44 lines
1.9 KiB
C#
44 lines
1.9 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Math
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("Math")]
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[Opsive.Shared.Utility.Description("Smoothly dampens a float value towards a target value over time.")]
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public class SmoothDampFloat : Action
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{
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[Tooltip("The current float value.")]
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[SerializeField] protected SharedVariable<float> m_Current;
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[Tooltip("The target float value.")]
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[SerializeField] protected SharedVariable<float> m_Target;
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[Tooltip("The current velocity (updated each frame).")]
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[SerializeField] [RequireShared] protected SharedVariable<float> m_CurrentVelocity;
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[Tooltip("The time it takes to reach the target (approximately).")]
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[SerializeField] protected SharedVariable<float> m_SmoothTime = 0.3f;
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[Tooltip("The maximum speed. Set to Mathf.Infinity for no limit.")]
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[SerializeField] protected SharedVariable<float> m_MaxSpeed = Mathf.Infinity;
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[Tooltip("The resulting smoothed float value.")]
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[SerializeField] [RequireShared] protected SharedVariable<float> m_Result;
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/// <summary>
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/// Smoothly dampens the float value.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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var currentVelocity = m_CurrentVelocity.Value;
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m_Result.Value = Mathf.SmoothDamp(m_Current.Value, m_Target.Value, ref currentVelocity, m_SmoothTime.Value, m_MaxSpeed.Value, Time.deltaTime);
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m_CurrentVelocity.Value = currentVelocity;
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return TaskStatus.Success;
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}
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}
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}
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#endif |