Files
project-reset/Assets/Scripts/Core/Graph Tasks/Movement Settings Changes/ChangeGravitySettings.cs

73 lines
3.7 KiB
C#

using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Core;
using UnityEngine;
namespace Reset.Units {
[Category("Reset/Movement")]
public class ChangeGravitySettings : ActionTask<UnitMovementHandler>{
[SerializeField] public FloatValueGroup jumpPower = new FloatValueGroup("Jump Power");
[SerializeField] public FloatValueGroup jumpPowerDecay = new FloatValueGroup("Jump Power Decay");
[SerializeField] public FloatValueGroup gravityPower = new FloatValueGroup("Gravity Power");
[SerializeField] public FloatValueGroup gravityMax = new FloatValueGroup("Gravity Max");
[SerializeField] public FloatValueGroup gravityAcceleration = new FloatValueGroup("Gravity Acceleration");
[SerializeField] public FloatValueGroup gravityScale = new FloatValueGroup("Gravity Scale");
//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() {
// Deprecated by unified gravity system, including SetNewGravity
// // Jump
// FloatValueGroup.UpdateValue(jumpPower, ref agent.data.jumpPower.value, ref agent.defaultData.jumpPower.value);
// ValueGroup.ChangeSmoothingEasing(jumpPower, ref agent.data.jumpPower.currentSmoothing,
// ref agent.data.jumpPower.easing, ref agent.defaultData.jumpPower.smoothing, ref agent.defaultData.jumpPower.easing);
FloatValueGroup.UpdateValue(jumpPowerDecay, ref agent.data.jumpPowerDecay.value, ref agent.defaultData.jumpPowerDecay.value);
ValueGroup.ChangeSmoothingEasing(jumpPowerDecay, ref agent.data.jumpPowerDecay.currentSmoothing,
ref agent.data.jumpPowerDecay.easing, ref agent.defaultData.jumpPowerDecay.smoothing, ref agent.defaultData.jumpPowerDecay.easing);
// Deprecated by SetNewGravity
// FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower.value, ref agent.defaultData.gravityPower.value);
// ValueGroup.ChangeSmoothingEasing(gravityPower, ref agent.data.gravityPower.currentSmoothing,
// ref agent.data.gravityPower.easing, ref agent.defaultData.gravityPower.smoothing, ref agent.defaultData.gravityPower.easing);
FloatValueGroup.UpdateValue(gravityMax, ref agent.data.gravityMax.value, ref agent.defaultData.gravityMax.value);
ValueGroup.ChangeSmoothingEasing(gravityMax, ref agent.data.gravityMax.currentSmoothing,
ref agent.data.gravityMax.easing, ref agent.defaultData.gravityMax.smoothing, ref agent.defaultData.gravityMax.easing);
FloatValueGroup.UpdateValue(gravityAcceleration, ref agent.data.gravityAcceleration.value, ref agent.defaultData.gravityAcceleration.value);
ValueGroup.ChangeSmoothingEasing(gravityAcceleration, ref agent.data.gravityAcceleration.currentSmoothing,
ref agent.data.gravityAcceleration.easing, ref agent.defaultData.gravityAcceleration.smoothing, ref agent.defaultData.gravityAcceleration.easing);
FloatValueGroup.UpdateValue(gravityScale, ref agent.data.gravityScale.value, ref agent.defaultData.gravityScale.value);
ValueGroup.ChangeSmoothingEasing(gravityScale, ref agent.data.gravityScale.currentSmoothing,
ref agent.data.gravityScale.easing, ref agent.defaultData.gravityScale.smoothing, ref agent.defaultData.gravityScale.easing);
}
//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() {
}
}
}