#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.TransformTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Transform")]
[Opsive.Shared.Utility.Description("Scales the Transform to a target scale over time. Returns Finished when scaled.")]
public class ScaleOverTime : TargetGameObjectAction
{
///
/// Specifies the easing curve type for scaling.
///
public enum EasingType
{
Linear, // Linear scaling.
EaseIn, // Slow start, fast end.
EaseOut, // Fast start, slow end.
EaseInOut // Slow start and end, fast middle.
}
[Tooltip("The target scale.")]
[SerializeField] protected SharedVariable m_TargetScale = Vector3.one;
[Tooltip("The scale speed.")]
[SerializeField] protected SharedVariable m_ScaleSpeed = 1f;
[Tooltip("The easing curve type.")]
[SerializeField] protected EasingType m_EasingType = EasingType.Linear;
[Tooltip("The arrival threshold for scale.")]
[SerializeField] protected SharedVariable m_ArrivedDistance = 0.01f;
private Vector3 m_InitialScale;
private float m_Progress;
///
/// Called when the state machine starts.
///
public override void OnStart()
{
base.OnStart();
m_InitialScale = transform.localScale;
m_Progress = 0f;
}
///
/// Scales the Transform over time.
///
/// The status of the action.
public override TaskStatus OnUpdate()
{
m_Progress += m_ScaleSpeed.Value * Time.deltaTime;
var t = Mathf.Clamp01(m_Progress);
// Apply easing.
var easedT = ApplyEasing(t);
// Lerp scale.
var newScale = Vector3.Lerp(m_InitialScale, m_TargetScale.Value, easedT);
transform.localScale = newScale;
// Check if arrived. Only snap when remaining distance is negligible to avoid visible snap with easing.
var distance = Vector3.Distance(transform.localScale, m_TargetScale.Value);
var snapThreshold = Mathf.Min(0.001f, m_ArrivedDistance.Value);
if (distance < snapThreshold) {
transform.localScale = m_TargetScale.Value;
return TaskStatus.Success;
}
return TaskStatus.Running;
}
///
/// Applies easing to the progress value.
///
/// The normalized time value (0 to 1).
/// The eased value.
private float ApplyEasing(float t)
{
t = Mathf.Clamp01(t);
switch (m_EasingType) {
case EasingType.Linear:
return t;
case EasingType.EaseIn:
return t * t;
case EasingType.EaseOut:
return 1f - (1f - t) * (1f - t);
case EasingType.EaseInOut:
return t < 0.5f ? 2f * t * t : 1f - Mathf.Pow(-2f * t + 2f, 2f) / 2f;
default:
return t;
}
}
///
/// Resets the action values back to their default.
///
public override void Reset()
{
base.Reset();
m_TargetScale = Vector3.one;
m_ScaleSpeed = 1f;
m_EasingType = EasingType.Linear;
m_ArrivedDistance = 0.01f;
}
}
}
#endif