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

186 lines
8.0 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Physics2DTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using System.Collections.Generic;
using UnityEngine;
[Opsive.Shared.Utility.Category("Physics2D")]
[Opsive.Shared.Utility.Description("Follows a path of waypoints using 2D physics-based movement with collision avoidance and smooth rotation. Returns Finished when the path is complete.")]
public class FollowPath2D : TargetGameObjectAction
{
[Tooltip("The waypoints to follow. Can be GameObjects or positions.")]
[SerializeField] protected SharedVariable<GameObject[]> m_Waypoints;
[Tooltip("The waypoint positions. Only used if Waypoints array is empty.")]
[SerializeField] protected SharedVariable<Vector2[]> m_WaypointPositions;
[Tooltip("The movement force to apply.")]
[SerializeField] protected SharedVariable<float> m_MovementForce = 10.0f;
[Tooltip("The arrival distance for each waypoint.")]
[SerializeField] protected SharedVariable<float> m_ArrivedDistance = 0.5f;
[Tooltip("Should the path loop?")]
[SerializeField] protected SharedVariable<bool> m_LoopPath = false;
[Tooltip("Should the path reverse when complete?")]
[SerializeField] protected SharedVariable<bool> m_ReverseOnComplete = false;
[Tooltip("Should the Transform rotate to face the current waypoint?")]
[SerializeField] protected SharedVariable<bool> m_LookAtWaypoint = false;
[Tooltip("The rotation speed when looking at waypoint. Only used if Look At Waypoint is enabled.")]
[SerializeField] protected SharedVariable<float> m_RotationSpeed = 5f;
[Tooltip("The maximum rotation torque to apply. Only used if Look At Waypoint is enabled.")]
[SerializeField] protected SharedVariable<float> m_MaxRotationTorque = 10.0f;
[Tooltip("Should velocity be dampened when approaching waypoint?")]
[SerializeField] protected SharedVariable<bool> m_DampenOnApproach = true;
[Tooltip("The distance at which to start dampening velocity.")]
[SerializeField] protected SharedVariable<float> m_DampenDistance = 2.0f;
private Rigidbody2D m_ResolvedRigidbody2D;
private int m_CurrentWaypointIndex;
private bool m_Reversing;
private List<Vector2> m_PathPositions;
/// <summary>
/// Called when the action starts.
/// </summary>
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedRigidbody2D = m_ResolvedGameObject.GetComponent<Rigidbody2D>();
if (m_ResolvedRigidbody2D == null) {
Debug.LogWarning("FollowPath2D: Rigidbody2D component not found on GameObject.");
}
}
public override void OnStart()
{
base.OnStart();
m_CurrentWaypointIndex = 0;
m_Reversing = false;
BuildPathPositions();
}
/// <summary>
/// Builds the list of path positions from waypoints.
/// </summary>
private void BuildPathPositions()
{
m_PathPositions = new List<Vector2>();
if (m_Waypoints.Value != null && m_Waypoints.Value.Length > 0) {
foreach (var waypoint in m_Waypoints.Value) {
if (waypoint != null) {
var pos = waypoint.transform.position;
m_PathPositions.Add(new Vector2(pos.x, pos.y));
}
}
} else if (m_WaypointPositions.Value != null && m_WaypointPositions.Value.Length > 0) {
m_PathPositions.AddRange(m_WaypointPositions.Value);
}
if (m_PathPositions.Count == 0) {
Debug.LogWarning("FollowPath2D: No waypoints assigned.");
}
}
/// <summary>
/// Follows the path using physics-based movement.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody2D == null) {
return TaskStatus.Success;
}
if (m_PathPositions == null || m_PathPositions.Count == 0) {
return TaskStatus.Running;
}
var currentPosition = new Vector2(m_ResolvedRigidbody2D.position.x, m_ResolvedRigidbody2D.position.y);
var targetPosition = m_PathPositions[m_CurrentWaypointIndex];
var direction = targetPosition - currentPosition;
var distance = direction.magnitude;
// Check if arrived at current waypoint.
if (distance < m_ArrivedDistance.Value) {
// Move to next waypoint.
if (m_Reversing) {
m_CurrentWaypointIndex--;
if (m_CurrentWaypointIndex < 0) {
if (m_LoopPath.Value) {
m_CurrentWaypointIndex = m_PathPositions.Count - 1;
} else {
return TaskStatus.Success;
}
}
} else {
m_CurrentWaypointIndex++;
if (m_CurrentWaypointIndex >= m_PathPositions.Count) {
if (m_LoopPath.Value) {
m_CurrentWaypointIndex = 0;
} else if (m_ReverseOnComplete.Value) {
m_Reversing = true;
m_CurrentWaypointIndex = m_PathPositions.Count - 2;
if (m_CurrentWaypointIndex < 0) {
return TaskStatus.Success;
}
} else {
return TaskStatus.Success;
}
}
}
targetPosition = m_PathPositions[m_CurrentWaypointIndex];
direction = targetPosition - currentPosition;
distance = direction.magnitude;
}
// Apply movement force towards waypoint.
if (distance > 0.01f) {
var normalizedDirection = direction.normalized;
var force = m_DampenOnApproach.Value && distance < m_DampenDistance.Value
? normalizedDirection * m_MovementForce.Value * Mathf.Clamp01(distance / m_DampenDistance.Value)
: normalizedDirection * m_MovementForce.Value;
m_ResolvedRigidbody2D.AddForce(force, ForceMode2D.Force);
}
// Optionally rotate to face waypoint.
if (m_LookAtWaypoint.Value && distance > 0.01f) {
var targetAngle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
var currentAngle = m_ResolvedRigidbody2D.rotation;
var angleDifference = Mathf.DeltaAngle(currentAngle, targetAngle);
var torque = Mathf.Clamp(angleDifference * m_RotationSpeed.Value, -m_MaxRotationTorque.Value, m_MaxRotationTorque.Value);
m_ResolvedRigidbody2D.AddTorque(torque, ForceMode2D.Force);
}
return TaskStatus.Running;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Waypoints = null;
m_WaypointPositions = null;
m_MovementForce = 10.0f;
m_ArrivedDistance = 0.5f;
m_LoopPath = false;
m_ReverseOnComplete = false;
m_LookAtWaypoint = false;
m_RotationSpeed = 5f;
m_MaxRotationTorque = 10.0f;
m_DampenOnApproach = true;
m_DampenDistance = 2.0f;
}
}
}
#endif