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