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

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3.4 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.TransformTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Transform")]
[Opsive.Shared.Utility.Description("Bounces the Transform between two points. Returns Finished when bounce count is reached (or runs continuously if infinite).")]
public class BounceBetweenPoints : TargetGameObjectAction
{
[Tooltip("Point A position.")]
[SerializeField] protected SharedVariable<Vector3> m_PointA;
[Tooltip("Point B position.")]
[SerializeField] protected SharedVariable<Vector3> m_PointB;
[Tooltip("The bounce speed.")]
[SerializeField] protected SharedVariable<float> m_BounceSpeed = 5f;
[Tooltip("The bounce damping (0 = no damping, 1 = full damping).")]
[SerializeField] protected SharedVariable<float> m_BounceDamping = 0f;
[Tooltip("The number of bounces. Set to 0 for infinite.")]
[SerializeField] protected SharedVariable<int> m_BounceCount = 0;
[Tooltip("The arrival distance threshold for each point.")]
[SerializeField] protected SharedVariable<float> m_ArrivedDistance = 0.1f;
private int m_CurrentBounceCount;
private bool m_MovingToB;
private float m_CurrentSpeed;
/// <summary>
/// Called when the state machine starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_CurrentBounceCount = 0;
m_MovingToB = true;
m_CurrentSpeed = m_BounceSpeed.Value;
}
/// <summary>
/// Bounces between the two points.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_BounceCount.Value > 0 && m_CurrentBounceCount >= m_BounceCount.Value) {
return TaskStatus.Success;
}
var currentPosition = transform.position;
var targetPosition = m_MovingToB ? m_PointB.Value : m_PointA.Value;
var direction = (targetPosition - currentPosition).normalized;
var distance = Vector3.Distance(currentPosition, targetPosition);
// Check if arrived at point.
if (distance < m_ArrivedDistance.Value) {
transform.position = targetPosition;
m_MovingToB = !m_MovingToB;
m_CurrentBounceCount++;
m_CurrentSpeed = m_BounceSpeed.Value * (1f - m_BounceDamping.Value);
}
// Move towards target.
var moveDistance = m_CurrentSpeed * Time.deltaTime;
transform.position = Vector3.MoveTowards(currentPosition, targetPosition, moveDistance);
return TaskStatus.Running;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_PointA = null;
m_PointB = null;
m_BounceSpeed = 5f;
m_BounceDamping = 0f;
m_BounceCount = 0;
m_ArrivedDistance = 0.1f;
}
}
}
#endif