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ae1908013d
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- {r: 0.663, g: 0.416, b: 0.733, a: 1}
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- {r: 0.2, g: 0.6, b: 0.698, a: 1}
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colors:
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- {r: 0.027, g: 0.792, b: 0.8, a: 1}
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showAlpha: 0
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colors:
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- {r: 0.404, g: 0.6, b: 0.4, a: 1}
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|
||||
showAlpha: 0
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colors:
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- {r: 0.953, g: 0.647, b: 0.804, a: 1}
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- {r: 0.992, g: 0.659, b: 0.498, a: 1}
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- {r: 0.976, g: 0.792, b: 0.729, a: 1}
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- {r: 0.984, g: 0.855, b: 0.725, a: 1}
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- {r: 0.349, g: 0.753, b: 0.78, a: 1}
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- {r: 0.725, g: 0.976, b: 0.91, a: 1}
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- {r: 0.647, g: 0.745, b: 0.957, a: 1}
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- {r: 0.725, g: 0.863, b: 0.973, a: 1}
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assetBundleVariant:
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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||||
File diff suppressed because one or more lines are too long
@@ -10,19 +10,21 @@ using Reset.Player.Movement;
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
[Category("Reset/Movement")]
|
||||
public class AddJump : ActionTask<CharacterController> {
|
||||
public BBParameter<float> jumpStrength;
|
||||
public BBParameter<Vector3> airMoveDirection;
|
||||
|
||||
public BBParameter<PlayerFacingDirection> playerFacingDirection;
|
||||
public BBParameter<float> jumpPower;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
[Space(5)]
|
||||
public BBParameter<float> jumpStrength;
|
||||
|
||||
[SliderField(0, 1)]
|
||||
public BBParameter<float> standStillJumpStrength;
|
||||
|
||||
public BBParameter<float> jumpPower;
|
||||
[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 {
|
||||
@@ -72,9 +74,12 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
// 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 outputVelocity = Mathf.Lerp(jumpStrength.value, currentVelocityVector3.magnitude, Math.Clamp(magnitudeZeroDifference, 0f, 1f));
|
||||
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));
|
||||
|
||||
outputVelocity = Mathf.Min(outputVelocity, 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
|
||||
@@ -94,7 +99,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
outputDirection = Camera.main.transform.rotation.Flatten(0, null, 0) * outputDirection;
|
||||
|
||||
// Set air move direction
|
||||
airMoveDirection.value += outputDirection * outputVelocity;
|
||||
airMoveDirection.value += outputDirection * outputHoritontalVelocity;
|
||||
}
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
@@ -3,16 +3,13 @@ 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;
|
||||
public BBParameter<Vector3> groundMoveDirection; // Unused on 7/29/25, delete if still unusued later
|
||||
|
||||
public BBParameter<PlayerFacingDirection> playerFacingDirection;
|
||||
|
||||
private float airControlPower = 1f;
|
||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
@@ -25,7 +22,7 @@ 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(){
|
||||
|
||||
airControlPower = 1f;
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
@@ -34,7 +31,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
airMoveDirection.value = Vector3.Lerp(airMoveDirection.value, Vector3.zero, .7f * Time.deltaTime);
|
||||
|
||||
// Decay Air Control power
|
||||
airControlPower = Mathf.Lerp(airControlPower, 0f, 3f * Time.deltaTime);
|
||||
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);
|
||||
@@ -47,7 +44,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
groundMoveDirection.value = agent.GetComponent<CharacterController>().velocity;
|
||||
// groundMoveDirection.value = agent.GetComponent<CharacterController>().velocity;
|
||||
EndAction(true);
|
||||
}
|
||||
|
||||
|
||||
121
Assets/Scripts/Core/Graph Tasks/ChangeAgentTransform.cs
Normal file
121
Assets/Scripts/Core/Graph Tasks/ChangeAgentTransform.cs
Normal file
@@ -0,0 +1,121 @@
|
||||
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", 0), 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() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b77e2b9ac9aad644480508d5a86f4006
|
||||
55
Assets/Scripts/Core/Graph Tasks/CheckEnvironmentObserver.cs
Normal file
55
Assets/Scripts/Core/Graph Tasks/CheckEnvironmentObserver.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NodeCanvas.Tasks.Conditions {
|
||||
[Category("Reset")]
|
||||
public class CheckEnvironmentObserver : ConditionTask<PlayerEnvironmentManager>{
|
||||
|
||||
public BBParameter<string> observerLabel;
|
||||
public BBParameter<RaycastHit> outputHitTo;
|
||||
|
||||
|
||||
//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(){
|
||||
var observer = agent.FindObserverFromString(observerLabel.value);
|
||||
if (observer == null) {
|
||||
return $"An environment observer couldn't be found under the name {observerLabel.value}. Check your spelling and if it exists??";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
//Called whenever the condition gets enabled.
|
||||
protected override void OnEnable() {
|
||||
agent.FindObserverFromString(observerLabel.value).active = true;
|
||||
}
|
||||
|
||||
//Called whenever the condition gets disabled.
|
||||
protected override void OnDisable() {
|
||||
agent.FindObserverFromString(observerLabel.value).active = false;
|
||||
}
|
||||
|
||||
//Called once per frame while the condition is active.
|
||||
//Return whether the condition is success or failure.
|
||||
protected override bool OnCheck(){
|
||||
if (agent.EvaluateFromString(observerLabel.value) == true) {
|
||||
if (outputHitTo.isDefined) {
|
||||
EnvironmentObserver hitObserver = agent.FindObserverFromString(observerLabel.value, agent.observers);
|
||||
|
||||
if (hitObserver.hit.Equals(default(RaycastHit))) {
|
||||
Debug.LogError("You just tried to pull a RaycastHit for later use from an environment observer, but no RaycastHit is available. Don't forget that CastType.Box and CastType.Sphere CANNOT spit one out!");
|
||||
} else {
|
||||
outputHitTo.value = hitObserver.hit;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 95ad4bd047d9654478597c68a81b01a0
|
||||
55
Assets/Scripts/Core/Graph Tasks/DecomposeRaycastHit.cs
Normal file
55
Assets/Scripts/Core/Graph Tasks/DecomposeRaycastHit.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
|
||||
[Category("Reset")]
|
||||
[Description("Breaks down an incoming RaycastHit into it's constituent parts for later use.")]
|
||||
public class DecomposeRaycastHit : ActionTask{
|
||||
public BBParameter<RaycastHit> raycastHit;
|
||||
|
||||
public BBParameter<Transform> transform;
|
||||
public BBParameter<Collider> collider;
|
||||
public BBParameter<GameObject> gameObject;
|
||||
public BBParameter<float> distance;
|
||||
public BBParameter<Vector3> normal;
|
||||
public BBParameter<Vector3> point;
|
||||
|
||||
//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(){
|
||||
if (transform.isDefined){ transform.value = raycastHit.value.transform; }
|
||||
if (collider.isDefined){ collider.value = raycastHit.value.collider; }
|
||||
if (gameObject.isDefined){ gameObject.value = raycastHit.value.transform.gameObject; }
|
||||
if (distance.isDefined){ distance.value = raycastHit.value.distance; }
|
||||
if (normal.isDefined){ normal.value = raycastHit.value.normal; }
|
||||
if (point.isDefined){ point.value = raycastHit.value.point; }
|
||||
|
||||
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() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 79f7cbb75d876f84b8edfae676ba324c
|
||||
@@ -12,7 +12,8 @@ namespace Reset.Player.Movement{
|
||||
public enum PlayerFacingDirection{
|
||||
Target = 0,
|
||||
Movement,
|
||||
MatchCamera
|
||||
MatchCamera,
|
||||
Static
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,6 +44,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
private float currentRotSpeed;
|
||||
private float lastLookMagnitude;
|
||||
private Quaternion targetRotation;
|
||||
private Vector3 currentMoveDir;
|
||||
|
||||
// References
|
||||
private PlayerControls controls;
|
||||
@@ -55,7 +57,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
// Append the late update method to actually happen on late update
|
||||
MonoManager.current.onLateUpdate += LateUpdate;
|
||||
|
||||
// What
|
||||
// Set ingitial rotation power
|
||||
currentRotSpeed = rotationSpeed.value;
|
||||
|
||||
// Reference to controls
|
||||
@@ -67,8 +69,8 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
//This is called once each time the task is enabled.
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute() {
|
||||
|
||||
protected override void OnExecute(){
|
||||
currentMoveDir = groundMoveDirection.value;
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
@@ -91,23 +93,33 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
if (controls.rawMoveInput.magnitude == 0) { break; }
|
||||
|
||||
// Set desired rotation to input direction, with respect to camera rotation
|
||||
targetRotation = Quaternion.LookRotation(new Vector3(controls.rawMoveInput.x, 0, controls.rawMoveInput.y)) *
|
||||
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
|
||||
if (agent.isGrounded){
|
||||
targetRotation = Quaternion.LookRotation(currentMoveDir) *
|
||||
Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0f, null, 0f));
|
||||
} else {
|
||||
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 += groundMoveDirection.value + Vector3.down * .03f;
|
||||
finalMoveDir += currentMoveDir + Vector3.down * .03f;
|
||||
gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.3f), 0f);
|
||||
} else {
|
||||
finalMoveDir += airMoveDirection.value;
|
||||
@@ -127,7 +139,7 @@ namespace NodeCanvas.Tasks.Actions {
|
||||
}
|
||||
|
||||
// Set final rotation
|
||||
agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime);
|
||||
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) {
|
||||
|
||||
@@ -13,4 +13,7 @@ public static class MathExtensions{
|
||||
return (to - origin).normalized;
|
||||
}
|
||||
|
||||
public static Color Alpha(this Color input, float newAlpha){
|
||||
return new Color(input.r, input.g, input.b, newAlpha);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -113,6 +113,8 @@ public class CameraSettingsProcessor : MonoBehaviour{
|
||||
values.orbitFollowCenterHeight.targetValue, ref values.orbitFollowCenterHeight.velocityRef,
|
||||
values.orbitFollowCenterHeight.smoothing);
|
||||
|
||||
|
||||
|
||||
orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
|
||||
values.orbitFollowCenterRadius.targetValue, ref values.orbitFollowCenterRadius.velocityRef,
|
||||
values.orbitFollowCenterRadius.smoothing);
|
||||
|
||||
349
Assets/Scripts/Player/PlayerEnvironmentManager.cs
Normal file
349
Assets/Scripts/Player/PlayerEnvironmentManager.cs
Normal file
@@ -0,0 +1,349 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Drawing;
|
||||
using Sirenix.OdinInspector;
|
||||
using Sirenix.Serialization;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
[Serializable]
|
||||
public class EnvironmentObserver{
|
||||
enum LabelDrawingLocation{
|
||||
PlayerOffset,
|
||||
HitLocation,
|
||||
IntersectingLength,
|
||||
}
|
||||
|
||||
public enum CastType{
|
||||
Ray,
|
||||
BoxOverlap,
|
||||
SphereOverlap,
|
||||
BoxCast,
|
||||
SphereCast
|
||||
}
|
||||
|
||||
[PropertySpace(0, 5), LabelWidth(60)]
|
||||
public string label;
|
||||
[PropertySpace(0, 10), LabelWidth(60)]
|
||||
public CastType castType;
|
||||
|
||||
[Button(ButtonSizes.Large), GUIColor("@GetObserverStatusColorStatic(active, hit)"), PropertyOrder(-1), PropertySpace(5, 5)]
|
||||
public void Active(){
|
||||
active = !active;
|
||||
}
|
||||
|
||||
[HideInInspector]
|
||||
public bool active;
|
||||
|
||||
// Parameters for Cast cast types
|
||||
[FoldoutGroup("Settings")] public float length;
|
||||
[FoldoutGroup("Settings")] public Vector3 direction;
|
||||
[FoldoutGroup("Settings")] public Vector3 offset;
|
||||
[PropertySpace(0, 5), FoldoutGroup("Settings")] public LayerMask ignoreLayers = ~0;
|
||||
|
||||
|
||||
[ShowIfGroup("Settings/CastsOnly", VisibleIf = "@castType == CastType.SphereCast || castType == CastType.SphereOverlap")]
|
||||
[FoldoutGroup("Settings")] public float width;
|
||||
|
||||
// Parameters for Overlap cast types
|
||||
[ShowIfGroup("Settings/3DOnly", VisibleIf = "@castType == CastType.BoxCast && castType != CastType.BoxOverlap")] [FoldoutGroup("Settings")]
|
||||
public Vector3 size;
|
||||
|
||||
[ShowIfGroup("Settings/3DOnly")]
|
||||
public Vector3 rotation;
|
||||
|
||||
[HideInInspector]
|
||||
public RaycastHit hit;
|
||||
|
||||
[HideInInspector]
|
||||
public Collider[] overlapHits;
|
||||
|
||||
[FoldoutGroup("Text")]
|
||||
[BoxGroup("Text/Label")] public bool drawLabel;
|
||||
[ShowInInspector, SerializeField] [BoxGroup("Text/Label")] LabelDrawingLocation labelTextLocation;
|
||||
[BoxGroup("Text/Label")] public float labelSize;
|
||||
[BoxGroup("Text/Label")] public Vector3 labelLocationOffset;
|
||||
[BoxGroup("Text/Label")] public Vector3 labelRotationOffset;
|
||||
|
||||
[BoxGroup("Text/Hit")] public bool drawHitName;
|
||||
[ShowInInspector, SerializeField] [BoxGroup("Text/Hit")] LabelDrawingLocation hitTextLocation;
|
||||
[BoxGroup("Text/Hit")] public float hitTextSize;
|
||||
[BoxGroup("Text/Hit")] public Vector3 hitLocationOffset;
|
||||
[BoxGroup("Text/Hit")] public Vector3 hitRotationOffset;
|
||||
|
||||
[SerializeReference, PropertySpace(5, 5)]
|
||||
public List<EnvironmentObserver> children;
|
||||
|
||||
// NOTE: I had a ref for a RaycastHit here that would correspond to hit but idk if it's needed.
|
||||
public bool Evaluate(GameObject player){
|
||||
if (active) {
|
||||
// Remove player's layer from LayerMask.
|
||||
ignoreLayers -= player.layer;
|
||||
|
||||
// Set some of the variables used later during casting
|
||||
Vector3 relativeStart = player.transform.position + offset;
|
||||
Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * offset ;
|
||||
|
||||
switch (castType) {
|
||||
case CastType.Ray:
|
||||
Physics.Raycast(relativeStart, player.transform.rotation * direction, out hit, length, ignoreLayers);
|
||||
break;
|
||||
case CastType.BoxOverlap:
|
||||
overlapHits = Physics.OverlapBox(relativeStartWithRotation, size / 2f,
|
||||
player.transform.rotation * Quaternion.Euler(rotation), ignoreLayers);
|
||||
|
||||
if (overlapHits.Length > 0) {
|
||||
return true;
|
||||
};
|
||||
|
||||
break;
|
||||
case CastType.SphereOverlap:
|
||||
break;
|
||||
case CastType.BoxCast:
|
||||
// TODO: Make this not an if statement. Check that it works with NodeCanvas first
|
||||
if (Physics.BoxCast(relativeStartWithRotation, size / 2f,
|
||||
player.transform.rotation * Quaternion.Euler(rotation) * direction,
|
||||
out hit, player.transform.rotation * Quaternion.Euler(rotation), length,
|
||||
ignoreLayers)
|
||||
) {
|
||||
};
|
||||
break;
|
||||
case CastType.SphereCast:
|
||||
// TODO: Make this not an if statement. Check that it works with NodeCanvas first
|
||||
if (Physics.SphereCast(relativeStartWithRotation, width / 2f,
|
||||
player.transform.rotation * Quaternion.Euler(rotation) * direction,
|
||||
out hit, length,
|
||||
ignoreLayers)
|
||||
) {
|
||||
};
|
||||
break;
|
||||
}
|
||||
|
||||
if (hit.transform != null) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public void DrawObserverGizmo(GameObject player){
|
||||
Vector3 relativeStart = player.transform.position + offset;
|
||||
Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset);
|
||||
|
||||
// Setup the variables for boxcast, spherecast, etc
|
||||
// Create an offset start point for the center of the wirebox, since gizmos are drawn with their pivot in the center.
|
||||
Vector3 offsetWithRotationAndLength = (Quaternion.LookRotation(direction) * Quaternion.Euler(rotation)) * (Vector3.forward * (length / 2));
|
||||
Vector3 offsetFromCenter = relativeStartWithRotation + player.transform.rotation * offsetWithRotationAndLength;
|
||||
|
||||
// Also create a rotation for use with the gizmos. Mainly just to shorten the lines
|
||||
Quaternion gizmosRotation = player.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation);
|
||||
Vector3 firstBoxOffset = gizmosRotation * (Vector3.forward * size.z);
|
||||
|
||||
Color gizmoColor = Evaluate(player) ? Color.green : Color.red;
|
||||
gizmoColor = active ? gizmoColor : Color.gray;
|
||||
|
||||
using (Draw.ingame.WithColor(gizmoColor)){
|
||||
switch (castType) {
|
||||
case CastType.Ray:
|
||||
Draw.ingame.Line(relativeStart, relativeStart + (player.transform.rotation * direction.normalized) * length);
|
||||
break;
|
||||
case CastType.BoxOverlap:
|
||||
Draw.ingame.WireBox(relativeStartWithRotation, player.transform.rotation * Quaternion.Euler(rotation), size);
|
||||
break;
|
||||
case CastType.SphereCast:
|
||||
Draw.ingame.SolidCircle(relativeStartWithRotation, relativeStartWithRotation - Camera.main.transform.position, width * 1, gizmoColor.Alpha(.5f));
|
||||
Draw.ingame.WireCapsule(relativeStartWithRotation, relativeStartWithRotation + gizmosRotation * (Vector3.forward * (length - width / 2)), width);
|
||||
break;
|
||||
case CastType.BoxCast:
|
||||
// Draw the gizmos for the boxcast
|
||||
Draw.ingame.WireBox(offsetFromCenter, gizmosRotation, new float3(size.x, size.y, length));
|
||||
Draw.ingame.SolidBox(relativeStartWithRotation, gizmosRotation, size, gizmoColor.Alpha(.1f));
|
||||
|
||||
Draw.ingame.WireBox(relativeStartWithRotation, gizmosRotation, size);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
Draw.ingame.SolidCircle(relativeStartWithRotation, relativeStartWithRotation - Camera.main.transform.position, .4f);
|
||||
Draw.ingame.SolidCircle(hit.point, hit.point - Camera.main.transform.position, .4f);
|
||||
|
||||
// Set up variables for label (not hit name)
|
||||
Vector3 labelStartPos = Vector3.zero;
|
||||
switch (labelTextLocation) {
|
||||
case LabelDrawingLocation.PlayerOffset:
|
||||
labelStartPos = player.transform.position;
|
||||
break;
|
||||
case LabelDrawingLocation.IntersectingLength:
|
||||
labelStartPos = offsetFromCenter;
|
||||
break;
|
||||
case LabelDrawingLocation.HitLocation:{
|
||||
if (hit.transform != null) {
|
||||
labelStartPos = hit.point;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw label
|
||||
if (drawLabel) {
|
||||
Draw.ingame.Label3D(
|
||||
labelStartPos + labelLocationOffset,
|
||||
gizmosRotation * Quaternion.Euler(labelRotationOffset),
|
||||
label,
|
||||
labelSize,
|
||||
LabelAlignment.MiddleLeft,
|
||||
gizmoColor
|
||||
);
|
||||
}
|
||||
|
||||
// Set up variables for hit name
|
||||
// Since the label is already drawn just use the previous startPos
|
||||
switch (labelTextLocation) {
|
||||
case LabelDrawingLocation.PlayerOffset:
|
||||
labelStartPos = player.transform.position;
|
||||
break;
|
||||
case LabelDrawingLocation.IntersectingLength:
|
||||
labelStartPos = offsetFromCenter;
|
||||
break;
|
||||
case LabelDrawingLocation.HitLocation:{
|
||||
if (hit.transform != null) {
|
||||
labelStartPos = hit.point;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw hitname
|
||||
if (drawLabel) {
|
||||
Draw.ingame.Label3D(
|
||||
labelStartPos + labelLocationOffset,
|
||||
gizmosRotation * Quaternion.Euler(labelRotationOffset),
|
||||
label,
|
||||
hitTextSize,
|
||||
LabelAlignment.MiddleLeft,
|
||||
gizmoColor
|
||||
);
|
||||
}
|
||||
|
||||
Sirenix.Utilities.Editor.GUIHelper.RequestRepaint();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
static Color GetObserverStatusColorStatic(bool active, RaycastHit hit){
|
||||
if (active) {
|
||||
if (hit.Equals(default(RaycastHit))) {
|
||||
return Color.green;
|
||||
}
|
||||
|
||||
return Color.red;
|
||||
}
|
||||
|
||||
return Color.gray;
|
||||
}
|
||||
}
|
||||
|
||||
public class PlayerEnvironmentManager : MonoBehaviour{
|
||||
[OdinSerialize]
|
||||
public List<EnvironmentObserver> observers;
|
||||
|
||||
void Start(){
|
||||
CheckDuplicateLabels(observers);
|
||||
}
|
||||
|
||||
// TODO: Not working.
|
||||
void CheckDuplicateLabels(List<EnvironmentObserver> sourceList){
|
||||
foreach (EnvironmentObserver sourceObserver in observers) {
|
||||
foreach (EnvironmentObserver observer in sourceList) {
|
||||
if (sourceObserver == observer) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (sourceObserver.label == observer.label) {
|
||||
Debug.LogError($"Duplicate label found in observer: {observer.label} is in use multiple times");
|
||||
}
|
||||
|
||||
if (observer.children != null && observer.children.Count > 0) {
|
||||
CheckDuplicateLabels(observer.children);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool EvaluateFromString(string searchLabel, List<EnvironmentObserver> observerList = null){
|
||||
List<EnvironmentObserver> listToUse = observers;
|
||||
|
||||
if (observerList != null) {
|
||||
listToUse = observerList;
|
||||
}
|
||||
|
||||
foreach (EnvironmentObserver observer in listToUse) {
|
||||
if (observer.label == searchLabel) {
|
||||
return observer.Evaluate(gameObject);
|
||||
}
|
||||
|
||||
if (observer.children != null && observer.children.Count > 0) {
|
||||
foreach (EnvironmentObserver childObserver in observer.children) {
|
||||
EvaluateFromString(searchLabel, childObserver.children);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public EnvironmentObserver FindObserverFromString(string searchLabel, List<EnvironmentObserver> observerList = null){
|
||||
List<EnvironmentObserver> listToUse = observers;
|
||||
|
||||
if (observerList != null) {
|
||||
listToUse = observerList;
|
||||
}
|
||||
|
||||
foreach (EnvironmentObserver observer in listToUse) {
|
||||
if (observer.label == searchLabel) {
|
||||
return observer;
|
||||
}
|
||||
|
||||
if (observer.children != null && observer.children.Count > 0) {
|
||||
foreach (EnvironmentObserver childObserver in observer.children) {
|
||||
FindObserverFromString(searchLabel, childObserver.children);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
void Update(){
|
||||
Debug.Log(EvaluateFromString("gamedev"));
|
||||
}
|
||||
|
||||
void LateUpdate(){
|
||||
// Draw Gizmos
|
||||
foreach (EnvironmentObserver observer in observers) {
|
||||
observer.DrawObserverGizmo(gameObject);
|
||||
|
||||
if (observer.children != null && observer.children.Count > 0) {
|
||||
foreach (EnvironmentObserver childObserver in observer.children) {
|
||||
childObserver.DrawObserverGizmo(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clear hit
|
||||
foreach (EnvironmentObserver observer in observers) {
|
||||
observer.hit = default;
|
||||
|
||||
if (observer.children != null && observer.children.Count > 0) {
|
||||
foreach (EnvironmentObserver childObserver in observer.children) {
|
||||
childObserver.hit = default;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Player/PlayerEnvironmentManager.cs.meta
Normal file
2
Assets/Scripts/Player/PlayerEnvironmentManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7a8c0593fef54844383c2f154cf8806c
|
||||
@@ -15,28 +15,28 @@ public class PlayerMovement : MonoBehaviour
|
||||
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 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");
|
||||
|
||||
@@ -8,7 +8,8 @@
|
||||
"GUID:75469ad4d38634e559750d17036d5f7c",
|
||||
"GUID:de4e6084e6d474788bb8c799d6b461ec",
|
||||
"GUID:d8b63aba1907145bea998dd612889d6b",
|
||||
"GUID:4307f53044263cf4b835bd812fc161a4"
|
||||
"GUID:4307f53044263cf4b835bd812fc161a4",
|
||||
"GUID:e0cd26848372d4e5c891c569017e11f1"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
||||
@@ -17,7 +17,7 @@ MonoBehaviour:
|
||||
lineOpacity: 1
|
||||
solidOpacity: 0.55
|
||||
textOpacity: 1
|
||||
lineOpacityBehindObjects: 0.12
|
||||
solidOpacityBehindObjects: 0.45
|
||||
textOpacityBehindObjects: 0.9
|
||||
lineOpacityBehindObjects: 0.3186
|
||||
solidOpacityBehindObjects: 0.1286
|
||||
textOpacityBehindObjects: 0.0881
|
||||
curveResolution: 1
|
||||
|
||||
BIN
Documents/Graphics/UI/Icons.afdesign
Normal file
BIN
Documents/Graphics/UI/Icons.afdesign
Normal file
Binary file not shown.
@@ -124,7 +124,7 @@
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastSize.Cube",
|
||||
"value": "{\"m_Value\":{\"x\":20.036033630371095,\"y\":1.0208016633987427,\"z\":-17.9393310546875}}"
|
||||
"value": "{\"m_Value\":{\"x\":53.82322311401367,\"y\":3.7740979194641115,\"z\":159.09600830078126}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
|
||||
Reference in New Issue
Block a user