154 lines
6.9 KiB
C#
154 lines
6.9 KiB
C#
using System;
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using System.Linq;
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using NodeCanvas.Framework;
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using ParadoxNotion;
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using ParadoxNotion.Design;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset/Actions")]
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public class Jump : ActionTask<CharacterController> {
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public BBParameter<float> jumpStrength;
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public BBParameter<Vector3> airMoveDirection;
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[Range(0f, 1f)]
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public BBParameter<float> standStillJumpStrength;
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public BBParameter<float> jumpPower;
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[Tooltip("Determines how much current movement vectors into jump direction")]
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public BBParameter<float> currentVelocityInheritence;
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public BBParameter<Vector3> directionalForce;
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public BBParameter<float> directionalForceStrength;
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protected override string info {
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get { return "Start Jump" ; }
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}
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit(){
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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// Set jump power
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jumpPower.value = jumpStrength.value;
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{ /* // The following creates an air movement direction initially constructed from the agent's velocity, but also from subsequent jump inputs
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// // Create a vector 3 to hold velocity without jump power or gravity
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// Vector3 velocityWithoutY = new(agent.velocity.x, 0f, agent.velocity.z);
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// Vector3 jumpLeapVelocity = new (velocityWithoutY.x, velocityWithoutY.y, velocityWithoutY.z);
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//
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// float inputVelocityMagnitude = velocityWithoutY.magnitude;
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// float usableVelocity = 0f;
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//
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// // Ungrounded players can input a jump command to take their relative velcity as input for the new direction
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// if(!agent.isGrounded){
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// // Get raw input direction
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// Vector3 playerInputVector3 = new(agent.GetComponent<PlayerControls>().rawMoveInput.x, 0f, agent.GetComponent<PlayerControls>().rawMoveInput.y);
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//
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// // Compare current velocity magnitude against jump strength. This is so air movement with no inherit velocity can be overidden by the new jump.
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// usableVelocity = Mathf.Abs(velocityWithoutY.magnitude - jumpStrength.value);
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// usableVelocity = Mathf.Max(usableVelocity, 0f);
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// usableVelocity /= jumpStrength.value;
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// // Debug.Log(usableVelocity);
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//
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// // Lerp between leaping and adding the full jump strenght, or adding a portion of it
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// Vector3 fullNewValueVelocity = agent.transform.rotation * playerInputVector3.normalized * jumpStrength.value;
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// Vector3 fullOriginalValueVelocity = velocityWithoutY;
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//
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// jumpLeapVelocity = Vector3.Lerp(fullNewValueVelocity, fullOriginalValueVelocity, 1f - usableVelocity);
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// } else {
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//
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// }
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//
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// // Add directional force, for things such as wall bounces
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// Vector3 directionalForceDirection = new Vector3(directionalForce.value.x, 0f, directionalForce.value.y);
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// jumpLeapVelocity += (agent.transform.rotation * directionalForce.value) * directionalForceStrength.value;
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//
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//
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// jumpLeapVelocity *= currentVelocityInheritence.value;
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// if (agent.isGrounded){
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// jumpLeapVelocity = Vector3.ClampMagnitude(jumpLeapVelocity, velocityWithoutY.magnitude);
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// } else {
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// jumpLeapVelocity = Vector3.ClampMagnitude(jumpLeapVelocity, Mathf.Lerp(velocityWithoutY.magnitude, jumpStrength.value, usableVelocity));
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// }
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//
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// // Debug.Log(jumpLeapVelocity);
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//
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// airMoveDirection.value = jumpLeapVelocity; */ }
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// Save current velocity and get current input direction
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Vector3 currentVelocityVector3 = new Vector3(agent.velocity.x, 0f, agent.velocity.z);
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Vector2 currentInput = agent.GetComponent<PlayerControls>().rawMoveInput;
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Vector3 currentInputVector3 = new(currentInput.x, 0f, currentInput.y);
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// Ignore rotation for the current velocity
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Vector3 currentVelocityWorld = agent.transform.InverseTransformDirection(currentVelocityVector3.normalized);
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// Get the dot product between current velocity's direction and current input (UNUSED FOR NOW)
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float velocityInputDot = Vector3.Dot(currentVelocityWorld, currentInputVector3);
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// Set air move direction
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if (agent.isGrounded) {
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airMoveDirection.value = currentVelocityVector3;
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} else {
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// Hold new desired air direction and Dot against the existing air moving directioin
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Vector3 desiredAirMoveDirection = currentInputVector3;
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float airMoveDirectionDot = Vector3.Dot(desiredAirMoveDirection.normalized, airMoveDirection.value.normalized);
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// Check threshold of current XZ velocity- if it's too close to zero, use the jumpStrength for jumping velocity. If it's not, use the current velocity
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float velocityThreshold = 4f;
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float magnitudeZeroDifference = Mathf.Clamp(currentVelocityVector3.magnitude - velocityThreshold, 0f, Mathf.Infinity) / velocityThreshold; // Divided by maximum to return a 0-1 value. Clamping not required.
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float outputVelocity = Mathf.Lerp(jumpStrength.value, currentVelocityVector3.magnitude, Math.Clamp(magnitudeZeroDifference, 0f, 1f));
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outputVelocity = Mathf.Min(outputVelocity, Mathf.Lerp(standStillJumpStrength.value * jumpStrength.value, jumpStrength.value * .4f, magnitudeZeroDifference));
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// Remap the dot to set -1 (opposing direction) to -.5f, and 1 (same direciton) to 1.2f
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// This is done to allow some sideways jumping direction change, but none backwards, and all forwards
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float remappedAirDirectionDot = Mathf.Lerp(.3f, 1.2f, airMoveDirectionDot);
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remappedAirDirectionDot = Mathf.Clamp(remappedAirDirectionDot, 0f, 1f);
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// Lerp between the current direction and the inputted direction based on the previous dot product
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Vector3 outputDirection = Vector3.Lerp(currentVelocityVector3.normalized, currentInputVector3.normalized, remappedAirDirectionDot);
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// If there is a direction force, lean into that based on it's strength
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outputDirection = Vector3.Lerp(outputDirection, directionalForce.value.normalized, directionalForceStrength.value).normalized;
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// Extra math to degrade current air move direction by velocity inheritence, before applying new air direction
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airMoveDirection.value *= currentVelocityInheritence.value;
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// Set air move direciton
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airMoveDirection.value += outputDirection * outputVelocity;
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}
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// Transform and apply rotatio
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agent.transform.rotation = Quaternion.LookRotation(airMoveDirection.value);
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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} |