Files
project-reset/Assets/Scripts/Core/Graph Tasks/ChangeCameraSettings.cs

173 lines
6.4 KiB
C#

using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Core;
using Unity.Cinemachine;
using UnityEditor;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset")]
[Description("Change Cinemachine camera settings for the player")]
public class ChangeCameraSettings : ActionTask{
[ParadoxNotion.Design.Header("Main Settings")]
public FloatValueGroup fieldOfView = new (newLabel: "FOV");
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings"), Space (5)]
public Vector3ValueGroup orbitTargetOffset = new(newLabel: "Target Offset");
[Space(5)]public Vector3ValueGroup orbitPositionDamping = new(newLabel: "Position Damping");
public OrbitalFollowValueGroup orbitFollowTop = new (newLabel: "Top");
public OrbitalFollowValueGroup orbitFollowCenter = new (newLabel: "Center");
public OrbitalFollowValueGroup orbitFollowBottom = new (newLabel: "Bottom");
public BoolValueGroup enableXAxis = new (newLabel: "Input Axis X Enabled");
public BoolValueGroup enableYAxis = new (newLabel: "Input Axis Y Enabled");
public FloatValueGroup axisLookXGain = new (newLabel: "Look Orbit X Gain");
public FloatValueGroup axisLookYGain = new (newLabel: "Look Orbit Y Gain");
[ParadoxNotion.Design.Header("Rotation Composer Settings")]
public Vector2ValueGroup screenPosition = new (newLabel: "Screen Position");
[ParadoxNotion.Design.Header("Camera Offset Settings")]
public Vector3ValueGroup cameraOffset = new (newLabel: "Offset");
//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(){
UpdateOrbitFollowValue(orbitFollowTop, ref CameraSettingsProcessor.values.orbitFollowTopHeight, ref CameraSettingsProcessor.values.orbitFollowTopRadius);
UpdateOrbitFollowValue(orbitFollowCenter, ref CameraSettingsProcessor.values.orbitFollowCenterHeight, ref CameraSettingsProcessor.values.orbitFollowCenterRadius);
UpdateOrbitFollowValue(orbitFollowBottom, ref CameraSettingsProcessor.values.orbitFollowBottomHeight, ref CameraSettingsProcessor.values.orbitFollowBottomRadius);
UpdateVector3Value(cameraOffset, ref CameraSettingsProcessor.values.cameraOffsetOffset);
UpdateVector3Value(orbitPositionDamping, ref CameraSettingsProcessor.values.orbitPositionDamping);
UpdateVector3Value(orbitTargetOffset, ref CameraSettingsProcessor.values.orbitTargetOffset);
UpdateVector2Value(screenPosition, ref CameraSettingsProcessor.values.rotationComposerScreenPos);
UpdateFloatValue(fieldOfView, ref CameraSettingsProcessor.values.mainFieldOfView);
UpdateFloatValue(axisLookXGain, ref CameraSettingsProcessor.values.axisLookGainX);
UpdateFloatValue(axisLookYGain, ref CameraSettingsProcessor.values.axisLookGainY);
UpdateBoolValue(enableXAxis, ref CameraSettingsProcessor.values.axisLookEnabledX);
UpdateBoolValue(enableYAxis, ref CameraSettingsProcessor.values.axisLookEnabledY);
EndAction(true);
}
public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref CameraSettingSingleValue<Vector3> targetProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.x = targetProperty.originalValue.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.y = targetProperty.originalValue.y;
break;
}
switch (valueGroup.changeZ) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.z = valueGroup.newValue.z;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.z = targetProperty.originalValue.z;
break;
}
}
public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref CameraSettingSingleValue<Vector2> targetProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.x = targetProperty.originalValue.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.targetValue.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue.y = targetProperty.originalValue.y;
break;
}
}
public void UpdateOrbitFollowValue(OrbitalFollowValueGroup valueGroup, ref CameraSettingSingleValue<float> targetHeight, ref CameraSettingSingleValue<float> targetRadius){
switch (valueGroup.changeHeight) {
case ValueChangeAction.NewValue:
targetHeight.targetValue = valueGroup.height;
break;
case ValueChangeAction.ResetValue:
targetHeight.targetValue = targetHeight.originalValue;
break;
}
switch (valueGroup.changeRadius) {
case ValueChangeAction.NewValue:
targetRadius.targetValue = valueGroup.radius;
break;
case ValueChangeAction.ResetValue:
targetRadius.targetValue = targetRadius.originalValue;
break;
}
}
public void UpdateBoolValue(BoolValueGroup valueGroup, ref CameraSettingSingleValue<bool> targetProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty.targetValue = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue = targetProperty.originalValue;
break;
}
}
public void UpdateFloatValue(FloatValueGroup valueGroup, ref CameraSettingSingleValue<float> targetProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty.targetValue = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty.targetValue = targetProperty.originalValue;
break;
}
}
//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() {
}
}
}