? x = null, float? y = null, float? z = null){
return Quaternion.Euler(input.eulerAngles.Flatten(x, y, z));
}
public static Vector3 DirectionTo(this Vector3 origin, Vector3 to){
return (to - origin).normalized;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 13cef28bba5a38b4692b3693cb0224b1

View File

@@ -0,0 +1,140 @@
using Unity.Cinemachine;
using UnityEngine;
public struct CameraSettingSingleValue<T>{
// NOTE: Could add a locked variable here if needed??
public T originalValue;
public T targetValue;
public float smoothing;
public float velocityRef;
public Vector2 velocityRefV2;
public Vector3 velocityRefV3;
public CameraSettingSingleValue(float defaultSmoothing, T original = default(T)){
originalValue = original;
targetValue = original;
smoothing = defaultSmoothing;
velocityRef = 0;
velocityRefV2 = default;
velocityRefV3 = default;
}
public void Reset(){
targetValue = originalValue;
}
}
public struct CameraSettingValues{
public CameraSettingSingleValue<float> mainFieldOfView;
public CameraSettingSingleValue<float> orbitFollowTopHeight;
public CameraSettingSingleValue<float> orbitFollowTopRadius;
public CameraSettingSingleValue<float> orbitFollowCenterHeight;
public CameraSettingSingleValue<float> orbitFollowCenterRadius;
public CameraSettingSingleValue<float> orbitFollowBottomHeight;
public CameraSettingSingleValue<float> orbitFollowBottomRadius;
public CameraSettingSingleValue<Vector2> rotationComposerScreenPos;
public CameraSettingSingleValue<Vector3> cameraOffsetOffset;
public CameraSettingValues(float defaultSmoothing){
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowCenterHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowCenterRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowBottomHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowBottomRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
rotationComposerScreenPos = new CameraSettingSingleValue<Vector2>(defaultSmoothing);
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
}
}
public class CameraSettingsProcessor : MonoBehaviour{
public static CameraSettingsProcessor Instance{ get; private set; }
public static CameraSettingValues values = new(defaultSmoothing: .2f);
public static GameObject mainCamera;
private CinemachineCamera main;
private CinemachineOrbitalFollow orbit;
private CinemachineRotationComposer rotComp;
private CinemachineCameraOffset offset;
public void Awake(){
// Singleton management
if (Instance != null && Instance != this) {
Destroy(this);
} else {
Instance = this;
}
// Set references for camera object and cinemachine components
mainCamera = gameObject;
main = mainCamera.GetComponent<CinemachineCamera>();
orbit = mainCamera.GetComponent<CinemachineOrbitalFollow>();
rotComp = mainCamera.GetComponent<CinemachineRotationComposer>();
offset = mainCamera.GetComponent<CinemachineCameraOffset>();
// Initialize camera settings values
values = new CameraSettingValues{
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, offset.Offset),
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, main.Lens.FieldOfView),
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),
orbitFollowCenterRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Center.Radius),
orbitFollowBottomHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Bottom.Height),
orbitFollowBottomRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Bottom.Radius),
rotationComposerScreenPos = new CameraSettingSingleValue<Vector2>(defaultSmoothing: .2f, rotComp.Composition.ScreenPosition),
};
}
void ProcessCameraValues(){
main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
values.mainFieldOfView.targetValue, ref values.mainFieldOfView.velocityRef,
values.mainFieldOfView.smoothing);
orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height,
values.orbitFollowTopHeight.targetValue, ref values.orbitFollowTopHeight.velocityRef,
values.orbitFollowTopHeight.smoothing);
orbit.Orbits.Top.Radius = Mathf.SmoothDamp(orbit.Orbits.Top.Radius,
values.orbitFollowTopRadius.targetValue, ref values.orbitFollowTopRadius.velocityRef,
values.orbitFollowTopRadius.smoothing);
orbit.Orbits.Center.Height = Mathf.SmoothDamp(orbit.Orbits.Center.Height,
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);
orbit.Orbits.Bottom.Height = Mathf.SmoothDamp(orbit.Orbits.Bottom.Height,
values.orbitFollowBottomHeight.targetValue, ref values.orbitFollowBottomHeight.velocityRef,
values.orbitFollowBottomHeight.smoothing);
orbit.Orbits.Bottom.Radius = Mathf.SmoothDamp(orbit.Orbits.Bottom.Radius,
values.orbitFollowBottomRadius.targetValue, ref values.orbitFollowBottomRadius.velocityRef,
values.orbitFollowBottomRadius.smoothing);
rotComp.Composition.ScreenPosition = Vector2.SmoothDamp(rotComp.Composition.ScreenPosition,
values.rotationComposerScreenPos.targetValue, ref values.rotationComposerScreenPos.velocityRefV2,
values.rotationComposerScreenPos.smoothing);
offset.Offset = Vector3.SmoothDamp(offset.Offset,
values.cameraOffsetOffset.targetValue, ref values.cameraOffsetOffset.velocityRefV3,
values.cameraOffsetOffset.smoothing);
}
void Update(){
ProcessCameraValues();
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c032a18b0b0c1da4092bfc365c6e4aad

View File

@@ -50,12 +50,11 @@ public class PlayerControls : MonoBehaviour{
graph.SendEvent<string>("InputEvent", "CancelLockOn", null);
}
public void OnGrapple(InputInteractionContext context){
if (context.control.IsPressed()) {
graph.SendEvent<string>("InputEvent", "GrappleDown", null);
} else {
graph.SendEvent<string>("InputEvent", "GrappleUp", null);
}
}
// public void OnGrapple(InputInteractionContext context){
// if (context.control.IsPressed()) {
// graph.SendEvent<string>("InputEvent", "GrappleDown", null);
// } else {
// graph.SendEvent<string>("InputEvent", "GrappleUp", null);
// }
// }
}

View File

@@ -8,7 +8,9 @@
"GUID:75469ad4d38634e559750d17036d5f7c",
"GUID:de4e6084e6d474788bb8c799d6b461ec",
"GUID:d8b63aba1907145bea998dd612889d6b",
"GUID:4307f53044263cf4b835bd812fc161a4"
"GUID:4307f53044263cf4b835bd812fc161a4",
"GUID:4099e5319e98558428028d54bc62664e",
"GUID:1826c0224c0d048b88112c79bbb0cd85"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -54,18 +54,16 @@ MonoBehaviour:
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m_RuntimeSettings:
m_List:
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- rid: 8712630790384254976
- rid: 1219305102947385344
m_List: []
m_AssetVersion: 8
m_ObsoleteDefaultVolumeProfile: {fileID: 0}
m_RenderingLayerNames:
@@ -102,6 +100,133 @@ MonoBehaviour:
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m_xrMotionVector: {fileID: 4800000, guid: f89aac1e4f84468418fe30e611dff395, type: 3}
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bokehDepthOfFieldPS: {fileID: 4800000, guid: 2aed67ad60045d54ba3a00c91e2d2631, type: 3}
cameraMotionBlurPS: {fileID: 4800000, guid: 1edcd131364091c46a17cbff0b1de97a, type: 3}
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m_ShaderResourcesVersion: 0
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using UnityEngine;
using UnityEditor;
using GD.MinMaxSlider;
[CustomPropertyDrawer(typeof(MinMaxSliderAttribute))]
public class MinMaxSliderDrawer : PropertyDrawer {
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label){
var minMaxAttribute = (MinMaxSliderAttribute)attribute;
var propertyType = property.propertyType;
label.tooltip = minMaxAttribute.min.ToString("F2") + " to " + minMaxAttribute.max.ToString("F2");
//PrefixLabel returns the rect of the right part of the control. It leaves out the label section. We don't have to worry about it. Nice!
Rect controlRect = EditorGUI.PrefixLabel(position, label);
Rect[] splittedRect = SplitRect(controlRect,3);
if(propertyType == SerializedPropertyType.Vector2){
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float minVal = vector.x;
float maxVal = vector.y;
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EditorGUI.MinMaxSlider(splittedRect[1], ref minVal, ref maxVal,
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}
if(maxVal > minMaxAttribute.max){
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}
vector = new Vector2(minVal > maxVal ? maxVal : minVal, maxVal);
if(EditorGUI.EndChangeCheck()){
property.vector2Value = vector;
}
}else if(propertyType == SerializedPropertyType.Vector2Int){
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maxVal = minMaxAttribute.min;
}
if(minVal > minMaxAttribute.max){
maxVal = minMaxAttribute.max;
}
vector = new Vector2Int(Mathf.FloorToInt(minVal > maxVal ? maxVal : minVal), Mathf.FloorToInt(maxVal));
if(EditorGUI.EndChangeCheck()){
property.vector2IntValue = vector;
}
}
}
Rect[] SplitRect(Rect rectToSplit, int n){
Rect[] rects = new Rect[n];
for(int i = 0; i < n; i++){
rects[i] = new Rect(rectToSplit.position.x + (i * rectToSplit.width / n), rectToSplit.position.y, rectToSplit.width / n, rectToSplit.height);
}
int padding = (int)rects[0].width - 40;
int space = 5;
rects[0].width -= padding + space;
rects[2].width -= padding + space;
rects[1].x -= padding;
rects[1].width += padding * 2;
rects[2].x += padding + space;
return rects;
}
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namespace GD.MinMaxSlider
{
using UnityEngine;
public class MinMaxSliderAttribute : PropertyAttribute{
public float min;
public float max;
public MinMaxSliderAttribute(float min, float max)
{
this.min = min;
this.max = max;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GD.MinMaxSlider;
public class MinMaxSliderExample : MonoBehaviour
{
public string info = "Hover over a slider to see a tooltip";
[MinMaxSlider(0,10)]
public Vector2 floatRange = new Vector2(2,8);
[MinMaxSlider(0,10)]
public Vector2Int intRange = new Vector2Int(1,5);
}

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{
"name": "SimpleMinMaxSlider"
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{
"name": "com.guciodevs.simple-min-max-slider",
"displayName": "Simple MinMax Slider",
"description": "Handy small package that adds a simple MinMaxSlider attribute.",
"version": "1.1.2",
"unity": "2018.3",
"license": "MIT",
"dependencies": {
},
"samples": [
{
"displayName": "Example Scene",
"description": "",
"path": "Samples~/SimpleMinMaxSlider Example"
}
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