using Drawing; using NodeCanvas.Framework; using ParadoxNotion.Design; using ParadoxNotion.Services; using UnityEngine; namespace NodeCanvas.Tasks.Actions { [Category("Reset/Movement")] [Description("Pulls the agent towards a position with a spring-like effect")] public class DoGrapplePull : ActionTask{ public BBParameter grapplePoint; public BBParameter offset; public BBParameter pullAccelerationSpeed; public BBParameter pullDeaccelerationSpeed; [Tooltip("X is minimum speed, Y is maximum speed")] public BBParameter pullTimeRange; [Tooltip("X is the distance where the curve will first be evaluated, Y is the distance where the curve will last be evaluated")] public BBParameter pullSpeedRange; public BBParameter slowdownDistance; public BBParameter pullSpeedCurve; public BBParameter endDeaccelerationCurve; private float startTime; private float currentSpeed; private Vector3 smoothedInput; private Vector3 smoothedInputRefVelocity; //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; } //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(){ startTime = Time.time; currentSpeed = pullSpeedCurve.value[0].value * pullSpeedRange.value.y; } //Called once per frame while the action is active. protected override void OnUpdate(){ // 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 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) { float change = endDeaccelerationCurve.value.Evaluate((slowdownDistance.value - currentDist) / slowdownDistance.value); speedAgainstCurve = speedAgainstCurve * change; // Debug.Log($"prev: {speedAgainstCurve}, norm: {(slowdownDistance.value - currentDist) / slowdownDistance.value}, change: {change}, output: {speedAgainstCurve * change} "); } // Evaluate the normalized value // float normaled = Mathf.Lerp(0, 1f, 1f - elapsedTime / (pullSpeedDistances.value.y - pullSpeedDistances.value.x)); // Use the curve evaluation to set the speed // float outputSpeed = Mathf.Lerp(pullTimeRange.value.x, pullTimeRange.value.y, evaluatedSpeed); // Soften the speed changes currentSpeed = Mathf.Lerp(currentSpeed, speedAgainstCurve, 10f * Time.deltaTime); // Add input changes Vector2 rawInput = agent.GetComponent().rawMoveInput; Vector3 input = Quaternion.LookRotation(dirToPoint) * new Vector3(rawInput.x, rawInput.y, 0f); smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 30f * Time.deltaTime); 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); } 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); // } } //Called when the task is disabled. protected override void OnStop() { } //Called when the task is paused. protected override void OnPause() { } } }