using System.Collections.Generic; using UnityEngine; using Reset.Core.Tools; using Sirenix.OdinInspector; namespace Reset.Units{ public class UnitMovementHandler : MonoBehaviour{ [ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)] public ResolvedMovement resolvedMovement; [HideInInspector] public Vector3 outputMoveDirection; [HideInInspector] public Vector3 additionalMoveDirection; // SmoothDamp Velocities private Quaternion refVelocityRotationSpeed; private float refVelocityAcceleration; private float refVelocityDeacceleration; // Smoothing Values private float directionChangeDotLerp; private Vector3 moveSmoothVelocityRef; private float gravitySmoothVelocityRef; // References private CharacterController controller; private PlayerControls controls; private LockOnManager lockOnManager; // Movement Data [ShowInInspector, PropertyOrder(2), FoldoutGroup("Movement Data", expanded: true), InlineProperty, HideLabel] public UnitMovementData data = new(); void Awake(){ controller = GetComponent(); controls = GetComponent(); lockOnManager = GetComponent(); InitAllSettings(); } void Start(){ resolvedMovement = new ResolvedMovement{ moveDirection = new ResolvedMovement.MoveDirection(transform) }; } void Update(){ SmoothAllSettings(); UpdateCurrentDirection(); UpdateCurrentGravity(); UpdateCurrentSpeed(); UpdateCurrentRotation(); DoMovement(); DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (Local)", resolvedMovement.moveDirection.Local); DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World); } // Update the direction, called every frame private void UpdateCurrentDirection(){ // Get input value Vector2 targetDirection = new Vector2(controls.rawMoveInput.x, controls.rawMoveInput.y); targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2(); // Deadzone if (targetDirection.magnitude < .08f) { targetDirection = Vector2.zero; } // Set Raw Direciton resolvedMovement.moveDirection.RawWorld = targetDirection; // Get current direction Vector2 currentDirection = resolvedMovement.moveDirection.World; // Also need to find the dot value of the current input versus the current move direction float switchedDirection = Vector3.Dot(targetDirection, currentDirection); float switchedDirectionRemapped = Mathf.Lerp(0, 1, switchedDirection); directionChangeDotLerp = Mathf.Lerp(switchedDirection, switchedDirectionRemapped, 5f * Time.deltaTime) ; // turn that .5f into a variable DebugOverlayDrawer.ChangeValue("Movement", "Direction Change Dot", directionChangeDotLerp); // Smooth movement. Use deaccel smoothing if the input magnitude is lower, and accel smoothing if it's higher // Also checks when grounded to only use Slerp on the ground Vector3 slerpedValue; Vector2 lerpedValue; Vector2 newDirection; if (controller.isGrounded){ slerpedValue = Vector3.Slerp(currentDirection, targetDirection, data.softening.Value * Time.deltaTime); lerpedValue = Vector2.Lerp(currentDirection, targetDirection, data.softening.Value * Time.deltaTime); newDirection = Vector2.Lerp(slerpedValue, lerpedValue, directionChangeDotLerp); } else { newDirection = Vector2.Lerp(currentDirection, targetDirection, data.softening.Value * data.airDirectionDecay.Value * Time.deltaTime); } // Commit the new direction resolvedMovement.moveDirection.World = newDirection; } // Update the speed, called every frame private void UpdateCurrentSpeed(){ // ""Smooth"" the speed float smoothedSpeed; if (resolvedMovement.moveDirection.Local.magnitude < controls.rawMoveInput.magnitude) { smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, data.moveSpeed.Value, data.acceleration.Value * Time.deltaTime); } else { smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, 0f, data.deacceleration.Value * Time.deltaTime); } // Commit the speed resolvedMovement.moveSpeed = smoothedSpeed; DebugOverlayDrawer.ChangeValue("Movement", "Resolved Speed", resolvedMovement.moveSpeed); } // Update the gravity, called every frame private void UpdateCurrentGravity(){ // Accelerate gravity if (!controller.isGrounded){ resolvedMovement.gravity -= data.gravityAcceleration.Value * Time.deltaTime; } // Create the final gravity value float gravityMoveDirection = Physics.gravity.y * resolvedMovement.gravity; } // Update the rotation, called every frame private void UpdateCurrentRotation(){ // Get input value Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y); Quaternion targetRotation = Quaternion.identity; // Switch the desired rotation based on current movement setting switch (data.rotateFacing.Value) { // TODO: Check that this isn't broken // Just look at target case PlayerFacingDirection.TowardsTarget: // Look directly at the target targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position)); break; case PlayerFacingDirection.Momentum: // Look towards the current direction the agent is moving if (inputMovement.magnitude > .05f){ targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up); } break; case PlayerFacingDirection.MatchForward: // Look towards the input direction....why??? I guess cause move direction is PlayerFacingDirection.Momentum. if (controls.rawMoveInput.magnitude < 0.05f) { break; } targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement); break; case PlayerFacingDirection.MatchCamera: // Look the same direction as the camera targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0)); break; case PlayerFacingDirection.Static: // Don't change targetRotation = transform.rotation; break; } DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles); // Add the current input into the created rotation if (inputMovement.magnitude > .05) { // Quaternion inputRot = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement); // resolvedMovement.rotation = Quaternion.RotateTowards(resolvedMovement.rotation, targetRotation, 10f); resolvedMovement.rotation = targetRotation; } // Set final rotation transform.rotation = Quaternion.Slerp(transform.rotation, resolvedMovement.rotation, data.rotationSpeed.Value * Time.deltaTime).Flatten(0, null, 0); } // Move with default settings public void DoMovement(){ DoMovement(resolvedMovement.moveDirection.World, resolvedMovement.moveSpeed, data.gravityScale.Value); // TODO: Gets multiplied a second time in DoMovement by gravity scale???? } // Custom move from input public void DoMovement(Vector2 moveDir, float speed, float gravityScale){ // Debug.Log($"moveDir: {moveDir}, agent velocity: {transform.InverseTransformDirection(controller.velocity.normalized)}"); // Seperate the different move directions. Additonal becomes it's own because it needs to be added independently of the other two Vector2 moveXZDir = moveDir; float moveYDir = resolvedMovement.gravity; // Add their related speeds moveXZDir *= speed * Time.deltaTime; moveYDir *= data.gravityScale.Value * Time.deltaTime; // Construct the direction and move Vector3 finalDir = new Vector3(moveXZDir.x, moveYDir, moveXZDir.y); controller.Move(finalDir); } // Setting absolute to true will cause the current gravity to snap to the new gravity value. // Keeping it false will make it apply additively to the current gravity. Both options use relativty for linear interpolation. public void SetNewGravity(float value, float relativity, bool absolute){ // new if (absolute){ resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, value, relativity); } else { resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, resolvedMovement.gravity + value, relativity); } } public void SetNewDirection(Vector2 value, float relativity, bool absolute){ // new if (absolute){ resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, value, relativity); } else { resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, resolvedMovement.moveDirection.World + value, relativity); } } public void SetNewRawDirection(Vector2 value, float relativity, bool absolute){ // new if (absolute){ resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, value, relativity); } else { resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, resolvedMovement.moveDirection.RawWorld + value, relativity); } } public void SetNewSpeed(float value, float relativity, bool absolute){ // new if (absolute){ resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, value, relativity); } else { resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, resolvedMovement.moveSpeed + value, relativity); } } public void SetNewRotation(Quaternion value, float relativity, bool absolute){ // new if (absolute){ resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, value, relativity); } else { resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * value, relativity); } } [Button("Initialize Settings", ButtonHeight = 30), PropertySpace(10,5 )] void InitAllSettings(){ var settingsList = data.GetAllSettings(); foreach (IResettableSettingValue value in settingsList) { value.Initialize(); value.Verify(); } } void SmoothAllSettings(){ var settingsList = data.GetAllSettings(); foreach (IResettableSettingValue value in settingsList) { value.SmoothAndEase(); } } public void AddToCurrentDirection(Vector3 inputDirection, float power){ // Old Debug.LogError("Using an old movement command! Switch to one of the new alternatives!"); } public void SmoothToSpeed(float desiredSpeed, float smoothing){ // Old Debug.LogError("Using an old movement command! Switch to one of the new alternatives!"); } public void SetNewDirection(Vector3 inputDirection){ // NOTE: If smoothing desired add a default bool for smoothing maybe? // Old Debug.LogError("Using an old movement command! Switch to one of the new alternatives!"); } public void SetNewGravity(float value){ Debug.LogError("Using an old movement command! Switch to one of the new alternatives!"); } public void SetSpecifiedRotation(Quaternion inputRotation){ // Old Debug.LogError("Using an old movement command! Switch to one of the new alternatives!"); } public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old Debug.LogError("Using an old movement command! Switch to one of the new alternatives!"); } } }