235 lines
8.9 KiB
C#
235 lines
8.9 KiB
C#
using System;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Reset.Units;
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using UnityEngine;
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namespace Reset.Core {
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[Category("Reset")]
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[Description("Commits movement unit changes to the handler.")]
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public class ChangeMovementSettings : ActionTask<UnitMovementHandler> {
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// Move Speed
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[ParadoxNotion.Design.Header("Speed")]
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public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
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public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing");
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[ParadoxNotion.Design.Header("Direction")]
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public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay");
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public FloatValueGroup accelerationSmoothing = new (newLabel: "Acceleration Smoothing");
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public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing");
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// public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve"); // Currently unused, may return
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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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// Jumping
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[ParadoxNotion.Design.Header("Jumping")]
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public FloatValueGroup jumpPower = new (newLabel: "Jump Power");
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public FloatValueGroup jumpPowerDecay = new (newLabel: "Jump Decay Speed");
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// Gravity
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[ParadoxNotion.Design.Header("Gravity")]
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public FloatValueGroup gravityPower = new (newLabel: "Gravity Power");
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public FloatValueGroup gravityMax = new (newLabel: "Gravity Max");
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public FloatValueGroup gravityAcceleration = new (newLabel: "Gravity Acceleration Speed");
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public FloatValueGroup gravityScale = new (newLabel: "Gravity Scale");
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public FloatValueGroup settingsChangeSmoothing = new(newLabel: "Settings Change Smoothing");
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// Rotation
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[ParadoxNotion.Design.Header("Rotation")]
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public EnumValueGroup rotateFacing = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
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public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
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public FloatValueGroup rotationSmoothing = new (newLabel: "Rotation Smoothing");
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public FloatValueGroup rotationInputBlending = new("Rotation Input Blending");
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[Space(5)]
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public BBParameter<Vector3> feedNewRotation;
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public BBParameter<Vector3> feedRelativeTo;
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public Space rotationRelativeSpace;
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private Vector3 feedDir;
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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
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UpdateFloatValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.data.airDirectionDecay);
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UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing);
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UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing);
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// UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return
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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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// 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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// Move Speed
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UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed);
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UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing);
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// Jump
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UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
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UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
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// Gravity
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UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
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UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
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UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
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UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
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UpdateFloatValue(settingsChangeSmoothing, ref agent.data.settingsChangeSmoothing, ref agent.defaultData.settingsChangeSmoothing);
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// Rotation
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UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
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UpdateFloatValue(rotationSpeed, ref agent.data.rotationSpeed, ref agent.defaultData.rotationSpeed);
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UpdateFloatValue(rotationSmoothing, ref agent.data.rotationSmoothing, ref agent.defaultData.rotationSmoothing);
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UpdateFloatValue(rotationInputBlending, ref agent.data.rotationInputBlending, ref agent.defaultData.rotationInputBlending);
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// Rotation from value
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if (feedNewRotation.value != Vector3.zero) {
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if (rotationRelativeSpace == Space.World) {
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Debug.Log(Quaternion.LookRotation(feedRelativeTo.value));
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agent.SetSpecifiedRotation(Quaternion.Euler(feedNewRotation.value) * Quaternion.LookRotation(feedRelativeTo.value));
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} else {
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agent.SetSpecifiedRotation(agent.transform.rotation * Quaternion.Euler(feedNewRotation.value) * Quaternion.LookRotation(feedRelativeTo.value));
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}
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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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public void UpdateCurveProperty(CurveValueGroup valueGroup, ref AnimationCurve targetProperty, ref AnimationCurve defaultProperty){
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switch (valueGroup.changeValue) {
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case ValueChangeAction.NoChange:
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break;
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case ValueChangeAction.NewValue:
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targetProperty = valueGroup.newValue;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty = defaultProperty;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){
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switch (valueGroup.changeX) {
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case ValueChangeAction.NewValue:
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targetProperty.x = valueGroup.newValue.x;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.x = defaultProperty.x;
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break;
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}
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switch (valueGroup.changeY) {
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case ValueChangeAction.NewValue:
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targetProperty.y = valueGroup.newValue.y;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.y = defaultProperty.y;
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break;
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}
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switch (valueGroup.changeZ) {
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case ValueChangeAction.NewValue:
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targetProperty.z = valueGroup.newValue.z;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.z = defaultProperty.z;
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break;
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}
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}
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public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){
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switch (valueGroup.changeX) {
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case ValueChangeAction.NewValue:
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targetProperty.x = valueGroup.newValue.x;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.x = defaultProperty.x;
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break;
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}
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switch (valueGroup.changeY) {
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case ValueChangeAction.NewValue:
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targetProperty.y = valueGroup.newValue.y;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty.y = defaultProperty.y;
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break;
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}
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}
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public void UpdateBoolValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool defaultProperty){
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switch (valueGroup.changeValue) {
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case ValueChangeAction.NewValue:
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targetProperty = valueGroup.value;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty = defaultProperty;
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break;
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}
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}
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public void UpdateEnumValue(EnumValueGroup valueGroup, ref Enum targetProperty, ref Enum defaultProperty){
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switch (valueGroup.changeValue) {
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case ValueChangeAction.NewValue:
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targetProperty = valueGroup.newValue;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty = defaultProperty;
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break;
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}
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}
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public void UpdateFloatValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
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switch (valueGroup.changeValue) {
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case ValueChangeAction.NewValue:
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targetProperty = valueGroup.value.value;
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break;
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case ValueChangeAction.ResetValue:
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targetProperty = defaultProperty;
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break;
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}
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}
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}
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} |