85 lines
3.2 KiB
C#
85 lines
3.2 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.PhysicsTasks
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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("Physics")]
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[Opsive.Shared.Utility.Description("Sets global or local gravity with smooth transition.")]
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public class SetGravity : Action
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{
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[Tooltip("The target gravity vector.")]
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[SerializeField] protected SharedVariable<Vector3> m_Gravity = new Vector3(0, -9.81f, 0);
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[Tooltip("The transition duration (0 = instant).")]
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[SerializeField] protected SharedVariable<float> m_TransitionDuration = 0.0f;
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[Tooltip("Whether to set global Physics.gravity or local Rigidbody gravity.")]
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[SerializeField] protected SharedVariable<bool> m_UseGlobalGravity = true;
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[Tooltip("The Rigidbody to set local gravity on. Only used if Use Global Gravity is false.")]
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[SerializeField] protected SharedVariable<Rigidbody> m_Rigidbody;
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private Vector3 m_StartGravity;
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private float m_ElapsedTime;
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/// <summary>
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/// Called when the action starts.
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/// </summary>
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public override void OnStart()
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{
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base.OnStart();
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m_ElapsedTime = 0.0f;
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if (m_UseGlobalGravity.Value) {
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m_StartGravity = Physics.gravity;
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} else if (m_Rigidbody.Value != null) {
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m_StartGravity = Physics.gravity;
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}
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}
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/// <summary>
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/// Updates the gravity.
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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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if (m_TransitionDuration.Value > 0.0f) {
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m_ElapsedTime += Time.deltaTime;
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var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value);
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var currentGravity = Vector3.Lerp(m_StartGravity, m_Gravity.Value, progress);
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if (m_UseGlobalGravity.Value) {
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Physics.gravity = currentGravity;
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} else if (m_Rigidbody.Value != null) {
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m_Rigidbody.Value.useGravity = false;
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m_Rigidbody.Value.AddForce(currentGravity, ForceMode.Acceleration);
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}
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} else {
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if (m_UseGlobalGravity.Value) {
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Physics.gravity = m_Gravity.Value;
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} else if (m_Rigidbody.Value != null) {
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m_Rigidbody.Value.useGravity = false;
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m_Rigidbody.Value.AddForce(m_Gravity.Value, ForceMode.Acceleration);
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}
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}
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return TaskStatus.Success;
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}
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/// <summary>
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/// Resets the action values back to their default.
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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m_Gravity = new Vector3(0, -9.81f, 0);
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m_TransitionDuration = 0.0f;
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m_UseGlobalGravity = true;
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m_Rigidbody = null;
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}
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}
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}
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#endif |