using NodeCanvas.Framework; using ParadoxNotion.Design; using ParadoxNotion.Services; using Unity.Mathematics; using UnityEngine; namespace NodeCanvas.Tasks.Actions { [Category("Core/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; public BBParameter rotationSpeed = 5f; public BBParameter rotationSmoothing; private float currentRotSpeed; private Vector3 rotationNoY; 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() { MonoManager.current.onLateUpdate += LateUpdate; currentRotSpeed = rotationSpeed.value; 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 input values Vector2 rawLookInputVector3 = agent.GetComponent().rawLookInput; Vector2 rawMoveInputVector3 = agent.GetComponent().rawMoveInput; 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); // Process input rotation agent.transform.Rotate(new Vector3(0, agent.GetComponent().rawLookInput.x * rotationSpeed.value * 360f * Time.deltaTime)); // *360 to account for a full circle taking a long ass time // Process movement rotation if (agent.isGrounded){ // Quaternion cameraRotNoY = Quaternion.Euler(0f, Camera.main.transform.rotation.eulerAngles.y , 0f); // agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, Quaternion.LookRotation(agent.transform.position + groundMoveDirection.value), 10f * Time.deltaTime); } else { // rotationNoY = airMoveDirection.value; // rotationNoY.x = 0f; // rotationNoY.z = 0f; // agent.transform.rotation = Quaternion.Lerp(agent.transform.rotation, Quaternion.Euler(rotationNoY), 5f * Time.deltaTime); } // Construct move direction Vector3 finalMoveDir = Vector3.zero; Vector3 gravityMoveDirection; // Create movement direction for ground movement based on move direction, facing direction, and input // Start by lerping facing direction towards move direction based on input power rotationNoY = airMoveDirection.value; rotationNoY.x = 0f; rotationNoY.z = 0f; // agent.transform.rotation = Quaternion.RotateTowards(agent.transform.rotation, Quaternion.Euler(rotationNoY), ) // Vector3 groundMoveDirModified = Vector3.Lerp(); // Add input movement if (agent.isGrounded){ Quaternion cameraRotNoY = Quaternion.Euler(0f, Camera.main.transform.rotation.eulerAngles.y , 0f); finalMoveDir += groundMoveDirection.value + Vector3.down * .03f; gravityMoveDirection = new(0f, jumpPower.value + (Physics.gravity.y *.08f), 0f); } else { finalMoveDir += airMoveDirection.value; gravityMoveDirection = new(0f, jumpPower.value + Physics.gravity.y * gravityPower.value, 0f); } // Do final movement if (agent.isGrounded) { agent.Move((Camera.main.transform.rotation * finalMoveDir + gravityMoveDirection) * Time.deltaTime); } else { agent.Move((finalMoveDir + gravityMoveDirection) * Time.deltaTime); } // Reset gravity power when grounded if (agent.isGrounded) { gravityPower.value = 0f; } 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() { } } }