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

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6.2 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 UnityEngine;
[Opsive.Shared.Utility.Category("Physics2D")]
[Opsive.Shared.Utility.Description("Moves towards a target using physics forces with acceleration and deceleration curves. Returns Finished when the target is reached.")]
public class PhysicsBasedMovement2D : TargetGameObjectAction
{
[Tooltip("The target GameObject. If null, uses Target Position.")]
[SerializeField] protected SharedVariable<GameObject> m_Target;
[Tooltip("The target position. Only used if Target is null.")]
[SerializeField] protected SharedVariable<Vector2> m_TargetPosition;
[Tooltip("The maximum force to apply.")]
[SerializeField] protected SharedVariable<float> m_MaxForce = 10.0f;
[Tooltip("The arrival distance threshold.")]
[SerializeField] protected SharedVariable<float> m_ArrivedDistance = 0.5f;
[Tooltip("The acceleration curve. X-axis is distance (0-1), Y-axis is force multiplier (0-1).")]
[SerializeField] protected AnimationCurve m_AccelerationCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
[Tooltip("The deceleration curve. X-axis is distance (0-1), Y-axis is force multiplier (0-1).")]
[SerializeField] protected AnimationCurve m_DecelerationCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
[Tooltip("The distance at which to switch from acceleration to deceleration.")]
[SerializeField] protected SharedVariable<float> m_DecelerationStartDistance = 5.0f;
[Tooltip("The maximum distance for curve evaluation.")]
[SerializeField] protected SharedVariable<float> m_MaxDistance = 10.0f;
[Tooltip("Whether the Rigidbody has arrived.")]
[SerializeField] [RequireShared] protected SharedVariable<bool> m_HasArrived;
[Tooltip("The current distance to target.")]
[SerializeField] [RequireShared] protected SharedVariable<float> m_CurrentDistance;
private Rigidbody2D m_ResolvedRigidbody2D;
private float m_InitialDistance;
/// <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("PhysicsBasedMovement2D: Rigidbody2D component not found on GameObject.");
}
}
public override void OnStart()
{
base.OnStart();
m_HasArrived.Value = false;
UpdateInitialDistance();
}
/// <summary>
/// Updates the initial distance to target.
/// </summary>
private void UpdateInitialDistance()
{
var targetPos = GetTargetPosition();
var currentPos = new Vector2(m_ResolvedRigidbody2D.position.x, m_ResolvedRigidbody2D.position.y);
m_InitialDistance = Vector2.Distance(currentPos, targetPos);
}
/// <summary>
/// Updates the physics-based movement.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody2D == null) {
return TaskStatus.Success;
}
var targetPosition = GetTargetPosition();
var currentPosition = new Vector2(m_ResolvedRigidbody2D.position.x, m_ResolvedRigidbody2D.position.y);
var direction = targetPosition - currentPosition;
var distance = direction.magnitude;
m_CurrentDistance.Value = distance;
if (distance < m_ArrivedDistance.Value) {
m_HasArrived.Value = true;
return TaskStatus.Success;
}
m_HasArrived.Value = false;
if (distance > 0.01f) {
var normalizedDirection = direction.normalized;
var forceMultiplier = distance > m_DecelerationStartDistance.Value
? m_AccelerationCurve.Evaluate(Mathf.Clamp01((m_InitialDistance - distance) / Mathf.Max(m_InitialDistance - m_DecelerationStartDistance.Value, 0.01f)))
: m_DecelerationCurve.Evaluate(Mathf.Clamp01(distance / m_DecelerationStartDistance.Value));
m_ResolvedRigidbody2D.AddForce(normalizedDirection * m_MaxForce.Value * forceMultiplier, ForceMode2D.Force);
}
// Update initial distance if target moved significantly.
var newInitialDistance = Vector2.Distance(currentPosition, targetPosition);
if (Mathf.Abs(newInitialDistance - m_InitialDistance) > m_MaxDistance.Value * 0.5f) {
m_InitialDistance = newInitialDistance;
}
return TaskStatus.Running;
}
/// <summary>
/// Gets the target position.
/// </summary>
private Vector2 GetTargetPosition()
{
if (m_Target.Value != null) {
var pos = m_Target.Value.transform.position;
return new Vector2(pos.x, pos.y);
}
return m_TargetPosition.Value;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Target = null;
m_TargetPosition = Vector2.zero;
m_MaxForce = 10.0f;
m_ArrivedDistance = 0.5f;
m_AccelerationCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
m_DecelerationCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
m_DecelerationStartDistance = 5.0f;
m_MaxDistance = 10.0f;
m_HasArrived = null;
m_CurrentDistance = null;
}
}
}
#endif