Files
project-reset/Assets/Scripts/Core/Graph Tasks/ChangeMovementSettings.cs
2025-08-14 23:31:29 -04:00

233 lines
8.7 KiB
C#

using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Units;
using UnityEngine;
namespace Reset.Core {
[Category("Reset")]
[Description("Commits movement unit changes to the handler.")]
public class ChangeMovementSettings : ActionTask<UnitMovementHandler> {
// Move Speed
[ParadoxNotion.Design.Header("Speed")]
public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
public FloatValueGroup moveSpeedSoothing = new (newLabel: "Move Speed Smoothing");
[ParadoxNotion.Design.Header("Direction")]
public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay");
public FloatValueGroup accelerationSmoothing = new (newLabel: "Acceleration Smoothing");
public FloatValueGroup deaccelerationSmoothing = new (newLabel: "Deacceleration Smoothing");
// public CurveValueGroup deaccelerationCurve = new (newLabel: "Deacceleration Curve"); // Currently unused, may return
// Direction
[Space(5)]
public Vector3ValueGroup feedNewDirection = new Vector3ValueGroup("Feed New Direction");
public float newDirectionStrength;
[Space(5)]
public Vector2 addDirectionFromInput;
public float addInputStrength;
[SliderField(0,1)]
public float addInputPriorty;
// Jumping
[ParadoxNotion.Design.Header("Jumping")]
public FloatValueGroup jumpPower = new (newLabel: "Jump Power");
public FloatValueGroup jumpPowerDecay = new (newLabel: "Jump Decay Speed");
// Gravity
[ParadoxNotion.Design.Header("Gravity")]
public FloatValueGroup gravityPower = new (newLabel: "Gravity Power");
public FloatValueGroup gravityMax = new (newLabel: "Gravity Max");
public FloatValueGroup gravityAcceleration = new (newLabel: "Gravity Acceleration Speed");
public FloatValueGroup gravityScale = new (newLabel: "Gravity Scale");
// Rotation
[ParadoxNotion.Design.Header("Rotation")]
public EnumValueGroup rotateFacing = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
public FloatValueGroup rotationSmoothing = new (newLabel: "Rotation Smoothing");
public FloatValueGroup rotationInputBlending = new("Rotation Input Blending");
[Space(5)]
public BBParameter<Vector3> feedNewRotation;
public BBParameter<Vector3> feedRelativeTo;
public Space rotationRelativeSpace;
private Vector3 feedDir;
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() {
// Direction
UpdateFloatValue(airDirectionDecay, ref agent.data.airDirectionDecay, ref agent.data.airDirectionDecay);
UpdateFloatValue(accelerationSmoothing, ref agent.data.accelerationSmoothing, ref agent.defaultData.accelerationSmoothing);
UpdateFloatValue(deaccelerationSmoothing, ref agent.data.deaccelerationSmoothing, ref agent.defaultData.deaccelerationSmoothing);
// UpdateCurveProperty(deaccelerationCurve, ref agent.data.deaccelerationCurve, ref agent.defaultData.deaccelerationCurve); // Currently unused, may return
// Direction from value
// Check that feedDir is not changed
UpdateVector3Value(feedNewDirection, ref feedDir, ref feedDir);
// If there's a direciton add it to the player for a frame
if (feedDir != Vector3.zero) {
agent.AddToCurrentDirection(agent.transform.rotation * feedDir.normalized, newDirectionStrength);
// Reset the fed direction after it's added so future runs don't have
feedDir = Vector3.zero;
}
// Direction from controller input
if (addDirectionFromInput != Vector2.zero){
agent.OverwriteDirectionFromInput(new Vector3(addDirectionFromInput.x, addDirectionFromInput.y), addInputPriorty, addInputStrength);
}
// Move Speed
UpdateFloatValue(moveSpeed, ref agent.data.moveSpeed, ref agent.defaultData.moveSpeed);
UpdateFloatValue(moveSpeedSoothing, ref agent.data.moveSpeedSoothing, ref agent.defaultData.moveSpeedSoothing);
// Jump
UpdateFloatValue(jumpPower, ref agent.data.jumpPower, ref agent.defaultData.jumpPower);
UpdateFloatValue(jumpPowerDecay, ref agent.data.jumpPowerDecay, ref agent.defaultData.jumpPowerDecay);
// Gravity
UpdateFloatValue(gravityPower, ref agent.data.gravityPower, ref agent.defaultData.gravityPower);
UpdateFloatValue(gravityMax, ref agent.data.gravityMax, ref agent.defaultData.gravityMax);
UpdateFloatValue(gravityAcceleration, ref agent.data.gravityAcceleration, ref agent.defaultData.gravityAcceleration);
UpdateFloatValue(gravityScale, ref agent.data.gravityScale, ref agent.defaultData.gravityScale);
// Rotation
UpdateEnumValue(rotateFacing, ref agent.data.rotateFacing, ref agent.defaultData.rotateFacing);
UpdateFloatValue(rotationSpeed, ref agent.data.rotationSpeed, ref agent.defaultData.rotationSpeed);
UpdateFloatValue(rotationSmoothing, ref agent.data.rotationSmoothing, ref agent.defaultData.rotationSmoothing);
UpdateFloatValue(rotationInputBlending, ref agent.data.rotationInputBlending, ref agent.defaultData.rotationInputBlending);
// Rotation from value
if (feedNewRotation.value != Vector3.zero) {
if (rotationRelativeSpace == Space.World) {
Debug.Log(Quaternion.LookRotation(feedRelativeTo.value));
agent.SetSpecifiedRotation(Quaternion.Euler(feedNewRotation.value) * Quaternion.LookRotation(feedRelativeTo.value));
} else {
agent.SetSpecifiedRotation(agent.transform.rotation * Quaternion.Euler(feedNewRotation.value) * Quaternion.LookRotation(feedRelativeTo.value));
}
}
EndAction(true);
}
//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() {
}
public void UpdateCurveProperty(CurveValueGroup valueGroup, ref AnimationCurve targetProperty, ref AnimationCurve defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NoChange:
break;
case ValueChangeAction.NewValue:
targetProperty = valueGroup.newValue;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public void UpdateVector3Value(Vector3ValueGroup valueGroup, ref Vector3 targetProperty, ref Vector3 defaultProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.x = defaultProperty.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.y = defaultProperty.y;
break;
}
switch (valueGroup.changeZ) {
case ValueChangeAction.NewValue:
targetProperty.z = valueGroup.newValue.z;
break;
case ValueChangeAction.ResetValue:
targetProperty.z = defaultProperty.z;
break;
}
}
public void UpdateVector2Value(Vector2ValueGroup valueGroup, ref Vector2 targetProperty, ref Vector2 defaultProperty){
switch (valueGroup.changeX) {
case ValueChangeAction.NewValue:
targetProperty.x = valueGroup.newValue.x;
break;
case ValueChangeAction.ResetValue:
targetProperty.x = defaultProperty.x;
break;
}
switch (valueGroup.changeY) {
case ValueChangeAction.NewValue:
targetProperty.y = valueGroup.newValue.y;
break;
case ValueChangeAction.ResetValue:
targetProperty.y = defaultProperty.y;
break;
}
}
public void UpdateBoolValue(BoolValueGroup valueGroup, ref bool targetProperty, ref bool defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
public void UpdateEnumValue(EnumValueGroup valueGroup, ref Enum targetProperty, ref Enum defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.newValue;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
public void UpdateFloatValue(FloatValueGroup valueGroup, ref float targetProperty, ref float defaultProperty){
switch (valueGroup.changeValue) {
case ValueChangeAction.NewValue:
targetProperty = valueGroup.value;
break;
case ValueChangeAction.ResetValue:
targetProperty = defaultProperty;
break;
}
}
}
}