25 Commits

Author SHA1 Message Date
Chris
69718a86f3 changed: environment tag added 2025-08-24 16:16:37 -04:00
Chris
b4590f3bfc changed: redoing grapple again, freshly started 2025-08-23 14:09:13 -04:00
Chris
6de3936897 changed: migrating to new scene for grapple testing, saving this one 2025-08-23 14:07:44 -04:00
Chris
45d55a024e added: new scene for grapple testing 2025-08-23 14:07:27 -04:00
Chris
3e0a6885fb changed: more grapple tweaks and fixes 2025-08-21 22:12:28 -04:00
Chris
a289c78b5d changed: changing some air movement values can now be smoothed (including values that are used to smoothing out inputs) 2025-08-21 17:29:22 -04:00
Chris
93634a9586 changed: tweaks to make grapple feel better 2025-08-17 14:37:33 -04:00
Chris
6e4ab86d51 maint: final tweaks and cleanups 2025-08-14 23:31:29 -04:00
Chris
d4d76a8e89 maint: whitespace nothingburger 2025-08-14 23:31:29 -04:00
Chris
0783545388 maint: deleted old and now unused movement tasks/graphs 2025-08-14 23:31:28 -04:00
Chris
05927d740f maint: removed all old and unused movement tasks 2025-08-14 23:31:28 -04:00
Chris
99247f70f3 changed: movement now also handles opposing inputs. value tweaks. 2025-08-14 23:31:28 -04:00
Chris
4456a36e07 maint: cleaned up some files and tweaked some movement 2025-08-14 23:31:28 -04:00
Chris
e3de32564f changed: graph to use new system 2025-08-14 23:31:28 -04:00
Chris
e80fe66cb8 added: movement settings changing within graph 2025-08-14 23:31:28 -04:00
Chris
3d20741b36 change: moved cameravaluegroups to valuegroup and made for generic usage 2025-08-14 23:31:28 -04:00
Chris
0c3aabaf65 fix: various changes to handler such as gravity speed decoupling, data cloning, rotation smoothing, 2025-08-14 23:31:28 -04:00
Chris
d547942377 fixed: all moving conditions working. removed 'moveFacing' primarily 2025-08-14 23:31:28 -04:00
Chris
b68d8e8dfc fix: rotation in relation to camera no longer broken 2025-08-14 23:31:28 -04:00
Chris
e60091162e changed: UnitMovementHandler.cs is now functional (buggy) 2025-08-14 23:31:28 -04:00
Chris
9f3dec5ae7 change: started unified movement handler 2025-08-14 23:31:28 -04:00
Chris
70453b8117 change: separated all functions of movement into separate tasks 2025-08-14 23:31:27 -04:00
Chris
0e71be73da added: initial seperation of movement from gravity and rotation 2025-08-14 23:31:27 -04:00
Chris
a7006d8dae maint: project settings changes for numbered versions 2025-08-14 23:31:17 -04:00
Chris
19cc3f3adc maint: small scene and project settings changes 2025-08-14 23:31:16 -04:00
43 changed files with 106524 additions and 1238 deletions

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using System;
using System.Linq;
using NodeCanvas.Framework;
using ParadoxNotion;
using ParadoxNotion.Design;
using UnityEngine;
using UnityEngine.InputSystem;
using Reset.Player.Movement;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
public class AddJump : ActionTask<CharacterController> {
public BBParameter<Vector3> airMoveDirection;
public BBParameter<float> jumpPower;
[Space(5)]
public BBParameter<float> jumpStrength;
[SliderField(0, 1)]
public BBParameter<float> standStillJumpStrength;
[Tooltip("Determines how much current movement vectors into jump direction")]
[SliderField(0, 1)]
public BBParameter<float> currentVelocityInheritence;
public BBParameter<Vector3> directionalForce;
[SliderField(0, 1)]
public BBParameter<float> directionalForceStrength;
protected override string info {
get{
string dirStrength = "";
if (directionalForce.value != Vector3.zero && directionalForceStrength.value > 0f) {
dirStrength = $", towards <i>{directionalForce.value}</i> * {directionalForceStrength.value}";
}
return string.Format($"<b>Start Jump</b>, <i>{jumpStrength.value}</i> strength" + dirStrength);
}
}
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit(){
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
// Set jump power
jumpPower.value = jumpStrength.value;
// Save current velocity and get current input direction
Vector3 currentVelocityVector3 = new Vector3(agent.velocity.x, 0f, agent.velocity.z);
Vector2 currentInput = agent.GetComponent<PlayerControls>().rawMoveInput;
Vector3 currentInputVector3 = new Vector3(currentInput.x, 0f, currentInput.y);
// Ignore rotation for the current velocity
Vector3 currentVelocityWorld = agent.transform.InverseTransformDirection(currentVelocityVector3.normalized);
// Get the dot product between current velocity's direction and current input (UNUSED FOR NOW)
float velocityInputDot = Vector3.Dot(currentVelocityWorld, currentInputVector3);
// Set air move direction
if (agent.isGrounded) {
airMoveDirection.value = currentVelocityVector3;
} else {
// Hold new desired air direction and Dot against the existing air moving directioin
Vector3 desiredAirMoveDirection = currentInputVector3;
float airMoveDirectionDot = Vector3.Dot(desiredAirMoveDirection.normalized, airMoveDirection.value.normalized);
// Check threshold of current XZ velocity- if it's too close to zero, use the jumpStrength for jumping velocity. If it's not, use the current velocity
float velocityThreshold = 4f;
float magnitudeZeroDifference = Mathf.Clamp(currentVelocityVector3.magnitude - velocityThreshold, 0f, Mathf.Infinity) / velocityThreshold; // Divided by maximum to return a 0-1 value. Clamping not required.
float outputHoritontalVelocity = Mathf.Lerp(jumpStrength.value, currentVelocityVector3.magnitude, Math.Clamp(magnitudeZeroDifference, 0f, 1f));
outputHoritontalVelocity = Mathf.Min(outputHoritontalVelocity, Mathf.Lerp(standStillJumpStrength.value * jumpStrength.value, jumpStrength.value * .4f, magnitudeZeroDifference));
// Do the same for directional jump strength
outputHoritontalVelocity = Mathf.Lerp(outputHoritontalVelocity, jumpStrength.value, directionalForceStrength.value);
// Remap the dot to set -1 (opposing direction) to -.5f, and 1 (same direciton) to 1.2f
// This is done to allow some sideways jumping direction change, but none backwards, and all forwards
float remappedAirDirectionDot = Mathf.Lerp(.1f, 1.2f, airMoveDirectionDot);
remappedAirDirectionDot = Mathf.Clamp(remappedAirDirectionDot, 0f, 1f);
// Lerp between the current direction and the inputted direction based on the previous dot product
Vector3 outputDirection = Vector3.Lerp(currentInputVector3.normalized, currentVelocityVector3.normalized, remappedAirDirectionDot);
// If there is a directional force (such as the Wall Climb jump going straight upward) supplied in the task, lean into that based on it's strength
outputDirection = Vector3.Lerp(outputDirection, directionalForce.value.normalized, directionalForceStrength.value).normalized;
// Extra math to degrade current air move direction by velocity inheritence, before applying new air direction
airMoveDirection.value *= currentVelocityInheritence.value;
// Account for the camera's rotation before setting it as the air move direction
outputDirection = Camera.main.transform.rotation.Flatten(0, null, 0) * outputDirection;
// Set air move direction
airMoveDirection.value += outputDirection * outputHoritontalVelocity;
}
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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fileFormatVersion: 2
guid: 86e5b037e41d5bb4b8805890ee72ad29

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@@ -1,56 +0,0 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
using Reset.Player.Movement;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
public class CalculateAirMovement : ActionTask<Transform>{
public BBParameter<Vector3> airMoveDirection;
public BBParameter<Vector3> groundMoveDirection; // Unused on 7/29/25, delete if still unusued later
private float airControlPower = 1f;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
airControlPower = 1f;
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
// Decay Current Air Movement
airMoveDirection.value = Vector3.Lerp(airMoveDirection.value, Vector3.zero, .7f * Time.deltaTime);
// Decay Air Control power
airControlPower = Mathf.Lerp(airControlPower, 0f, 2f * Time.deltaTime);
// Add air control
Vector3 inputVector3 = new(agent.GetComponent<PlayerControls>().rawMoveInput.x, 0f, agent.GetComponent<PlayerControls>().rawMoveInput.y);
float originalMagnitude = airMoveDirection.value.magnitude;
airMoveDirection.value += Camera.main.transform.rotation.Flatten(0, null, 0) *
inputVector3 * airControlPower;
airMoveDirection.value = Vector3.ClampMagnitude(airMoveDirection.value, originalMagnitude);
}
//Called when the task is disabled.
protected override void OnStop() {
// groundMoveDirection.value = agent.GetComponent<CharacterController>().velocity;
EndAction(true);
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 38d61a72cc7757448b3db6c04395cf91

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@@ -1,78 +0,0 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
[Description("Unit flat ground movement")]
public class CalculateGroundedLocomotion : ActionTask<CharacterController>{
public BBParameter<float> moveSpeed;
public BBParameter<Vector3> moveDirection;
protected override string info {
get{
return string.Format($"<b>Set ground movement</b>, <i>{moveSpeed.value}</i> speed");
}
}
private float sprintPower;
private bool sprinting;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
// Get current input direction
Vector3 flatSurfaceDirection = Vector3.zero;
if (agent.isGrounded) {
Vector2 rawInput = agent.transform.GetComponent<PlayerControls>().rawMoveInput;
flatSurfaceDirection = new(rawInput.x, 0, rawInput.y);
}
float CalculateSpeed(){
// Calculate sprinting speed
float outputSpeed = 0f;
// Add base speed
outputSpeed += moveSpeed.value;
return outputSpeed;
}
// Rotate input to forward direction for flat surface
// flatSurfaceDirection = agent.transform.rotation * flatSurfaceDirection;
// Finalize flat surface direction by adding speed
flatSurfaceDirection *= CalculateSpeed();
moveDirection.value = flatSurfaceDirection;
EndAction(true);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 808dc54c4ce75e846890125a4f87e516

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@@ -1,121 +0,0 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Serialization.FullSerializer;
using Sirenix.OdinInspector;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset")]
[Description("Update the agent's position and rotation (scale too, sure whynot) either instantly or over time.")]
public class ChangeAgentTransform : ActionTask<CharacterController>{
public enum TransformProperty{
Position,
Rotation,
Scale
}
protected override string info {
get{
string basicText = string.Format($"Player {targetProperty.ToString()} to {(targetValue.isPresumedDynamic ? targetValue.name : targetValue.value)}");
basicText += relativeToSelf.value ? ", relative to Self" : "";
return basicText;
}
}
public TransformProperty targetProperty;
[ParadoxNotion.Design.ShowIf("targetProperty", 1), Space(5)]
public BBParameter<bool> forcePositionChange;
public BBParameter<Vector3> targetValue;
public BBParameter<bool> relativeToSelf;
[Tooltip("Set this to the current position if you're trying to rotate by 'this much'. Keep it zero for world space values.")]
public BBParameter<Vector3> relativeValue;
public BBParameter<bool> changeInstantly;
public BBParameter<float> smoothing;
private Vector3 currentVel;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
switch (targetProperty) {
case TransformProperty.Position:
Vector3 relativeUseValue = relativeValue.value;
if (relativeToSelf.value) {
relativeUseValue = agent.transform.position;
}
if (changeInstantly.value) {
agent.Move(agent.transform.position.DirectionTo(relativeUseValue + targetValue.value));
}
break;
case TransformProperty.Rotation:
agent.transform.rotation = Quaternion.LookRotation(relativeValue.value) * Quaternion.Euler(targetValue.value);
break;
case TransformProperty.Scale:
break;
default:
throw new ArgumentOutOfRangeException();
}
if (changeInstantly.value) {
EndAction(true);
}
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
switch (targetProperty) {
case TransformProperty.Position:
Vector3 relativeUseValue = relativeValue.value;
if (relativeToSelf.value) {
relativeUseValue = agent.transform.position;
}
if (!changeInstantly.value) {
Vector3 targetPosition = relativeUseValue + targetValue.value;
// agent.transform.position = Vector3.SmoothDamp(agent.transform.position, targetPosition,
// ref currentVel, smoothing.value * Time.deltaTime);
agent.Move((agent.transform.position.DirectionTo(targetPosition)).normalized * .5f * Mathf.Lerp(0, 1, Vector3.Distance(agent.transform.position, targetPosition)) * smoothing.value * Time.deltaTime);
EndAction();
}
break;
case TransformProperty.Rotation:
agent.transform.rotation = Quaternion.Euler(relativeValue.value) * Quaternion.Euler(targetValue.value);
break;
case TransformProperty.Scale:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: b77e2b9ac9aad644480508d5a86f4006

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@@ -1,412 +1,36 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Core;
using Unity.Cinemachine;
using UnityEditor;
using UnityEngine;
// Individual bool setting for each ring. Three of these will be used.
public struct OrbitalFollowValueGroup : ICameraValueGroup{
public string label;
public CameraSettingsToggle changeHeight;
public float height;
public CameraSettingsToggle changeRadius;
public float radius;
public OrbitalFollowValueGroup(string newLabel){
label = newLabel;
changeHeight = CameraSettingsToggle.NoChange;
height = 0f;
changeRadius = CameraSettingsToggle.NoChange;
radius = 0f;
}
}
// Setting for any X and Y based values
public struct CinemachineVectorValueGroup{
public CameraSettingsToggle changeX;
public float xValue;
public CameraSettingsToggle changeY;
public float yValue;
}
// Enum options for individual camera settings
public enum CameraSettingsToggle{
NoChange,
NewValue,
ResetValue,
RelativeValue, // Placeholder for using as altering existing value
}
public interface ICameraValueGroup{
}
public struct Vector3CameraValueGroup : ICameraValueGroup{
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 : ICameraValueGroup{
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 : ICameraValueGroup{
public string label;
public float value;
public CameraSettingsToggle changeValue;
public FloatCameraValueGroup(string newLabel){
label = newLabel;
value = 0f;
changeValue = CameraSettingsToggle.NoChange;
}
}
public struct BoolCameraValueGroup : ICameraValueGroup{
public string label;
public bool value;
public CameraSettingsToggle changeValue;
public BoolCameraValueGroup(string newLabel){
label = newLabel;
value = true;
changeValue = CameraSettingsToggle.NoChange;
}
}
#if UNITY_EDITOR
public class BoolCameraValueGroupDrawer : ObjectDrawer<BoolCameraValueGroup> {
public override BoolCameraValueGroup OnGUI(GUIContent content, BoolCameraValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(80.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeValue = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == CameraSettingsToggle.NewValue){
_instance.value = EditorGUILayout.Toggle(_instance.value, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class FloatCameraValueGroupDrawer : ObjectDrawer<FloatCameraValueGroup> {
public override FloatCameraValueGroup OnGUI(GUIContent _content, FloatCameraValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(80.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeValue = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == CameraSettingsToggle.NewValue){
_instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class Vector3CameraValueGroupDrawer : ObjectDrawer<Vector3CameraValueGroup> {
public override Vector3CameraValueGroup OnGUI(GUIContent _content, Vector3CameraValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 20;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeX = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeX);
// Create the value/disabled information field
if (_instance.changeX == CameraSettingsToggle.NewValue){
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeX == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeY = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeY);
// Create the value/disabled information field
if (_instance.changeY == CameraSettingsToggle.NewValue){
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeY == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeZ = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeZ);
// Create the value/disabled information field
if (_instance.changeZ == CameraSettingsToggle.NewValue){
_instance.newValue.z = EditorGUILayout.FloatField(_instance.newValue.z, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeZ == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class Vector2CameraValueGroupDrawer : ObjectDrawer<Vector2CameraValueGroup> {
public override Vector2CameraValueGroup OnGUI(GUIContent _content, Vector2CameraValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeX = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeX);
// Create the value/disabled information field
if (_instance.changeX == CameraSettingsToggle.NewValue){
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeX == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeY = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeY);
// Create the value/disabled information field
if (_instance.changeY == CameraSettingsToggle.NewValue){
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeY == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
// Custom editor for each orbital follow ring setting
public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGroup>{
public override OrbitalFollowValueGroup OnGUI(GUIContent _content, OrbitalFollowValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 1;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(60.0f),
};
// Start a Horiztonal Section
GUILayout.BeginHorizontal();
// Add the left side label
GUILayout.Label(_instance.label, labelOptions);
// Create the height settings enum
_instance.changeHeight = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeHeight);
// Create the value/disabled information field
if (_instance.changeHeight == CameraSettingsToggle.NewValue){
_instance.height = EditorGUILayout.FloatField(_instance.height, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeHeight == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the radius settings enum
_instance.changeRadius = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", _instance.changeRadius);
// Create the value/disabled information field
if (_instance.changeRadius == CameraSettingsToggle.NewValue){
_instance.radius = EditorGUILayout.FloatField(_instance.radius, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeRadius == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
#endif
namespace NodeCanvas.Tasks.Actions {
[Category("Reset")]
[Description("Change Cinemachine camera settings for the player")]
public class ChangeCameraSettings : ActionTask{
[ParadoxNotion.Design.Header("Main Settings")]
public FloatCameraValueGroup fieldOfView = new (newLabel: "FOV");
public FloatValueGroup fieldOfView = new (newLabel: "FOV");
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
public Vector3CameraValueGroup orbitTargetOffset = new(newLabel: "Target Offset");
[Space(5)]public Vector3CameraValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
public Vector3ValueGroup orbitTargetOffset = new(newLabel: "Target Offset");
[Space(5)]public Vector3ValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top");
public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center");
public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom");
public BoolCameraValueGroup enableXAxis = new (newLabel: "Input Axis X Enabled");
public BoolCameraValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled");
public BoolValueGroup enableXAxis = new (newLabel: "Input Axis X Enabled");
public BoolValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled");
public FloatCameraValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain");
public FloatCameraValueGroup axisLookYGain = new (newLabel: "Look Orbit Y Gain");
public FloatValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain");
public FloatValueGroup axisLookYGain = new (newLabel: "Look Orbit Y Gain");
[ParadoxNotion.Design.Header("Rotation Composer Settings")]
public Vector2CameraValueGroup screenPosition = new (newLabel: "Screen Position");
public Vector2ValueGroup screenPosition = new (newLabel: "Screen Position");
[ParadoxNotion.Design.Header("Camera Offset Settings")]
public Vector3CameraValueGroup cameraOffset = new (newLabel: "Offset");
public Vector3ValueGroup cameraOffset = new (newLabel: "Offset");
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
@@ -440,50 +64,50 @@ namespace NodeCanvas.Tasks.Actions {
EndAction(true);
}
public void UpdateVector3Value(Vector3CameraValueGroup valueGroup, ref CameraSettingSingleValue<Vector3> targetProperty){
public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref CameraSettingSingleValue<Vector3> targetProperty){
switch (valueGroup.changeX) {
case CameraSettingsToggle.NewValue:
case ValueChangeAction.NewValue:
targetProperty.targetValue.x = valueGroup.newValue.x;
break;
case CameraSettingsToggle.ResetValue:
case ValueChangeAction.ResetValue:
targetProperty.targetValue.x = targetProperty.originalValue.x;
break;
}
switch (valueGroup.changeY) {
case CameraSettingsToggle.NewValue:
case ValueChangeAction.NewValue:
targetProperty.targetValue.y = valueGroup.newValue.y;
break;
case CameraSettingsToggle.ResetValue:
case ValueChangeAction.ResetValue:
targetProperty.targetValue.y = targetProperty.originalValue.y;
break;
}
switch (valueGroup.changeZ) {
case CameraSettingsToggle.NewValue:
case ValueChangeAction.NewValue:
targetProperty.targetValue.z = valueGroup.newValue.z;
break;
case CameraSettingsToggle.ResetValue:
case ValueChangeAction.ResetValue:
targetProperty.targetValue.z = targetProperty.originalValue.z;
break;
}
}
public void UpdateVector2Value(Vector2CameraValueGroup valueGroup, ref CameraSettingSingleValue<Vector2> targetProperty){
public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref CameraSettingSingleValue<Vector2> targetProperty){
switch (valueGroup.changeX) {
case CameraSettingsToggle.NewValue:
case ValueChangeAction.NewValue:
targetProperty.targetValue.x = valueGroup.newValue.x;
break;
case CameraSettingsToggle.ResetValue:
case ValueChangeAction.ResetValue:
targetProperty.targetValue.x = targetProperty.originalValue.x;
break;
}
switch (valueGroup.changeY) {
case CameraSettingsToggle.NewValue:
case ValueChangeAction.NewValue:
targetProperty.targetValue.y = valueGroup.newValue.y;
break;
case CameraSettingsToggle.ResetValue:
case ValueChangeAction.ResetValue:
targetProperty.targetValue.y = targetProperty.originalValue.y;
break;
}
@@ -491,41 +115,41 @@ namespace NodeCanvas.Tasks.Actions {
public void UpdateOrbitFollowValue(OrbitalFollowValueGroup valueGroup, ref CameraSettingSingleValue<float> targetHeight, ref CameraSettingSingleValue<float> targetRadius){
switch (valueGroup.changeHeight) {
case CameraSettingsToggle.NewValue:
case ValueChangeAction.NewValue:
targetHeight.targetValue = valueGroup.height;
break;
case CameraSettingsToggle.ResetValue:
case ValueChangeAction.ResetValue:
targetHeight.targetValue = targetHeight.originalValue;
break;
}
switch (valueGroup.changeRadius) {
case CameraSettingsToggle.NewValue:
case ValueChangeAction.NewValue:
targetRadius.targetValue = valueGroup.radius;
break;
case CameraSettingsToggle.ResetValue:
case ValueChangeAction.ResetValue:
targetRadius.targetValue = targetRadius.originalValue;
break;
}
}
public void UpdateBoolValue(BoolCameraValueGroup valueGroup, ref CameraSettingSingleValue<bool> targetProperty){
public void UpdateBoolValue(BoolValueGroup valueGroup, ref CameraSettingSingleValue<bool> targetProperty){
switch (valueGroup.changeValue) {
case CameraSettingsToggle.NewValue:
case ValueChangeAction.NewValue:
targetProperty.targetValue = valueGroup.value;
break;
case CameraSettingsToggle.ResetValue:
case ValueChangeAction.ResetValue:
targetProperty.targetValue = targetProperty.originalValue;
break;
}
}
public void UpdateFloatValue(FloatCameraValueGroup valueGroup, ref CameraSettingSingleValue<float> targetProperty){
public void UpdateFloatValue(FloatValueGroup valueGroup, ref CameraSettingSingleValue<float> targetProperty){
switch (valueGroup.changeValue) {
case CameraSettingsToggle.NewValue:
targetProperty.targetValue = valueGroup.value;
case ValueChangeAction.NewValue:
targetProperty.targetValue = valueGroup.value.value;
break;
case CameraSettingsToggle.ResetValue:
case ValueChangeAction.ResetValue:
targetProperty.targetValue = targetProperty.originalValue;
break;
}

View File

@@ -0,0 +1,235 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Units;
using UnityEngine;
namespace Reset.Core {
[Category("Reset")]
[Description("Commits movement unit changes to the handler.")]
public class ChangeMovementSettings : ActionTask<UnitMovementHandler> {
// Move Speed
[ParadoxNotion.Design.Header("Speed")]
public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing");
[ParadoxNotion.Design.Header("Direction")]
public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay");
public FloatValueGroup accelerationSmoothing = new (newLabel: "Acceleration Smoothing");
public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing");
// public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve"); // Currently unused, may return
// Direction
[Space(5)]
public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
public float newDirectionStrength;
[Space(5)]
public Vector2 addDirectionFromInput;
public float addInputStrength;
[SliderField(0,1)]
public float addInputPriorty;
// Jumping
[ParadoxNotion.Design.Header("Jumping")]
public FloatValueGroup jumpPower = new (newLabel: "Jump Power");
public FloatValueGroup jumpPowerDecay = new (newLabel: "Jump Decay Speed");
// Gravity
[ParadoxNotion.Design.Header("Gravity")]
public FloatValueGroup gravityPower = new (newLabel: "Gravity Power");
public FloatValueGroup gravityMax = new (newLabel: "Gravity Max");
public FloatValueGroup gravityAcceleration = new (newLabel: "Gravity Acceleration Speed");
public FloatValueGroup gravityScale = new (newLabel: "Gravity Scale");
public FloatValueGroup settingsChangeSmoothing = new(newLabel: "Settings Change Smoothing");
// Rotation
[ParadoxNotion.Design.Header("Rotation")]
public EnumValueGroup rotateFacing = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
public FloatValueGroup rotationSmoothing = new (newLabel: "Rotation Smoothing");
public FloatValueGroup rotationInputBlending = new("Rotation Input Blending");
[Space(5)]
public BBParameter<Vector3> feedNewRotation;
public BBParameter<Vector3> feedRelativeTo;
public Space rotationRelativeSpace;
private Vector3 feedDir;
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
// Direction
UpdateFloatValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.data.airDirectionDecay);
UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing);
UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing);
// UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return
// Direction from value
// Check that feedDir is not changed
UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir);
// If there's a direciton add it to the player for a frame
if (feedDir != Vector3.zero) {
agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength);
// Reset the fed direction after it's added so future runs don't have
feedDir = Vector3.zero;
}
// Direction from controller input
if (addDirectionFromInput != Vector2.zero){
agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength);
}
// Move Speed
UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed);
UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing);
// Jump
UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
// Gravity
UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
UpdateFloatValue(settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing, ref agent.defaultData.settingsChangeSmoothing);
// Rotation
UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
UpdateFloatValue(rotationSpeed, ref agent.data.rotationSpeed, ref agent.defaultData.rotationSpeed);
UpdateFloatValue(rotationSmoothing, ref agent.data.rotationSmoothing, ref agent.defaultData.rotationSmoothing);
UpdateFloatValue(rotationInputBlending, ref agent.data.rotationInputBlending, ref agent.defaultData.rotationInputBlending);
// Rotation from value
if (feedNewRotation.value != Vector3.zero) {
if (rotationRelativeSpace == Space.World) {
Debug.Log(Quaternion.LookRotation(feedRelativeTo.value));
agent.SetSpecifiedRotation(Quaternion.Euler(feedNewRotation.value) * Quaternion.LookRotation(feedRelativeTo.value));
} else {
agent.SetSpecifiedRotation(agent.transform.rotation * Quaternion.Euler(feedNewRotation.value) * Quaternion.LookRotation(feedRelativeTo.value));
}
}
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
public void UpdateCurveProperty(CurveValueGroup valueGroup, ref AnimationCurve targetProperty, ref AnimationCurve defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NoChange:
break;
case ValueChangeAction.NewValue:
targetProperty = valueGroup.newValue;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.x = defaultProperty.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.y = defaultProperty.y;
break;
}
switch (valueGroup.changeZ) {
case ValueChangeAction.NewValue:
targetProperty.z = valueGroup.newValue.z;
break;
case ValueChangeAction.ResetValue:
targetProperty.z = defaultProperty.z;
break;
}
}
public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.x = defaultProperty.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.y = defaultProperty.y;
break;
}
}
public void UpdateBoolValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
public void UpdateEnumValue(EnumValueGroup valueGroup, ref Enum targetProperty, ref Enum defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.newValue;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
public void UpdateFloatValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.value.value;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
}
}

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

View File

@@ -1,7 +1,12 @@
using System;
using Drawing;
using log4net.Appender;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Services;
using Reset.Units;
using Sirenix.Serialization;
using Unity.Cinemachine;
using UnityEngine;
@@ -9,7 +14,7 @@ namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
[Description("Pulls the agent towards a position with a spring-like effect")]
public class DoGrapplePull : ActionTask<CharacterController>{
public class DoGrapplePull : ActionTask<UnitMovementHandler>{
public BBParameter<Vector3> grapplePoint;
public BBParameter<Vector3> offset;
@@ -26,17 +31,36 @@ namespace NodeCanvas.Tasks.Actions {
public BBParameter<AnimationCurve> pullSpeedCurve;
public BBParameter<AnimationCurve> endDeaccelerationCurve;
private float startTime;
private Vector3 velocityOnStart;
private Vector3 originalDirection;
public float breakAtDistance;
public float breakAtDotProduct;
private float currentSpeed;
private Vector3 smoothedInput;
private Vector3 smoothedInputRefVelocity;
//Use for initialization. This is called only once in the lifetime of the task.
private Vector3 gizmoSwingDirection;
private Vector3 gizmoPointDirection;
private Vector3 gizmoFinalDirection;
private Vector3 gizmosSmoothedInput;
private Transform camera;
private float referenceSpeed;
private Vector3 finalDirection;
private float yChangeMultipler;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit(){
MonoManager.current.onLateUpdate += DrawGrappleGizmo;
return null;
}
@@ -44,22 +68,63 @@ namespace NodeCanvas.Tasks.Actions {
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
camera = Camera.main.transform;
MonoManager.current.onLateUpdate += DrawGrappleGizmo;
// Get the current move direction
velocityOnStart = agent.outputMoveDirection;
// Use the current move direciton to initialize the direction
finalDirection = velocityOnStart;
startTime = Time.time;
currentSpeed = pullSpeedCurve.value[0].value * pullSpeedRange.value.y;
smoothedInput = agent.GetComponent<CharacterController>().velocity.normalized.Flatten(null, 0f, 0f);
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
protected override void OnUpdate(){
// Calculate input
Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
Vector3 input = new Vector3(rawInput.x, rawInput.y, 0f);
smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 1f);
// Create the distance variables
Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
float evaluatedSpeed = pullSpeedCurve.value.Evaluate(Mathf.Clamp((Time.time - startTime) / 6f, 0f, Mathf.Infinity));
float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
// Calculate the direction on XZ
Vector3 directionToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
Vector3 directionToSwing = Quaternion.LookRotation(input) * directionToPoint;
finalDirection = Vector3.Slerp(directionToPoint, directionToSwing, (elapsedTime * .6f));
// Flatten it
// finalDirection.Flatten(null, 0f); // don't wanna flatten it to use the natural y as gravity
// Some math for getting the Y
yChangeMultipler = Mathf.Lerp(yChangeMultipler, 0f, elapsedTime * .5f); // Starts at 1 so that the player has more ability to change height on start of swing, then smooths to zero
// Add Y, this is a test
if (Vector3.Dot(finalDirection, Vector3.down) < 0) { // This should make you go up
float yTarget = 10f;
finalDirection = Vector3.Slerp(finalDirection, finalDirection.Flatten(null, yTarget), 1f * Time.deltaTime);
} else {
float yTarget = -10f;
finalDirection = Vector3.Slerp(finalDirection, finalDirection.Flatten(null, yTarget), 1f * Time.deltaTime);
}
Debug.Log(Vector3.Dot(directionToSwing, Vector3.down));
// Speed
float evaluatedSpeed = pullSpeedCurve.value.Evaluate(Mathf.Clamp((Time.time - startTime) / 6f, 0f, Mathf.Infinity));
float speedAgainstCurve = Mathf.Lerp(pullSpeedRange.value.x, pullSpeedRange.value.y, evaluatedSpeed);
// Find how far from 0-1 the player is from the max and minimum distance
// Get the base distance then account for the minimum distance to the point so that being the minimum away will Lerp to 1
float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
// float currentDistMinimumAccounted = (currentDist - pullSpeedDistances.value.x);
if (currentDist < slowdownDistance.value) {
@@ -78,45 +143,79 @@ namespace NodeCanvas.Tasks.Actions {
// Soften the speed changes
currentSpeed = Mathf.Lerp(currentSpeed, speedAgainstCurve, 10f * Time.deltaTime);
// Add input changes
Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
Vector3 input = Quaternion.LookRotation(dirToPoint) * new Vector3(rawInput.x, rawInput.y, 0f);
smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 30f * Time.deltaTime);
// Gizmos
gizmosSmoothedInput = smoothedInput;
gizmoPointDirection = directionToPoint;
gizmoSwingDirection = directionToSwing;
gizmoFinalDirection = finalDirection;
Debug.Log(input);
dirToPoint.y *= 2.5f;
agent.Move((dirToPoint.normalized + smoothedInput) * currentSpeed * Time.deltaTime);
// Debug.Log( $"{ endDeaccelerationCurve.value.Evaluate(((slowdownDistance.value - currentDist)) )}");
// EndAction(true);
agent.SetNewDirection(finalDirection.normalized.Flatten(null, 0));
agent.SetNewGravity(finalDirection.y);
agent.SmoothToSpeed(5f, 1f * Time.deltaTime, out referenceSpeed);
// agent.SmoothToDirection(finalDirection.Flatten(null, 0).normalized * evaluatedSpeed, 1f * Time.deltaTime, out referenceDirection);
// agent.SmoothToGravitation(finalDirection.y, 1f, out referenceGravity);
if (Vector3.Dot(velocityOnStart, directionToPoint.normalized) < breakAtDotProduct) {
EndAction(true);
} else if (currentDist < breakAtDistance) {
EndAction(true);
}
}
public void DrawGrappleGizmo(){
// Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
//
// using (Draw.WithColor(Color.yellow)){
// Draw.Line(agent.transform.position + Vector3.up, grapplePoint.value);
//
// // Draw Gizmo for minimum distance
// Vector3 minLocation = agent.transform.position + (Vector3.up * 1) + (dirToPoint * pullSpeedDistances.value.x);
// Vector3 minToScreen = minLocation.DirectionTo(Camera.main.transform.position);
//
// Draw.SolidCircle(minLocation,minToScreen , .2f);
//
// // Draw Gizmo for minimum distance
// Vector3 maxLocation = agent.transform.position + (Vector3.up * .8f) + (dirToPoint * pullSpeedDistances.value.y);
// Vector3 maxToScreen = maxLocation.DirectionTo(Camera.main.transform.position);
//
// Draw.SolidCircle(maxLocation,maxToScreen , .2f);
// }
// Destination gizmos
using (Draw.WithColor(Color.blue)){
Vector3 offsetTowardsCamera = grapplePoint.value.DirectionTo(camera.transform.position);
// Grapple Point
Draw.SolidCircle(grapplePoint.value + offsetTowardsCamera, grapplePoint.value.DirectionTo(camera.transform.position), .4f);
Draw.Label2D(grapplePoint.value + offsetTowardsCamera * 2f + Vector3.up, "Grapple Point");
using (Draw.WithLineWidth(1.5f)) {
// Final Direction
Draw.Line(agent.transform.position + Vector3.up, agent.transform.position + Vector3.up + gizmoFinalDirection.normalized * 2f);
Draw.ArrowheadArc(agent.transform.position + Vector3.up, gizmoFinalDirection.normalized, 2f, 15f);
Color inactiveBlue = new(0, 0, 1, .1f);
Color swingColor = Color.Lerp(Color.blue, inactiveBlue, (elapsedTime * .6f));
Color dirColor = Color.Lerp(inactiveBlue, Color.blue, (elapsedTime * .6f));
// Swing Direction
using (Draw.WithColor(swingColor)) {
float swingLength = 2.2f;
Vector3 swingStart = agent.transform.position + Vector3.up * .4f;
Vector3 swingDir = swingStart + gizmoSwingDirection.normalized * swingLength;
Draw.DashedLine(swingStart, swingDir, .2f, .2f);
Draw.ArrowheadArc(swingStart, gizmoSwingDirection.normalized, swingLength, 15f);
Draw.Label2D(swingDir + Vector3.up * .4f, "Swing Direction");
}
// Point Direction
using (Draw.WithColor(dirColor)) {
float pointLength = 1.2f;
Vector3 pointStart = agent.transform.position + Vector3.up * .2f;
Vector3 pointDir = pointStart + gizmoPointDirection.normalized * pointLength;
Draw.DashedLine(pointStart, pointDir, .2f, .2f);
Draw.ArrowheadArc(pointStart, gizmoPointDirection.normalized, pointLength, 15f);
Draw.Label2D(pointDir + Vector3.up * .4f, "Grapple Point Direction");
}
}
}
// Input Gizmos
using (Draw.WithColor(Color.red)) {
// Input left and right, up and down for size
Vector3 inputGizmoOffset = (agent.transform.position + camera.rotation * Vector3.back + Vector3.up * .5f);
Vector3 inputGizmoPosition = inputGizmoOffset + camera.rotation * Vector3.Lerp(Vector3.left, Vector3.right, (gizmosSmoothedInput.x - 1 ) / 2f + 1f);
Draw.Line(inputGizmoOffset + camera.rotation * Vector3.left, inputGizmoOffset + camera.rotation * Vector3.right);
Draw.SolidCircle(inputGizmoPosition, inputGizmoPosition.DirectionTo(camera.position), Mathf.Lerp(.2f, .6f, (gizmosSmoothedInput.y - 1 ) / 2f + 1f));
}
}
//Called when the task is disabled.
protected override void OnStop() {
MonoManager.current.onLateUpdate -= DrawGrappleGizmo;
}
//Called when the task is paused.

View File

@@ -1,171 +0,0 @@
using System;
using System.Collections;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Services;
using Unity.Cinemachine;
using Unity.Mathematics;
using UnityEngine;
using Reset.Player.Movement;
namespace Reset.Player.Movement{
public enum PlayerFacingDirection{
Target = 0,
Movement,
MatchCamera,
Static
}
}
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
[Description("Finalizes movement and sends the final move commands to the controller")]
public class ProcessMovement : ActionTask<CharacterController>{
public BBParameter<Vector3> groundMoveDirection;
public BBParameter<Vector3> airMoveDirection;
[Space(5)]
public BBParameter<float> gravityAcceleration = 1f;
public BBParameter<float> gravityMax = 8f;
public BBParameter<float> jumpPower;
public BBParameter<float> jumpPowerDecay;
// Rotation
public BBParameter<PlayerFacingDirection> playerFacingDirection;
[ShowIf("playerFacingDirection", 0)]
public Vector3 rotationTargetPosition;
public BBParameter<float> rotationSpeed = 5f;
public BBParameter<float> rotationSmoothing;
private float currentRotSpeed;
private float lastLookMagnitude;
private Quaternion targetRotation;
private Vector3 currentMoveDir;
// References
private PlayerControls controls;
public BBParameter<float> gravityPower;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
// Append the late update method to actually happen on late update
MonoManager.current.onLateUpdate += LateUpdate;
// Set ingitial rotation power
currentRotSpeed = rotationSpeed.value;
// Reference to controls
controls = agent.GetComponent<PlayerControls>();
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
currentMoveDir = groundMoveDirection.value;
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
// Accelerate gravity
gravityPower.value += gravityAcceleration.value * Time.deltaTime;
gravityPower.value = Mathf.Min(gravityPower.value, gravityMax.value);
// Calculate rotation speed
currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime);
switch (playerFacingDirection.value) {
case PlayerFacingDirection.Target:
// Set rotation to just the direction of the target
targetRotation = Quaternion.LookRotation((agent.transform.position.DirectionTo(rotationTargetPosition)).Flatten(null, 0, null));
break;
case PlayerFacingDirection.Movement:
// Check magnitude to avoid the "Look rotation viewing vector is zero" debug
// Set desired rotation to input direction, with respect to camera rotation
if (agent.isGrounded){
if (controls.rawMoveInput.magnitude == 0) { break; }
targetRotation = Quaternion.LookRotation(currentMoveDir) *
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
} else {
if (airMoveDirection.value.magnitude == 0) { break; }
targetRotation = Quaternion.LookRotation(airMoveDirection.value);
}
break;
case PlayerFacingDirection.MatchCamera:
// Craft a new rotation that flattens the camera's rotation to the ground
// Needed to keep the character from inheriting the camera's height-rotation
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
break;
case PlayerFacingDirection.Static:
targetRotation = agent.transform.rotation;
break;
}
// Construct move direction
Vector3 finalMoveDir = Vector3.zero;
Vector3 gravityMoveDirection;
// Change how input is managed based on facing state
currentMoveDir = Vector3.Slerp(currentMoveDir, groundMoveDirection.value, currentRotSpeed * Time.deltaTime);
// Add input movement
if (agent.isGrounded){
finalMoveDir += currentMoveDir + Vector3.down * .03f;
gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.3f), 0f);
} else {
finalMoveDir += airMoveDirection.value;
gravityMoveDirection = new(0f, jumpPower.value + Physics.gravity.y * gravityPower.value, 0f);
}
// Reset gravity power when grounded
if (agent.isGrounded) {
gravityPower.value = 0f;
}
// Do final movement
if (agent.isGrounded) {
agent.Move((Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f)) * finalMoveDir + gravityMoveDirection) * Time.deltaTime);
} else {
agent.Move((finalMoveDir + gravityMoveDirection) * Time.deltaTime);
}
// Set final rotation
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime).Flatten(0, null, 0);
// ???? Moved this above but don't remember if this needs to be here still
if (agent.isGrounded) {
jumpPower.value = 0f;
}
EndAction(true);
}
// Gravity is processed in LateUpdate (added to MonoManager's onLateUpdate in OnInit())
public void LateUpdate(){
// Decay jump power
jumpPower.value = Mathf.Lerp(jumpPower.value, 0f, jumpPowerDecay.value * Time.deltaTime);
}
//Called when the task is disabled.
protected override void OnStop() {
EndAction(true);
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

View File

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

View File

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

View File

@@ -1,7 +1,7 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Player.Movement;
using Reset.Movement;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {

View File

@@ -0,0 +1,73 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using ParadoxNotion.Services;
using UnityEngine;
namespace Reset.Movement {
[Category("Reset/Movement")]
[Description("Process Y-axis movement for the agent")]
// TODO: Rename to UpdateGravitytDirection
public class UpdateGravityDirection : ActionTask<CharacterController>{
public BBParameter<Vector3> moveDirection;
public BBParameter<float> jumpPower;
public BBParameter<float> jumpPowerDecay;
[Space(5)]
public BBParameter<float> gravityAcceleration = 1f;
public BBParameter<float> gravityMax = 8f;
public BBParameter<float> gravityPower;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
MonoManager.current.onLateUpdate += LateUpdate;
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
// Accelerate gravity
gravityPower.value += gravityAcceleration.value * Time.deltaTime;
gravityPower.value = Mathf.Min(gravityPower.value, gravityMax.value);
// Apply a constant gravity if the player is grounded
if (agent.isGrounded) {
gravityPower.value = .1f;
}
// Create the gravity direction
float gravityMoveDirection = jumpPower.value + Physics.gravity.y * gravityPower.value;
// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
moveDirection.value = new Vector3(moveDirection.value.x, gravityMoveDirection, moveDirection.value.z);
Debug.Log("Gravity Done");
EndAction(true);
}
public void LateUpdate(){
// Decay jump power
jumpPower.value = Mathf.Lerp(jumpPower.value, 0f, jumpPowerDecay.value * Time.deltaTime);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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

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

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using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Movement {
[Category("Reset/Movement")]
[Description("Updates the movespeed for this agent")]
public class UpdateMovementSpeed : ActionTask{
public BBParameter<float> target;
public BBParameter<float> speed;
public BBParameter<float> smoothing = 10f;
private float currentSpeed;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
if (!speed.useBlackboard) {
Debug.LogError("This <b>Update Movement Speed</b> does not have it's current value attached to a Blackboard variable. Nothing will happen.", agent.gameObject);
}
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
// currentSpeed = speed.value;
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
currentSpeed = Mathf.Lerp(currentSpeed, target.value, smoothing.value * Time.deltaTime);
speed.value = currentSpeed;
if (Mathf.Abs(currentSpeed - speed.value) < .01f) {
}
Debug.Log("Speed Done");
EndAction(true);
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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fileFormatVersion: 2
guid: 6a4c5896d783ad845861edd0c9eea14b

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@@ -29,8 +29,7 @@ public class LockOnManager : MonoBehaviour{
// Lock On Tracking
[Space(10)]
[ShowInInspector]
ActiveLockOnTarget mainTarget;
public ActiveLockOnTarget mainTarget;
public List<ActiveLockOnTarget> activeTargets = new List<ActiveLockOnTarget>();
@@ -54,7 +53,6 @@ public class LockOnManager : MonoBehaviour{
return;
}
// Quick check for things in lock-on target that aren't lock-onable
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
mainTarget.gameObject.AddComponent<GenericLockOnTarget>();

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@@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 5000
executionOrder: 95
icon: {instanceID: 0}
userData:
assetBundleName:

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@@ -0,0 +1,492 @@
using System;
using NodeCanvas.Editor;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEditor;
using UnityEngine;
namespace Reset.Core{
// Individual bool setting for each ring. Three of these will be used.
public struct OrbitalFollowValueGroup{
public string label;
public ValueChangeAction changeHeight;
public float height;
public ValueChangeAction changeRadius;
public float radius;
public OrbitalFollowValueGroup(string newLabel){
label = newLabel;
changeHeight = ValueChangeAction.NoChange;
height = 0f;
changeRadius = ValueChangeAction.NoChange;
radius = 0f;
}
}
// Enum options for individual camera settings
public enum ValueChangeAction{
NoChange,
NewValue,
ResetValue,
RelativeValue, // Placeholder for using as altering existing value
}
public struct CurveValueGroup{
public string label;
public AnimationCurve newValue;
public ValueChangeAction changeValue;
public CurveValueGroup(string newLabel){
changeValue = ValueChangeAction.NoChange;
newValue = new AnimationCurve();
label = newLabel;
}
}
public struct EnumValueGroup{
public string label;
public Enum newValue;
public ValueChangeAction changeValue;
public EnumValueGroup(string newLabel, Enum enumType){
changeValue = ValueChangeAction.NoChange;
newValue = enumType;
label = newLabel;
}
}
public struct Vector3ValueGroup{
public string label;
public Vector3 newValue;
public ValueChangeAction changeX;
public ValueChangeAction changeY;
public ValueChangeAction changeZ;
public Vector3ValueGroup(string newLabel){
changeX = ValueChangeAction.NoChange;
changeY = ValueChangeAction.NoChange;
changeZ = ValueChangeAction.NoChange;
newValue = Vector3.zero;
label = newLabel;
}
}
public struct Vector2ValueGroup{
public string label;
public Vector2 newValue;
public ValueChangeAction changeX;
public ValueChangeAction changeY;
public Vector2ValueGroup(string newLabel){
changeX = ValueChangeAction.NoChange;
changeY = ValueChangeAction.NoChange;
newValue = Vector2.zero;
label = newLabel;
}
}
public struct FloatValueGroup{
public string label;
// public float value;
public BBParameter<float> value;
public ValueChangeAction changeValue;
public FloatValueGroup(string newLabel){
label = newLabel;
value = new BBParameter<float>().value = 0f;
changeValue = ValueChangeAction.NoChange;
}
}
public struct BoolValueGroup{
public string label;
public bool value;
public ValueChangeAction changeValue;
public BoolValueGroup(string newLabel){
label = newLabel;
value = true;
changeValue = ValueChangeAction.NoChange;
}
}
#if UNITY_EDITOR
public class BoolValueGroupDrawer : ObjectDrawer<BoolValueGroup> {
public override BoolValueGroup OnGUI(GUIContent _content, BoolValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(80.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == ValueChangeAction.NewValue){
_instance.value = EditorGUILayout.Toggle(_instance.value, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class CurveVlueGroupDrawer : ObjectDrawer<CurveValueGroup> {
public override CurveValueGroup OnGUI(GUIContent _content, CurveValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(80.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == ValueChangeAction.NewValue){
_instance.newValue = EditorGUILayout.CurveField(_instance.newValue, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class EnumValueGroupDrawer : ObjectDrawer<EnumValueGroup>{
public override EnumValueGroup OnGUI(GUIContent _content, EnumValueGroup _instance){
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(200.0f),
GUILayout.MinWidth(100.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == ValueChangeAction.NewValue){
_instance.newValue = EditorGUILayout.EnumPopup("", instance.newValue, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class FloatValueGroupDrawer : ObjectDrawer<FloatValueGroup> {
public override FloatValueGroup OnGUI(GUIContent _content, FloatValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(80.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeValue = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeValue);
// Create the value/disabled information field
if (_instance.changeValue == ValueChangeAction.NewValue){
// _instance.value = EditorGUILayout.FloatField(_instance.value, floatOptions);
BBParameterEditor.ParameterField("", _instance.value);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeValue == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class Vector3ValueGroupDrawer : ObjectDrawer<Vector3ValueGroup> {
public override Vector3ValueGroup OnGUI(GUIContent _content, Vector3ValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 20;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeX = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeX);
// Create the value/disabled information field
if (_instance.changeX == ValueChangeAction.NewValue){
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeX == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeY = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeY);
// Create the value/disabled information field
if (_instance.changeY == ValueChangeAction.NewValue){
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeY == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeZ = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeZ);
// Create the value/disabled information field
if (_instance.changeZ == ValueChangeAction.NewValue){
_instance.newValue.z = EditorGUILayout.FloatField(_instance.newValue.z, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeZ == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
public class Vector2ValueGroupDrawer : ObjectDrawer<Vector2ValueGroup> {
public override Vector2ValueGroup OnGUI(GUIContent _content, Vector2ValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 50;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(200.0f),
};
// Start the Vertical layout then add the label before adding a horizontal so the label will be on top of side-by-side options
GUILayout.BeginVertical();
GUILayout.Label(_instance.label, labelOptions);
GUILayout.BeginHorizontal();
// Create the x settings enum
_instance.changeX = (ValueChangeAction)EditorGUILayout.EnumPopup("", instance.changeX);
// Create the value/disabled information field
if (_instance.changeX == ValueChangeAction.NewValue){
_instance.newValue.x = EditorGUILayout.FloatField(_instance.newValue.x, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeX == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the y settings enum
_instance.changeY = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeY);
// Create the value/disabled information field
if (_instance.changeY == ValueChangeAction.NewValue){
_instance.newValue.y = EditorGUILayout.FloatField(_instance.newValue.y, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeY == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
GUILayout.EndVertical();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
// Custom editor for each orbital follow ring setting
public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGroup>{
public override OrbitalFollowValueGroup OnGUI(GUIContent _content, OrbitalFollowValueGroup _instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 1;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(60.0f),
};
// Start a Horiztonal Section
GUILayout.BeginHorizontal();
// Add the left side label
GUILayout.Label(_instance.label, labelOptions);
// Create the height settings enum
_instance.changeHeight = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeHeight);
// Create the value/disabled information field
if (_instance.changeHeight == ValueChangeAction.NewValue){
_instance.height = EditorGUILayout.FloatField(_instance.height, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeHeight == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the radius settings enum
_instance.changeRadius = (ValueChangeAction)EditorGUILayout.EnumPopup("", _instance.changeRadius);
// Create the value/disabled information field
if (_instance.changeRadius == ValueChangeAction.NewValue){
_instance.radius = EditorGUILayout.FloatField(_instance.radius, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(_instance.changeRadius == ValueChangeAction.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return _instance;
}
}
#endif
}

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

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

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

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: b3b4e13d59527d1429a62dde97c6a001

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@@ -0,0 +1,392 @@
using System;
using System.Numerics;
using NUnit.Framework.Internal;
using UnityEngine;
using ParadoxNotion.Design;
using Sirenix.OdinInspector;
using UnityEditor.Rendering;
using UnityEngine.Serialization;
using Quaternion = UnityEngine.Quaternion;
using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
public enum PlayerFacingDirection{
TowardsTarget = 0,
MatchForward,
MatchCamera,
Static,
Momentum,
SpecifiedDirection
}
namespace Reset.Units{
// public interface IBuffSource{ - Unused good idea?
// public Object sourceObject();
// public
// }
[Serializable]
public class UnitMovementData : ICloneable{
// Movement Direction
public float accelerationSmoothing = 5f;
public float deaccelerationSmoothing = 5f;
// public AnimationCurve deaccelerationCurve; // Currently unused, may return
[SliderField(0,1)]
public float airDirectionDecay;
// Move Speed
public float moveSpeed = 15f;
public float moveSpeedSoothing = 10f;
// Jumping
[ShowInInspector, ReadOnly] public float jumpPower;
public float jumpPowerDecay = 3f;
// Gravity
[ShowInInspector, ReadOnly] public float gravityPower;
public float gravityMax = 8f;
public float gravityAcceleration = 1f;
public float gravityScale = 1f;
public float settingsChangeSmoothing = 6f;
// Rotation
[ShowInInspector, SerializeReference]
public Enum rotateFacing;
[FormerlySerializedAs("rotationSpeedTarget")] public float rotationSpeed = 5f;
public float rotationSmoothing = 1f;
public float rotationInputBlending = .3f;
public object Clone(){
return MemberwiseClone();
}
}
public class UnitMovementHandler : MonoBehaviour{
// class MovementFloatModifier{
// // IBuffSource source
// public float value;
// }
// Debug viewing
[ShowInInspector, ReadOnly] private float outputSpeed;
[ShowInInspector, ReadOnly] private float additionalSpeed;
[ShowInInspector, ReadOnly] public Vector3 outputMoveDirection;
[ShowInInspector, ReadOnly] private Vector3 additionalMoveDirection;
[ShowInInspector, ReadOnly] private Quaternion outputRotation;
[ShowInInspector, ReadOnly] private Quaternion specifiedRotation;
[ShowInInspector, ReadOnly] private float outputRotationSpeed;
// Used by graph to gradually shift into new values rather than dump them. Even if they're smoothed values they need to be eased into
[ShowInInspector, ReadOnly] private float outputJumpDecay;
[ShowInInspector, ReadOnly] private float outputGravityAccel;
[ShowInInspector, ReadOnly] private float outputGravityScale;
[ShowInInspector, ReadOnly] private float settingsChangeRotationSpeed;
private float directionChangeDot;
private bool moveCallDisabledNextFrame;
private bool movedThisFrame;
private CharacterController controller;
private PlayerControls controls;
private LockOnManager lockOnManager;
private Vector3 moveSmooth;
public float gravitySmooth;
private bool relativeToCamera;
[ShowInInspector, PropertyOrder(2)]
public UnitMovementData data = new();
[HideInInspector]
public UnitMovementData defaultData;
void Awake(){
controller = GetComponent<CharacterController>();
controls = GetComponent<PlayerControls>();
lockOnManager = GetComponent<LockOnManager>();
}
private void Start(){
defaultData = (UnitMovementData)data.Clone();
}
void Update(){
UpdateCurrentDirection();
UpdateCurrentGravity();
UpdateCurrentSpeed();
UpdateCurrentRotation();
DoMovement();
}
// Add directly to the direction
public void AddToCurrentDirection(Vector3 inputDirection, float power){
additionalMoveDirection += inputDirection.normalized;
additionalSpeed = power;
}
public void SmoothToDirection(Vector3 desiredDirection, float value, out Vector3 referenceDirection){
// referenceDirection = outputMoveDirection;
additionalMoveDirection = Vector3.Slerp(outputMoveDirection, desiredDirection, value);
referenceDirection = outputMoveDirection;
}
public void SmoothToSpeed(float desiredSpeed, float smoothing, out float referenceSpeed){
additionalSpeed = Mathf.Lerp(outputSpeed, desiredSpeed, smoothing * Time.deltaTime);
referenceSpeed = additionalSpeed;
}
// public void SmoothToGravity(float desiredGravity, float smoothing, out float referenceGravity){
// outputMoveDirection.y = Mathf.Lerp(outputMoveDirection.y, desiredGravity, smoothing);
// referenceGravity = desiredGravity;
// }
public void SetNewDirection(Vector3 inputDirection){ // NOTE: If smoothing desired add a default bool for smoothing maybe?
additionalMoveDirection = inputDirection.Flatten(null, 0f, null);
}
public void SetNewGravity(float value){
additionalMoveDirection.y = value;
}
// Hold a new rotation to be moved to during PlayerFacingDirection.SpecifiedRotation
public void SetSpecifiedRotation(Quaternion inputRotation){
specifiedRotation = inputRotation;
}
// Blend between the current direction and an input direction, based on the current controller input
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){
// Create a new direction that is the current controller input * the amount of power they should have
Vector3 dirToAdd = new Vector3(controls.rawMoveInput.x * value.x, 0f, controls.rawMoveInput.y * value.y);
// Multiply it by the current magnitude (why? i forgor)
dirToAdd *= controls.rawMoveInput.magnitude;
// Blend the existing direction into it
dirToAdd = Vector3.Lerp(outputMoveDirection, dirToAdd, priority * controls.rawMoveInput.magnitude);
// Set the new direction
outputMoveDirection = new Vector3(dirToAdd.x, outputMoveDirection.y, dirToAdd.z);
// Everthing under here is for the speed now. If it's not set do...nothing. Otherwise set it to the max value between move speed and the new speed
if (float.IsPositiveInfinity(speed)) {
return;
}
outputSpeed = Mathf.Lerp(outputSpeed, Mathf.Max(data.moveSpeed, speed), priority);
}
// Update the direction, called every frame
private void UpdateCurrentDirection(){
// Get input value
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
// Construct move direction
Vector3 targetDirection = inputMovement;
// Deadzone
if (inputMovement.magnitude < .05f) {
targetDirection = Vector3.zero;
}
// Remove Y from variables
Vector3 targetNoY = new Vector3(targetDirection.x, 0f, targetDirection.z);
Vector3 currentNoY = new Vector3(outputMoveDirection.x, 0f, outputMoveDirection.z);
// Also need to find the dot value of the current input versus the current move direction
Vector3 slerpedValue;
Vector3 lerpedValue;
float switchedDirection = Vector3.Dot(inputMovement, outputMoveDirection);
float switchedDirectionRemapped = Mathf.Lerp(0, 1, switchedDirection);
directionChangeDot = Mathf.Lerp(switchedDirection, switchedDirectionRemapped, 5f * Time.deltaTime) ; // turn that .5f into a variable
// Smooth movement. Use deaccel smoothing if the input magnitude is lower, and accel smoothing if it's higher
// Also checks when grounded to only use Slerp on the ground
if (targetNoY.magnitude > currentNoY.magnitude) {
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDot);
} else {
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.accelerationSmoothing * Time.deltaTime);
}
} else {
if (controller.isGrounded){
slerpedValue = Vector3.Slerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
lerpedValue = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * Time.deltaTime);
currentNoY = Vector3.Lerp(lerpedValue, slerpedValue, directionChangeDot);
} else {
currentNoY = Vector3.Lerp(currentNoY, targetNoY, data.deaccelerationSmoothing * data.airDirectionDecay * Time.deltaTime);
}
}
// Commit move direction
outputMoveDirection = Vector3.SmoothDamp(outputMoveDirection, new Vector3(currentNoY.x, outputMoveDirection.y, currentNoY.z),ref moveSmooth , .5f *Time.deltaTime);
}
// Update the speed, called every frame
private void UpdateCurrentSpeed(){
Debug.Log(data.moveSpeed);
outputSpeed = Mathf.Lerp(outputSpeed, data.moveSpeed, data.moveSpeedSoothing * Time.deltaTime);
}
// Update the gravity, called every frame
private void UpdateCurrentGravity(){
// Accelerate gravity
data.gravityPower += outputGravityAccel * Time.deltaTime;
data.gravityPower = Mathf.Clamp(data.gravityPower, Mathf.NegativeInfinity, data.gravityMax);
// Apply a constant gravity if the player is grounded
if (controller.isGrounded) {
data.gravityPower = .1f;
}
// Create the final gravity value
float gravityMoveDirection = data.jumpPower + (Physics.gravity.y * data.gravityPower);
// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
// outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmooth, .1f * Time.deltaTime);
}
// Update the rotation, called every frame
private void UpdateCurrentRotation(){
// Get input value
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
// Switch the desired rotation based on current movement setting
switch (data.rotateFacing) {
// Just look at target
case PlayerFacingDirection.TowardsTarget:
// Look directly at the target
outputRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
break;
case PlayerFacingDirection.Momentum:
// Look towards the current direction the agent is moving
if (inputMovement.magnitude > .05f){
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(outputMoveDirection);
}
break;
case PlayerFacingDirection.MatchForward:
// Look towards the input direction....why??? I guess cause move direction is PlayerFacingDirection.Momentum.
if (controls.rawMoveInput.magnitude < 0.05f) { break; }
outputRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
break;
case PlayerFacingDirection.MatchCamera:
// Look the same direction as the camera
outputRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
break;
case PlayerFacingDirection.Static:
// Don't change
outputRotation = transform.rotation;
break;
case PlayerFacingDirection.SpecifiedDirection:
// Look at an inputed rotation
outputRotation = specifiedRotation;
break;
}
// Add the current input into the created rotation
if (inputMovement.magnitude > .05){
outputRotation = Quaternion.Lerp(outputRotation, Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement), data.rotationInputBlending);
}
// Calculate rotation speed, as in how fast the fella rotates. This value has it's own smoothing to allow for gradual increasing/decreasing of the speed till it reaches the target
outputRotationSpeed = Mathf.Lerp(outputRotationSpeed, data.rotationSpeed, settingsChangeRotationSpeed * Time.deltaTime);
// Set final rotation
transform.rotation = Quaternion.Slerp(transform.rotation, outputRotation, outputRotationSpeed * Time.deltaTime).Flatten(0, null, 0);
}
// Move with default settings
public void DoMovement(){
DoMovement(outputMoveDirection, outputSpeed, data.gravityScale);
}
public void DisableNextMoveCall(){
moveCallDisabledNextFrame = true;
}
// Custom move from input
public void DoMovement(Vector3 moveDir, float speed, float gravityScale){
// Debug.Log($"moveDir: {moveDir}, agent velocity: {transform.InverseTransformDirection(controller.velocity.normalized)}");
// Seperate the different move directions. Additonal becomes it's own because it needs to be added independently of the other two
Vector3 moveXZDir = new Vector3(moveDir.x, 0f, moveDir.z);
Vector3 moveYDir = new Vector3(0f, moveDir.y, 0f);
Vector3 addDir = additionalMoveDirection;
// Add their related speeds
moveXZDir *= speed * Time.deltaTime;
moveYDir *= outputGravityScale * Time.deltaTime;
addDir *= additionalSpeed * Time.deltaTime;
// Construct the direction and move
Vector3 finalDir = moveXZDir + moveYDir;
controller.Move((Camera.main.transform.rotation.Flatten(0, null, 0) * finalDir) + addDir);
}
void LateUpdate(){
UpdateGravityLate();
DecayAdditionalDirection();
SmoothingSettingsChanges();
}
private void SmoothingSettingsChanges(){
outputJumpDecay = Mathf.Lerp(outputJumpDecay, data.jumpPowerDecay, data.settingsChangeSmoothing * Time.deltaTime);
outputGravityAccel = Mathf.Lerp(outputGravityAccel, data.gravityAcceleration, data.settingsChangeSmoothing * Time.deltaTime);
outputGravityScale = Mathf.Lerp(outputGravityScale, data.gravityScale, data.settingsChangeSmoothing * Time.deltaTime);
settingsChangeRotationSpeed = Mathf.Lerp(settingsChangeRotationSpeed, data.rotationSpeed, data.settingsChangeSmoothing * Time.deltaTime);
}
void DecayAdditionalDirection(){
// Get input value
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
// Ignore values under deadzone
if (inputMovement.magnitude < .1f) {
inputMovement = Vector3.zero;
}
// Remove Y from variables
Vector3 currentNoY = new Vector3(additionalMoveDirection.x, 0f, additionalMoveDirection.z);
// Decay the direction
if (inputMovement.magnitude < currentNoY.magnitude) {
additionalMoveDirection = Vector3.Slerp(additionalMoveDirection, Vector3.zero,data.accelerationSmoothing * Time.deltaTime);
} else {
// float deaccelValue = data.deaccelerationCurve.Evaluate(inputMovement.magnitude);
additionalMoveDirection = Vector3.Lerp(additionalMoveDirection, Vector3.zero, data.deaccelerationSmoothing * Time.deltaTime);
}
// Decay the gravity
additionalMoveDirection.y -= data.gravityPower;
additionalMoveDirection.y = Mathf.Max(0f, additionalMoveDirection.y);
}
private void UpdateGravityLate(){
// Decay jump power
data.jumpPower -= outputJumpDecay * Time.deltaTime;
data.jumpPower = Mathf.Max(0f, data.jumpPower);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b3b4e13d59527d1429a62dde97c6a001
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 98
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -342,6 +342,9 @@ MonoBehaviour:
skyOcclusionIntensityMultiplier:
m_OverrideState: 1
m_Value: 1
worldOffset:
m_OverrideState: 1
m_Value: {x: 0, y: 0, z: 0}
--- !u!114 &-1216621516061285780
MonoBehaviour:
m_ObjectHideFlags: 3
@@ -462,8 +465,6 @@ MonoBehaviour:
- {fileID: -6288072647309666549}
- {fileID: 7518938298396184218}
- {fileID: -1410297666881709256}
- {fileID: -7750755424749557576}
- {fileID: -5139089513906902183}
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MonoBehaviour:
m_ObjectHideFlags: 3

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@@ -54,7 +54,7 @@
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "ShapeComponent.SettingsEnabled",
"value": "{\"m_Value\":false}"
"value": "{\"m_Value\":true}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
@@ -91,6 +91,16 @@
"key": "CollapseVertices.collapseToFirst",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "SubdivideEdges.rangeExpanded",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "SelectEdgeLoop.selectIterative",
"value": "{\"m_Value\":false}"
},
{
"type": "UnityEngine.Rendering.ShadowCastingMode, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "mesh.shadowCastingMode",
@@ -119,17 +129,62 @@
{
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "ShapeBuilder.ActiveShapeIndex",
"value": "{\"m_Value\":6}"
"value": "{\"m_Value\":1}"
},
{
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "SubdivideEdges.subdivisions",
"value": "{\"m_Value\":1}"
},
{
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "SubdivideEdges.subdivisionsUIMin",
"value": "{\"m_Value\":1}"
},
{
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "SubdivideEdges.subdivisionsUIMax",
"value": "{\"m_Value\":32}"
},
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastSize.Cube",
"value": "{\"m_Value\":{\"x\":53.82322311401367,\"y\":3.7740979194641115,\"z\":159.09600830078126}}"
"value": "{\"m_Value\":{\"x\":2.0,\"y\":14.0,\"z\":-9.0}}"
},
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastSize.Stairs",
"value": "{\"m_Value\":{\"x\":-7.032182693481445,\"y\":2.840894937515259,\"z\":-7.309409141540527}}"
"value": "{\"m_Value\":{\"x\":-3.000000476837158,\"y\":14.000001907348633,\"z\":19.0}}"
},
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastSize.Door",
"value": "{\"m_Value\":{\"x\":22.0,\"y\":13.0,\"z\":-16.0}}"
},
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastSize.Plane",
"value": "{\"m_Value\":{\"x\":16.0,\"y\":0.0,\"z\":-7.0}}"
},
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastSize.Cylinder",
"value": "{\"m_Value\":{\"x\":16.0,\"y\":53.0,\"z\":-16.0}}"
},
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastSize.Arch",
"value": "{\"m_Value\":{\"x\":18.0,\"y\":13.0,\"z\":-8.0}}"
},
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastSize.Sphere",
"value": "{\"m_Value\":{\"x\":16.0,\"y\":16.0,\"z\":-16.0}}"
},
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastSize.Cone",
"value": "{\"m_Value\":{\"x\":9.0,\"y\":4.0,\"z\":-11.0}}"
},
{
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
@@ -141,16 +196,76 @@
"key": "ShapeBuilder.LastRotation.Stairs",
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
},
{
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastRotation.Door",
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
},
{
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastRotation.Plane",
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
},
{
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastRotation.Cylinder",
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
},
{
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastRotation.Arch",
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
},
{
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastRotation.Sphere",
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
},
{
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastRotation.Cone",
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
},
{
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.PivotLocation.Cube",
"value": "{\"m_Value\":0}"
"value": "{\"m_Value\":1}"
},
{
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.PivotLocation.Stairs",
"value": "{\"m_Value\":0}"
},
{
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.PivotLocation.Door",
"value": "{\"m_Value\":0}"
},
{
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.PivotLocation.Plane",
"value": "{\"m_Value\":0}"
},
{
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.PivotLocation.Cylinder",
"value": "{\"m_Value\":0}"
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{
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.PivotLocation.Arch",
"value": "{\"m_Value\":0}"
},
{
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.PivotLocation.Sphere",
"value": "{\"m_Value\":0}"
},
{
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.PivotLocation.Cone",
"value": "{\"m_Value\":0}"
},
{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Cube",
@@ -161,10 +276,40 @@
"key": "ShapeBuilder.Stairs",
"value": "{}"
},
{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Door",
"value": "{}"
},
{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Cylinder",
"value": "{}"
},
{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Arch",
"value": "{}"
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{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Sphere",
"value": "{}"
},
{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Cone",
"value": "{}"
},
{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Plane",
"value": "{}"
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{
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
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"value": "{\"m_Value\":4}"
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{
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
@@ -180,6 +325,16 @@
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"key": "uv.uvEditorGridSnapIncrement",
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{
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "ExtrudeFaces.distance",
"value": "{\"m_Value\":0.5}"
},
{
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}

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@@ -16,12 +16,12 @@ PlayerSettings:
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