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

100 lines
3.6 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("Sets Rigidbody2D velocity with smooth interpolation and optional constraints.")]
public class SetVelocity2D : TargetGameObjectAction
{
[Tooltip("The target velocity.")]
[SerializeField] protected SharedVariable<Vector2> m_TargetVelocity;
[Tooltip("The interpolation speed (0 = instant).")]
[SerializeField] protected SharedVariable<float> m_InterpolationSpeed = 0.0f;
[Tooltip("Whether to apply velocity in local space.")]
[SerializeField] protected SharedVariable<bool> m_UseLocalSpace = false;
[Tooltip("Whether to preserve X velocity.")]
[SerializeField] protected SharedVariable<bool> m_PreserveX = false;
[Tooltip("Whether to preserve Y velocity.")]
[SerializeField] protected SharedVariable<bool> m_PreserveY = false;
private Rigidbody2D m_ResolvedRigidbody2D;
/// <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>();
}
/// <summary>
/// Updates the Rigidbody2D velocity.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody2D == null) {
return TaskStatus.Success;
}
Vector2 targetVelocity;
if (m_UseLocalSpace.Value) {
var angle = m_ResolvedRigidbody2D.rotation * Mathf.Deg2Rad;
var cos = Mathf.Cos(angle);
var sin = Mathf.Sin(angle);
var targetVelocityValue = m_TargetVelocity.Value;
targetVelocity = new Vector2(targetVelocityValue.x * cos - targetVelocityValue.y * sin, targetVelocityValue.x * sin + targetVelocityValue.y * cos);
} else {
targetVelocity = m_TargetVelocity.Value;
}
#if UNITY_6000_3_OR_NEWER
var currentVelocity = m_ResolvedRigidbody2D.linearVelocity;
#else
var currentVelocity = m_ResolvedRigidbody2D.velocity;
#endif
var newVelocity = m_InterpolationSpeed.Value > 0.0f ? Vector2.Lerp(currentVelocity, targetVelocity, m_InterpolationSpeed.Value * Time.deltaTime) : targetVelocity;
if (m_PreserveX.Value) {
newVelocity.x = currentVelocity.x;
}
if (m_PreserveY.Value) {
newVelocity.y = currentVelocity.y;
}
#if UNITY_6000_3_OR_NEWER
m_ResolvedRigidbody2D.linearVelocity = newVelocity;
#else
m_ResolvedRigidbody2D.velocity = newVelocity;
#endif
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_TargetVelocity = null;
m_InterpolationSpeed = 0.0f;
m_UseLocalSpace = false;
m_PreserveX = false;
m_PreserveY = false;
}
}
}
#endif