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2026-05-10 11:47:55 -04:00

126 lines
4.3 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.AnimatorTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions.TransformTasks;
using UnityEngine;
[Opsive.Shared.Utility.Category("Animator")]
[Opsive.Shared.Utility.Description("Animates a parameter value over time with easing curves.")]
public class AnimateParameterOverTime : TargetGameObjectAction
{
/// <summary>
/// Specifies the parameter type to animate.
/// </summary>
public enum ParameterType
{
Float,
Int
}
[Tooltip("The type of parameter to animate.")]
[SerializeField] protected ParameterType m_ParameterType = ParameterType.Float;
[Tooltip("The name of the parameter to animate.")]
[SerializeField] protected SharedVariable<string> m_ParameterName;
[Tooltip("The starting value.")]
[SerializeField] protected SharedVariable<float> m_StartValue = 0.0f;
[Tooltip("The target value.")]
[SerializeField] protected SharedVariable<float> m_TargetValue = 1.0f;
[Tooltip("The duration of the animation.")]
[SerializeField] protected SharedVariable<float> m_Duration = 1.0f;
[Tooltip("The easing curve type.")]
[SerializeField] protected SmoothMoveTo.EasingType m_EasingType = SmoothMoveTo.EasingType.Linear;
private Animator m_ResolvedAnimator;
private float m_ElapsedTime;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedAnimator = m_ResolvedGameObject.GetComponent<Animator>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0.0f;
}
/// <summary>
/// Animates the parameter value.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAnimator == null) {
return TaskStatus.Failure;
}
if (string.IsNullOrEmpty(m_ParameterName.Value)) {
return TaskStatus.Failure;
}
m_ElapsedTime += Time.deltaTime;
var progress = Mathf.Clamp01(m_ElapsedTime / m_Duration.Value);
var easedProgress = ApplyEasing(progress);
var currentValue = Mathf.Lerp(m_StartValue.Value, m_TargetValue.Value, easedProgress);
if (m_ParameterType == ParameterType.Float) {
m_ResolvedAnimator.SetFloat(m_ParameterName.Value, currentValue);
} else {
m_ResolvedAnimator.SetInteger(m_ParameterName.Value, Mathf.RoundToInt(currentValue));
}
if (progress >= 1.0f) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
/// <summary>
/// Applies easing to the value.
/// </summary>
private float ApplyEasing(float t)
{
switch (m_EasingType) {
case SmoothMoveTo.EasingType.EaseIn:
return t * t;
case SmoothMoveTo.EasingType.EaseOut:
return 1.0f - (1.0f - t) * (1.0f - t);
case SmoothMoveTo.EasingType.EaseInOut:
return t < 0.5f ? 2.0f * t * t : 1.0f - Mathf.Pow(-2.0f * t + 2.0f, 2.0f) / 2.0f;
default:
return t;
}
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_ParameterType = ParameterType.Float;
m_ParameterName = null;
m_StartValue = 0.0f;
m_TargetValue = 1.0f;
m_Duration = 1.0f;
m_EasingType = SmoothMoveTo.EasingType.Linear;
}
}
}
#endif