using NodeCanvas.Framework; using ParadoxNotion.Design; using Reset.Movement; using UnityEngine; using UnityEngine.TextCore.Text; namespace Reset.Player.Movement { [Category("Reset/Movement")] [Description("Finalizes the character rotation and commits it to the Transform")] public class ProcessRotation : ActionTask { // Rotation public BBParameter moveDirection; public BBParameter playerFacingDirection; public BBParameter rotationSpeed = 5f; public BBParameter rotationSmoothing; private Vector3 currentMoveDir; private PlayerControls controls; private Quaternion targetRotation; private float currentRotSpeed; [ShowIf("playerFacingDirection", 0)] public Vector3 rotationTargetPosition; //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() { controls = agent.GetComponent(); 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() { // Calculate rotation speed currentRotSpeed = Mathf.Lerp(currentRotSpeed, rotationSpeed.value, rotationSmoothing.value * Time.deltaTime); // Set ingitial rotation power currentRotSpeed = rotationSpeed.value; 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)); 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 (moveDirection.value.magnitude == 0) { break; } targetRotation = Quaternion.LookRotation(moveDirection.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; } // Set final rotation agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime).Flatten(0, null, 0); EndAction(true); } //Called when the task is disabled. protected override void OnStop() { } //Called when the task is paused. protected override void OnPause() { } } }