using NodeCanvas.Framework; using ParadoxNotion.Design; using Reset.Core; using Unity.Cinemachine; using UnityEditor; using UnityEngine; namespace NodeCanvas.Tasks.Actions { [Category("Reset")] [Description("Change Cinemachine camera settings for the player")] public class ChangeCameraSettings : ActionTask{ [ParadoxNotion.Design.Header("Main Settings")] public FloatValueGroup fieldOfView = new (newLabel: "FOV"); [ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)] public Vector3ValueGroup orbitTargetOffset = new(newLabel: "Target Offset"); [Space(5)]public Vector3ValueGroup orbitPositionDamping = new(newLabel: "Position Damping"); public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top"); public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center"); public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom"); public BoolValueGroup enableXAxis = new (newLabel: "Input Axis X Enabled"); public BoolValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled"); public FloatValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain"); public FloatValueGroup axisLookYGain = new (newLabel: "Look Orbit Y Gain"); [ParadoxNotion.Design.Header("Rotation Composer Settings")] public Vector2ValueGroup screenPosition = new (newLabel: "Screen Position"); [ParadoxNotion.Design.Header("Camera Offset Settings")] public Vector3ValueGroup cameraOffset = new (newLabel: "Offset"); //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(){ OrbitalFollowValueGroup.UpdateValue(orbitFollowTop, ref CameraSettingsProcessor.data.orbitFollowTopHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowTopRadius.targetValue); OrbitalFollowValueGroup.UpdateValue(orbitFollowCenter, ref CameraSettingsProcessor.data.orbitFollowCenterHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowCenterRadius.targetValue); OrbitalFollowValueGroup.UpdateValue(orbitFollowBottom, ref CameraSettingsProcessor.data.orbitFollowBottomHeight.targetValue, ref CameraSettingsProcessor.original.orbitFollowBottomRadius.targetValue); Vector3ValueGroup.UpdateValue(cameraOffset, ref CameraSettingsProcessor.data.cameraOffsetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue); Vector3ValueGroup.UpdateValue(orbitPositionDamping, ref CameraSettingsProcessor.data.orbitPositionDamping.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue); Vector3ValueGroup.UpdateValue(orbitTargetOffset, ref CameraSettingsProcessor.data.orbitTargetOffset.targetValue, ref CameraSettingsProcessor.original.cameraOffsetOffset.targetValue); Vector2ValueGroup.UpdateValue(screenPosition, ref CameraSettingsProcessor.data.rotationComposerScreenPos.targetValue, ref CameraSettingsProcessor.original.rotationComposerScreenPos.targetValue); FloatValueGroup.UpdateValue(fieldOfView, ref CameraSettingsProcessor.data.mainFieldOfView.targetValue, ref CameraSettingsProcessor.original.mainFieldOfView.targetValue); FloatValueGroup.UpdateValue(axisLookXGain, ref CameraSettingsProcessor.data.axisLookGainX.targetValue, ref CameraSettingsProcessor.original.axisLookGainX.targetValue); FloatValueGroup.UpdateValue(axisLookYGain, ref CameraSettingsProcessor.data.axisLookGainY.targetValue, ref CameraSettingsProcessor.original.axisLookGainY.targetValue); BoolValueGroup.UpdateValue(enableXAxis, ref CameraSettingsProcessor.data.axisLookEnabledX.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledX.targetValue); BoolValueGroup.UpdateValue(enableYAxis, ref CameraSettingsProcessor.data.axisLookEnabledY.targetValue, ref CameraSettingsProcessor.original.axisLookEnabledY.targetValue); 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() { } } }