Fixes following nanobrain update
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@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEditor.Animations;
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using UnityEditor.Animations;
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using LinearAlgebra;
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namespace CreatureControl {
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namespace CreatureControl {
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@ -102,7 +101,7 @@ namespace CreatureControl {
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this.animator.SetFloat("Right", rightAnimationSpeed);
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this.animator.SetFloat("Right", rightAnimationSpeed);
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Quaternion rotation = this.transform.rotation * Quaternion.Inverse(lastOrientation);
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Quaternion rotation = this.transform.rotation * Quaternion.Inverse(lastOrientation);
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float rotationAngleY = Angles.Normalize(rotation.eulerAngles.y);
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float rotationAngleY = AnglesNormalize(rotation.eulerAngles.y);
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float rotationSpeed = rotationAngleY / Time.deltaTime;
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float rotationSpeed = rotationAngleY / Time.deltaTime;
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float rotAnimationSpeed = rotationSpeed / rootMotionScaleRotate;
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float rotAnimationSpeed = rotationSpeed / rootMotionScaleRotate;
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this.animator.SetFloat("Rotation", rotAnimationSpeed);
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this.animator.SetFloat("Rotation", rotAnimationSpeed);
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@ -111,6 +110,14 @@ namespace CreatureControl {
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lastOrientation = this.transform.rotation;
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lastOrientation = this.transform.rotation;
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}
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}
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float AnglesNormalize(float angle) {
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if (float.IsInfinity(angle))
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return angle;
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while (angle <= -180) angle += 360;
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while (angle > 180) angle -= 360;
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return angle;
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}
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}
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}
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}
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}
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@ -504,9 +504,6 @@ namespace NanoBrain {
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public void RefreshComputeOrders() {
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public void RefreshComputeOrders() {
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this._computeOrders = null;
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this._computeOrders = null;
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}
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}
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public void RefreshComputeOrders() {
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this._computeOrders = null;
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}
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private List<Nucleus> TopologicalSort2(Nucleus startNode) {
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private List<Nucleus> TopologicalSort2(Nucleus startNode) {
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Dictionary<Nucleus, int> inDegree = new();
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Dictionary<Nucleus, int> inDegree = new();
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