165 lines
6.3 KiB
C#
165 lines
6.3 KiB
C#
using Drawing;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using ParadoxNotion.Services;
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using Reset.Units;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset/Movement")]
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[Description("Pulls the agent towards a position with a spring-like effect")]
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public class DoGrapplePull : ActionTask<UnitMovementHandler>{
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public BBParameter<Vector3> grapplePoint;
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public BBParameter<Vector3> offset;
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public BBParameter<float> pullAccelerationSpeed;
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public BBParameter<float> pullDeaccelerationSpeed;
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[Tooltip("X is minimum speed, Y is maximum speed")]
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public BBParameter<Vector2> pullTimeRange;
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[Tooltip("X is the distance where the curve will first be evaluated, Y is the distance where the curve will last be evaluated")]
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public BBParameter<Vector2> pullSpeedRange;
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public BBParameter<float> slowdownDistance;
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public BBParameter<AnimationCurve> pullSpeedCurve;
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public BBParameter<AnimationCurve> endDeaccelerationCurve;
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private float startTime;
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private Vector3 originalDirection;
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public float originalDistance;
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public Vector3 originalLocation;
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public float breakAtDistance;
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public float breakAtDotProduct;
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private float currentSpeed;
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private Vector3 smoothedInput;
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private Vector3 smoothedInputRefVelocity;
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private Vector3 gizmoHookPoint;
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private Vector3 gizmoCenterPoint;
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private Vector3 gizmoDirection;
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private Vector3 gizmoStartPos;
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private Vector3 gizmoEndPos;
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private Transform camera;
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private Vector3 finalDirection;
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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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camera = Camera.main.transform;
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MonoManager.current.onLateUpdate += DrawGrappleGizmo;
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originalLocation = agent.transform.position;
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originalDirection = agent.transform.position.DirectionTo(grapplePoint.value);
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originalDistance = Vector3.Distance(agent.transform.position, grapplePoint.value);
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startTime = Time.time;
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currentSpeed = pullSpeedCurve.value[0].value * pullSpeedRange.value.y;
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finalDirection = Vector3.zero;
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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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// Add input changes
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Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
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Vector3 input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * new Vector3(rawInput.x, rawInput.y, 0f);
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// input = Quaternion.LookRotation(agent.transform.position.DirectionTo(grapplePoint.value)) * (camera.rotation * input);
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smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 5f * Time.deltaTime);
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// Create the distance variables
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Vector3 dirToPoint = agent.transform.position.DirectionTo(grapplePoint.value + (smoothedInput * 6));
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float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
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var center = agent.transform.position + agent.transform.position.DirectionTo(grapplePoint.value).normalized * 5f;
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// finalDirection = Vector3.Slerp(finalDirection, dirToPoint, originalDistance);
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// finalDirection = Vector3.Slerp(relativeStart, relativeEnd, currentDist / 5f);
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finalDirection = Vector3.Slerp(finalDirection, dirToPoint + smoothedInput, currentDist / 5f);
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gizmoHookPoint = grapplePoint.value + (smoothedInput * 5);
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float evaluatedSpeed = pullSpeedCurve.value.Evaluate(Mathf.Clamp((Time.time - startTime) / 6f, 0f, Mathf.Infinity));
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float speedAgainstCurve = Mathf.Lerp(pullSpeedRange.value.x, pullSpeedRange.value.y, evaluatedSpeed);
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// Find how far from 0-1 the player is from the max and minimum distance
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// Get the base distance then account for the minimum distance to the point so that being the minimum away will Lerp to 1
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// float currentDistMinimumAccounted = (currentDist - pullSpeedDistances.value.x);
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if (currentDist < slowdownDistance.value) {
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float change = endDeaccelerationCurve.value.Evaluate((slowdownDistance.value - currentDist) / slowdownDistance.value);
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speedAgainstCurve = speedAgainstCurve * change;
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// Debug.Log($"prev: {speedAgainstCurve}, norm: {(slowdownDistance.value - currentDist) / slowdownDistance.value}, change: {change}, output: {speedAgainstCurve * change} ");
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}
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// Evaluate the normalized value
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// float normaled = Mathf.Lerp(0, 1f, 1f - elapsedTime / (pullSpeedDistances.value.y - pullSpeedDistances.value.x));
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// Use the curve evaluation to set the speed
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// float outputSpeed = Mathf.Lerp(pullTimeRange.value.x, pullTimeRange.value.y, evaluatedSpeed);
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// Soften the speed changes
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currentSpeed = Mathf.Lerp(currentSpeed, speedAgainstCurve, 10f * Time.deltaTime);
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Debug.Log(dirToPoint);
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dirToPoint.y *= 2.5f;
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gizmoDirection = finalDirection;
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// agent.GetComponent<CharacterController>().Move((dirToPoint.normalized + smoothedInput) * currentSpeed * Time.deltaTime);
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agent.AddToCurrentDirection(finalDirection, currentSpeed * Time.deltaTime);
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// Debug.Log( $"{ endDeaccelerationCurve.value.Evaluate(((slowdownDistance.value - currentDist)) )}");
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if (Vector3.Dot(originalDirection, dirToPoint) < breakAtDotProduct) {
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EndAction(true);
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} else if (currentDist < breakAtDistance) {
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EndAction(true);
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}
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}
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public void DrawGrappleGizmo(){
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using (Draw.WithColor(Color.blue)){
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Draw.Arrow(agent.transform.position, agent.transform.position + gizmoDirection);
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Draw.SolidCircle(grapplePoint.value, grapplePoint.value.DirectionTo(camera.position), 1f);
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}
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using (Draw.WithColor(Color.yellow)) {
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Draw.Arrow(grapplePoint.value, gizmoHookPoint);
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}
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using (Draw.WithColor(Color.red)) {
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Draw.SolidCircle(gizmoCenterPoint, gizmoCenterPoint.DirectionTo(camera.position), .2f);
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}
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using (Draw.WithColor(Color.magenta)) {
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Draw.Line(agent.transform.position, grapplePoint.value);
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}
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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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MonoManager.current.onLateUpdate -= DrawGrappleGizmo;
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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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} |