using System; using System.Collections; using NodeCanvas.Framework; using ParadoxNotion.Design; using ParadoxNotion.Services; using Unity.Cinemachine; using Unity.Mathematics; using UnityEngine; public enum PlayerFacingDirection{ Target = 0, Movement, MatchCamera } namespace NodeCanvas.Tasks.Actions { [Category("Reset/Movement")] [Description("Finalizes movement and sends the final move commands to the controller")] public class ProcessMovement : ActionTask{ public BBParameter groundMoveDirection; public BBParameter airMoveDirection; [Space(5)] public BBParameter gravityAcceleration = 1f; public BBParameter gravityMax = 8f; public BBParameter jumpPower; public BBParameter jumpPowerDecay; // Rotation public PlayerFacingDirection playerFacingDirection; [ShowIf("playerFacingDirection", 0)] public Vector3 rotationTargetPosition; public BBParameter rotationSpeed = 5f; public BBParameter rotationSmoothing; private float currentRotSpeed; private float lastLookMagnitude; private Quaternion targetRotation; // References private PlayerControls controls; public BBParameter 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; // What currentRotSpeed = rotationSpeed.value; // Reference to controls 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(){ // 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) { 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 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)); 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; } // Set final rotation agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, targetRotation, 10f * Time.deltaTime); // Construct move direction Vector3 finalMoveDir = Vector3.zero; Vector3 gravityMoveDirection; // Add input movement if (agent.isGrounded){ finalMoveDir += groundMoveDirection.value + 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); } // ???? Moved this above but don't remember if this needs to be here still if (agent.isGrounded) { jumpPower.value = 0f; } } // 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() { } } }