using NodeCanvas.Framework; using ParadoxNotion.Design; using Reset.Core; using UnityEngine; namespace Reset.Units { [Category("Reset/Movement")] public class ChangeDirectionSettings : ActionTask { // Direction [Space(5)] public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction"); public float newDirectionStrength; [Space(5)] public Vector2 addDirectionFromInput; public float addInputStrength; [SliderField(0,1)] public float addInputPriorty; //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() { // Direction from value // Check that feedDir is not changed // UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir); // // Vector3ValueGroup.ResolvedValue(feedNewDirection, ref feedDir, ref feedDir); // // // If there's a direciton add it to the player for a frame // if (feedDir != Vector3.zero) { // agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength); // // Reset the fed direction after it's added so future runs don't have // feedDir = Vector3.zero; // } // Direction from controller input if (addDirectionFromInput != Vector2.zero){ agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength); } 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() { } } }