#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.PhysicsTasks { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Physics")] [Opsive.Shared.Utility.Description("Sets global or local gravity with smooth transition.")] public class SetGravity : Action { [Tooltip("The target gravity vector.")] [SerializeField] protected SharedVariable m_Gravity = new Vector3(0, -9.81f, 0); [Tooltip("The transition duration (0 = instant).")] [SerializeField] protected SharedVariable m_TransitionDuration = 0.0f; [Tooltip("Whether to set global Physics.gravity or local Rigidbody gravity.")] [SerializeField] protected SharedVariable m_UseGlobalGravity = true; [Tooltip("The Rigidbody to set local gravity on. Only used if Use Global Gravity is false.")] [SerializeField] protected SharedVariable m_Rigidbody; private Vector3 m_StartGravity; private float m_ElapsedTime; /// /// Called when the action starts. /// public override void OnStart() { base.OnStart(); m_ElapsedTime = 0.0f; if (m_UseGlobalGravity.Value) { m_StartGravity = Physics.gravity; } else if (m_Rigidbody.Value != null) { m_StartGravity = Physics.gravity; } } /// /// Updates the gravity. /// /// The status of the action. public override TaskStatus OnUpdate() { if (m_TransitionDuration.Value > 0.0f) { m_ElapsedTime += Time.deltaTime; var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value); var currentGravity = Vector3.Lerp(m_StartGravity, m_Gravity.Value, progress); if (m_UseGlobalGravity.Value) { Physics.gravity = currentGravity; } else if (m_Rigidbody.Value != null) { m_Rigidbody.Value.useGravity = false; m_Rigidbody.Value.AddForce(currentGravity, ForceMode.Acceleration); } } else { if (m_UseGlobalGravity.Value) { Physics.gravity = m_Gravity.Value; } else if (m_Rigidbody.Value != null) { m_Rigidbody.Value.useGravity = false; m_Rigidbody.Value.AddForce(m_Gravity.Value, ForceMode.Acceleration); } } return TaskStatus.Success; } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_Gravity = new Vector3(0, -9.81f, 0); m_TransitionDuration = 0.0f; m_UseGlobalGravity = true; m_Rigidbody = null; } } } #endif