366 lines
17 KiB
C#
366 lines
17 KiB
C#
using System;
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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.Core.Tools;
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using Reset.Units;
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using Sirenix.Serialization;
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using Unity.Cinemachine;
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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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private Vector3 velocityOnStart;
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private Vector3 directionOnStart;
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private Vector3 originalDirection;
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private Vector3 locationOnStart;
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public float speed;
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public float minDistance;
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[Tooltip("The dot product between the current direction to the grapple point, and the direction to the grapple point when started. Starts at 1 and gradually gets closer to -1, with 0 being 90 degrees perpendicular. Only for Y")]
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public float horizontalDotBreak;
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[Tooltip("The dot product between the current direction to the grapple point, and the direction to the grapple point when started. Starts at 1 and gradually gets closer to -1, with 0 being 90 degrees perpendicular. Only for XZ")]
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public float verticalDotBreak;
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private Vector3 smoothedInput;
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private Vector3 smoothedInputRefVelocity;
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private Vector3 gizmoSwingDirection;
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private Vector3 gizmoPointDirection;
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private Vector3 gizmoFinalDirection;
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private Vector3 gizmosSmoothedInput;
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private float gizmoVertValue;
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private Transform camera;
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Vector3 smoothedSwingDirection;
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private Vector3 finalDirection;
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private float yChangeMultipler;
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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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// Some startup stuff
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camera = Camera.main.transform;
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MonoManager.current.onLateUpdate += DrawGrappleGizmo;
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MonoManager.current.onLateUpdate += UpdateLineRenderer;
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// Add the renderer
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agent.gameObject.AddComponent<LineRenderer>();
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// Set original direction and locoation
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locationOnStart = agent.transform.position;
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directionOnStart = agent.transform.position.DirectionTo(grapplePoint.value);
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// Get the current move direction
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// velocityOnStart = agent.outputMoveDirection; // NOTE: Deprecated by new movement values
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// For setting finalDirection's initial value, first compose the swing variables one-time
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Vector3 velocityWhenMoving = CalculateSwingDirections(Vector3.Distance(agent.transform.position, grapplePoint.value), directionOnStart);
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// Lerp the initial direction more towards the point of the grapple and less towards current momentum if not moving fast
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finalDirection = Vector3.Lerp(velocityOnStart, velocityWhenMoving, velocityOnStart.magnitude / 2f); // This isn't working
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// Set the intial swing direction to the same thing, so it starts swinging withing snapping on start
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smoothedSwingDirection = finalDirection.Flatten(null, .4f, null);
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// smoothedInput = agent.GetComponent<CharacterController>().velocity.normalized.Flatten(null, 0f, 0f);
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smoothedInput = 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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// agent.outputMoveDirection = Vector3.MoveTowards(agent.outputMoveDirection, Vector3.zero, .5f); // NOTE: Deprecated by new movement values
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// Basic variables, direction to point and current distnace
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Vector3 directionToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
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float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
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// Calculate input
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Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
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Vector3 input = new(rawInput.x, rawInput.y, 0f);
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smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 1f);
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DebugOverlayDrawer.ChangeValue("Grapple", "Smoothed Input", smoothedInput);
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// The swing angle needs to change for the downwards swing, based on distance to the ground
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Physics.Raycast(agent.transform.position, Vector3.down, out RaycastHit hit);
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float distanceToGround = hit.distance;
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float downwardsSwingAngle = Mathf.Lerp(5, 100, distanceToGround / 20f);
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// Altered swing angle based on distance to the grapple point, used to keep the player not too close or far
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float inwardsAngle = Mathf.Lerp(0f, -60f, currentDist / -15f);
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float outwardsAngle = Mathf.Lerp(0f, -60f, currentDist / 15f);
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float outputAngle = inwardsAngle + outwardsAngle;
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DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle + $"({inwardsAngle} + {outwardsAngle})");
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// Calculate the swing direction.
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// Vector3 swingDirection = Quaternion.LookRotation(smoothedInput) * directionToPoint * smoothedInput.magnitude; // Old
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Vector3 pointDirectionXZStable = agent.transform.position.DirectionTo(grapplePoint.value.Flatten(null, agent.transform.position.y));
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Vector3 rightSwingDirectin = Quaternion.AngleAxis(100f + outputAngle, Vector3.up) * pointDirectionXZStable; // Working
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Vector3 leftSwingDirectin = Quaternion.AngleAxis(-100f - outputAngle, Vector3.up) * pointDirectionXZStable; // Working
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Vector3 upwardsSwingDirection = Quaternion.AngleAxis(-140f - outputAngle, Quaternion.LookRotation(directionToPoint) * Vector3.right) * directionToPoint; // Working
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Vector3 downwardsSwingDirection = Quaternion.AngleAxis(downwardsSwingAngle, Quaternion.LookRotation(directionOnStart) * Vector3.right) * directionToPoint; // WORKING NOW!! Note: this has to rotate by directionOnStart because else it just moves towards the point
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// Get the target swing direction. This is the direction "around" the point based on context
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Vector3 targetSwingDirection;
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if (Vector3.Dot(-directionOnStart, directionToPoint) > 0) { // More than 90 degrees from the start angle, just start going forward from the swing
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targetSwingDirection = finalDirection;
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} else {
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// Start with up and down
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Vector3 yAxisTargetDirection;
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if (Mathf.Abs(input.y) > 0.1f) { // Input exists on up and down, switch direction based on input
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yAxisTargetDirection = Vector3.Slerp(upwardsSwingDirection, downwardsSwingDirection, Mathf.Abs((input.y - 1f) / 2f));
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} else { // No input on up/down controller, so swing relative to the point
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if (directionToPoint.y < 0) { // Since you're under the point swing downwards
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yAxisTargetDirection = downwardsSwingDirection;
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} else { // Since you're over the point, swing upwards
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yAxisTargetDirection = upwardsSwingDirection;
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}
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}
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// Finalize the up and down by setting it based on y input
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targetSwingDirection = yAxisTargetDirection * Mathf.Abs((input.y));
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// Start doing left and right now
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if (Mathf.Abs(input.x) > 0.1f) {
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// Pick between swinging left or right
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Vector3 xAxisTargetDirection = Vector3.Lerp(rightSwingDirectin, leftSwingDirectin, Mathf.Abs((input.x - 1f) / 2f));
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// Add a little guaranteed up swing to the left and right swings
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xAxisTargetDirection += (Vector3.up * .1f) * Mathf.Abs((input.x));
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// Now finalize the left and right, adding it to the target swing direciton based on x input
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targetSwingDirection = Vector3.Slerp(targetSwingDirection, xAxisTargetDirection, Mathf.Abs((input.x)));
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}
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// Normalize
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targetSwingDirection = targetSwingDirection.normalized;
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}
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// Turn the difference in direction between what's now and what's targetted, to kneecap the smoothing
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float newDirDot = Vector3.Dot(smoothedSwingDirection, targetSwingDirection);
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// Normalize the dot
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newDirDot = (newDirDot + 1f) / 2f;
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// Smooth the swinging
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smoothedSwingDirection = Vector3.Slerp(smoothedSwingDirection, targetSwingDirection, 2f * Time.deltaTime * newDirDot);
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// Set the output direction direction
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finalDirection = Vector3.Slerp(finalDirection, smoothedSwingDirection, (elapsedTime / 1f) + Mathf.Max(0f, smoothedInput.magnitude));
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// Gizmos
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gizmoVertValue = finalDirection.y;
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gizmosSmoothedInput = smoothedInput;
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gizmoPointDirection = targetSwingDirection;
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gizmoSwingDirection = smoothedSwingDirection; // Set to smoothedSwingDirection when done testing
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gizmoFinalDirection = finalDirection;
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// Finalize the movement to the controller
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// agent.SetNewDirection(Vector3.Lerp(agent.additionalMoveDirection, finalDirection.Flatten(null, 0), 1f * Time.deltaTime)); // NOTE: Deprecated by new movement values
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agent.SetNewGravity(finalDirection.y);
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agent.SmoothToSpeed(speed, 25f * Time.deltaTime);
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// Calculate dot products for using to end the action
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float xzDot = Vector3.Dot(-directionOnStart.Flatten(null, 0).normalized, -directionToPoint.Flatten(null, 0).normalized);
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float yDot = Vector3.Dot( // This one has to be rotated around the XZ
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Quaternion.LookRotation(directionToPoint) * -directionOnStart.Flatten(null, null, 0).normalized,
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Quaternion.LookRotation(directionToPoint) * -directionToPoint.Flatten(null, null, 0).normalized
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);
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DebugOverlayDrawer.ChangeValue("Grapple", "Horizontal Dot", xzDot);
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DebugOverlayDrawer.ChangeValue("Grapple", "Vertical Dot", yDot);
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// Check if done
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if (xzDot < horizontalDotBreak || yDot < verticalDotBreak) {
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if (elapsedTime > 2f){
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EndAction(true);
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}
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} else if (currentDist < minDistance) {
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EndAction(true);
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}
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}
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Vector3 CalculateSwingDirections(float currentDist, Vector3 directionToPoint){
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// Get input
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Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
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Vector3 input = new(rawInput.x, rawInput.y, 0f);
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// The swing angle needs to change for the downwards swing, based on distance to the ground
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Physics.Raycast(agent.transform.position, Vector3.down, out RaycastHit hit);
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float distanceToGround = hit.distance;
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float downwardsSwingAngle = Mathf.Lerp(30, 100, distanceToGround / 20f);
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// Altered swing angle based on distance to the grapple point, used to keep the player not too close or far
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float inwardsAngle = Mathf.Lerp(0f, -60f, currentDist / -15f);
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float outwardsAngle = Mathf.Lerp(0f, -60f, currentDist / 15f);
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float outputAngle = inwardsAngle + outwardsAngle;
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DebugOverlayDrawer.ChangeValue("Grapple", "Output Angle", outputAngle + $"({inwardsAngle} + {outwardsAngle})");
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Vector3 pointDirectionXZStable = agent.transform.position.DirectionTo(grapplePoint.value.Flatten(null, agent.transform.position.y));
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Vector3 rightSwingDirectin = Quaternion.AngleAxis(100f + outputAngle, Vector3.up) * pointDirectionXZStable; // Working
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Vector3 leftSwingDirectin = Quaternion.AngleAxis(-100f - outputAngle, Vector3.up) * pointDirectionXZStable; // Working
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Vector3 upwardsSwingDirection = Quaternion.AngleAxis(-140f - outputAngle, Quaternion.LookRotation(directionToPoint) * Vector3.right) * directionToPoint; // Working
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Vector3 downwardsSwingDirection = Quaternion.AngleAxis(downwardsSwingAngle, Quaternion.LookRotation(directionOnStart) * Vector3.right) * directionToPoint; // WORKING NOW!! Note: this has to rotate by directionOnStart because else it just moves towards the point
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// Get the target swing direction. This is the direction "around" the point based on context
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Vector3 targetSwingDirection;
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// Start with up and down
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Vector3 yAxisTargetDirection;
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if (Mathf.Abs(input.y) > 0.1f) { // Input exists on up and down, switch direction based on input
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yAxisTargetDirection = Vector3.Slerp(upwardsSwingDirection, downwardsSwingDirection, Mathf.Abs((input.y - 1f) / 2f));
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} else { // No input on up/down controller, so swing relative to the point
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if (directionToPoint.y < 0) { // Since you're under the point swing downwards
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yAxisTargetDirection = downwardsSwingDirection;
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} else { // Since you're over the point, swing upwards
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yAxisTargetDirection = downwardsSwingDirection;
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}
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}
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if (directionToPoint.y > -.5f) {
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// yAxisTargetDirection += Vector3.up * 4f; // This works but it's making downward motion not work
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}
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targetSwingDirection = yAxisTargetDirection * Mathf.Abs((input.y));
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if (Mathf.Abs(input.x) > 0.1f) {
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Vector3 xAxisTargetDirection = Vector3.Lerp(rightSwingDirectin, leftSwingDirectin, Mathf.Abs((input.x - 1f) / 2f));
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targetSwingDirection = Vector3.Slerp(targetSwingDirection, xAxisTargetDirection, Mathf.Abs((input.x)));
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// targetSwingDirection = xAxisTargetDirection;
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DebugOverlayDrawer.ChangeValue("Grapple", "LR Input Dot", Mathf.Abs((input.x - 1f) / 2f));
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}
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return targetSwingDirection.normalized;
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}
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public void UpdateLineRenderer(){
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// Update the Line Renderer
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var lr = agent.GetComponent<LineRenderer>();
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lr.positionCount = 2;
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// Very shoddy position setting
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lr.SetPositions(new []{
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agent.transform.position,
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grapplePoint.value}
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);
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lr.startWidth = .1f;
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lr.endWidth = .1f;
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}
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public void DrawGrappleGizmo(){
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// Destination gizmos
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using (Draw.WithColor(Color.blue)){
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Vector3 offsetTowardsCamera = grapplePoint.value.DirectionTo(camera.transform.position);
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// Grapple Point
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Draw.SolidCircle(grapplePoint.value + offsetTowardsCamera, grapplePoint.value.DirectionTo(camera.transform.position), .4f);
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Draw.Label2D(grapplePoint.value + offsetTowardsCamera * 2f + Vector3.up, "Grapple Point");
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using (Draw.WithLineWidth(1.5f)) {
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// Final Direction
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Draw.Line(agent.transform.position + Vector3.up, agent.transform.position + Vector3.up + gizmoFinalDirection.normalized * 2f);
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Draw.ArrowheadArc(agent.transform.position + Vector3.up, gizmoFinalDirection.normalized, 2f, 15f);
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// Colors for faded arrows
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Color swingColor = Color.Lerp(Color.blue, Color.blue.Alpha(.4f), (elapsedTime * .6f));
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Color dirColor = Color.Lerp(Color.blue.Alpha(.4f), Color.blue, (elapsedTime * .6f));
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// Swing Direction
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using (Draw.WithColor(swingColor)) {
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float swingLength = 2.2f;
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Vector3 swingStart = agent.transform.position + Vector3.up * .4f;
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Vector3 swingDir = swingStart + gizmoSwingDirection.normalized * swingLength;
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Draw.DashedLine(swingStart, swingDir, .2f, .2f);
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Draw.ArrowheadArc(swingStart, gizmoSwingDirection.normalized, swingLength, 15f);
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Draw.Label2D(swingDir + Vector3.up * .4f, "Swing Direction");
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}
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// Point Direction
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using (Draw.WithColor(dirColor)) {
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float pointLength = 1.2f;
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Vector3 pointStart = agent.transform.position + Vector3.up * .2f;
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Vector3 pointDir = grapplePoint.value;
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Draw.DashedLine(pointStart, pointDir, .2f, .2f);
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Draw.ArrowheadArc(pointStart, gizmoPointDirection.normalized, pointLength, 15f);
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Draw.Label2D(pointDir + Vector3.up * .4f, "Grapple Point Direction");
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}
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}
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}
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// Input Gizmos
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using (Draw.WithColor(Color.red)) {
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// Input left and right, up and down for size
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Vector3 inputGizmoOffset = (agent.transform.position + camera.rotation * Vector3.back + Vector3.up * .5f);
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Vector3 inputGizmoPosition = inputGizmoOffset + camera.rotation * Vector3.Lerp(Vector3.left, Vector3.right, (gizmosSmoothedInput.x - 1 ) / 2f + 1f);
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Draw.Line(inputGizmoOffset + camera.rotation * Vector3.left, inputGizmoOffset + camera.rotation * Vector3.right);
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Draw.SolidCircle(inputGizmoPosition, inputGizmoPosition.DirectionTo(camera.position), Mathf.Lerp(.2f, .6f, (gizmosSmoothedInput.y - 1 ) / 2f + 1f));
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}
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// Up and down
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using (Draw.WithColor(Color.yellow)) {
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Vector3 vertGizmoPosition = agent.transform.position + camera.rotation * Vector3.left;
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float vertGizmoHeight = 1.75f;
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Vector3 vertGizmoStart = vertGizmoPosition + Vector3.up * vertGizmoHeight;
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Vector3 vertGizmoEnd = vertGizmoPosition + Vector3.up * .35f;
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Vector3 circlePos = Vector3.Lerp(vertGizmoEnd, vertGizmoStart, gizmoVertValue);
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Draw.Line(vertGizmoStart, vertGizmoEnd);
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Draw.SolidCircle(circlePos, circlePos.DirectionTo(camera.position), .4f);
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Draw.Label2D(vertGizmoStart + camera.rotation * Vector3.left * 1.5f, gizmoVertValue.ToString());
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Vector3 vertArrowUpPosition = vertGizmoStart + camera.rotation * Vector3.left * 1f + Vector3.up * .2f;
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Vector3 vertArrowDownPosition = vertGizmoStart + camera.rotation * Vector3.left * 1f + Vector3.down * .2f;
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if (gizmoVertValue > 0) {
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Draw.SolidTriangle(vertArrowUpPosition + camera.rotation * Vector3.left/4, vertArrowUpPosition + Vector3.up/2, vertArrowUpPosition + camera.rotation * Vector3.right/4);
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} else {
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Draw.SolidTriangle(vertArrowDownPosition + camera.rotation * Vector3.left/4, vertArrowDownPosition + Vector3.down/2, vertArrowDownPosition + camera.rotation * Vector3.right/4);
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}
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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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MonoManager.current.onLateUpdate -= UpdateLineRenderer;
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GameObject.Destroy(agent.gameObject.GetComponent<LineRenderer>());
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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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} |