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

152 lines
6.1 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("Smoothly moves the Transform to a target position with acceleration and deceleration. Returns Finished when arrived.")]
public class SmoothMoveTo : TargetGameObjectAction
{
/// <summary>
/// Specifies the easing curve type for movement.
/// </summary>
public enum EasingType
{
Linear, // Linear movement.
EaseIn, // Slow start, fast end.
EaseOut, // Fast start, slow end.
EaseInOut // Slow start and end, fast middle.
}
[Tooltip("The GameObject that the agent should move towards. If null, uses Target Position.")]
[SerializeField] protected SharedVariable<GameObject> m_Target;
[Tooltip("The target position. Only used if Target is null.")]
[SerializeField] protected SharedVariable<Vector3> m_TargetPosition;
[Tooltip("The maximum movement speed.")]
[SerializeField] protected SharedVariable<float> m_MaxSpeed = 5f;
[Tooltip("The acceleration rate (units per second squared).")]
[SerializeField] protected SharedVariable<float> m_Acceleration = 10f;
[Tooltip("The deceleration rate (units per second squared).")]
[SerializeField] protected SharedVariable<float> m_Deceleration = 10f;
[Tooltip("The agent has arrived when the distance is less than this value.")]
[SerializeField] protected SharedVariable<float> m_ArrivedDistance = 0.1f;
[Tooltip("The easing curve type for movement.")]
[SerializeField] protected EasingType m_EasingType = EasingType.Linear;
[Tooltip("Should the movement be relative to the Transform's local space?")]
[SerializeField] protected SharedVariable<bool> m_UseLocalSpace = false;
private float m_CurrentSpeed;
/// <summary>
/// Called when the state machine starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_CurrentSpeed = 0f;
}
/// <summary>
/// Smoothly moves the Transform to the target position.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
var targetPosition = GetTargetDestination();
var currentPosition = m_UseLocalSpace.Value ? transform.localPosition : transform.position;
var direction = targetPosition - currentPosition;
var distance = direction.magnitude;
// Calculate deceleration distance.
var decelerationDistance = (m_CurrentSpeed * m_CurrentSpeed) / (2f * m_Deceleration.Value);
// Accelerate or decelerate based on distance to target.
if (distance > decelerationDistance) {
m_CurrentSpeed = Mathf.Min(m_CurrentSpeed + m_Acceleration.Value * Time.deltaTime, m_MaxSpeed.Value);
} else {
m_CurrentSpeed = Mathf.Max(m_CurrentSpeed - m_Deceleration.Value * Time.deltaTime, 0f);
}
// Apply easing.
var easedSpeed = ApplyEasing(m_CurrentSpeed / m_MaxSpeed.Value) * m_MaxSpeed.Value;
var moveDistance = easedSpeed * Time.deltaTime;
// Move towards target. Clamp to avoid overshoot so we can finish with a negligible snap.
var newPosition = Vector3.MoveTowards(currentPosition, targetPosition, moveDistance);
if (m_UseLocalSpace.Value) {
transform.localPosition = newPosition;
} else {
transform.position = newPosition;
}
var remainingDistance = Vector3.Distance(newPosition, targetPosition);
var snapThreshold = Mathf.Min(0.001f, m_ArrivedDistance.Value);
if (remainingDistance < snapThreshold) {
if (m_UseLocalSpace.Value) {
transform.localPosition = targetPosition;
} else {
transform.position = targetPosition;
}
return TaskStatus.Success;
}
return TaskStatus.Running;
}
/// <summary>
/// Returns the target destination.
/// </summary>
/// <returns>The target destination.</returns>
private Vector3 GetTargetDestination()
{
if (m_Target.Value != null) {
return m_UseLocalSpace.Value ? m_Target.Value.transform.localPosition : m_Target.Value.transform.position;
}
return m_TargetPosition.Value;
}
/// <summary>
/// Applies easing to the speed value.
/// </summary>
/// <param name="t">The normalized time value (0 to 1).</param>
/// <returns>The eased value.</returns>
private float ApplyEasing(float t)
{
t = Mathf.Clamp01(t);
switch (m_EasingType) {
case EasingType.Linear:
return t;
case EasingType.EaseIn:
return t * t;
case EasingType.EaseOut:
return 1f - (1f - t) * (1f - t);
case EasingType.EaseInOut:
return t < 0.5f ? 2f * t * t : 1f - Mathf.Pow(-2f * t + 2f, 2f) / 2f;
default:
return t;
}
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Target = null;
m_TargetPosition = null;
m_MaxSpeed = 5f;
m_Acceleration = 10f;
m_Deceleration = 10f;
m_ArrivedDistance = 0.1f;
m_EasingType = EasingType.Linear;
m_UseLocalSpace = false;
}
}
}
#endif