109 lines
4.1 KiB
C#
109 lines
4.1 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.GameObjectTasks
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("GameObject")]
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[Opsive.Shared.Utility.Description("Moves the Transform in a direction with acceleration.")]
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public class MoveInDirection : TargetGameObjectAction
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{
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[Tooltip("The direction to move in. If this value is 0 then the forward Transform direction is used.")]
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[SerializeField] protected SharedVariable<Vector3> m_Direction;
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[Tooltip("The base movement speed.")]
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[SerializeField] protected SharedVariable<float> m_Speed = 5f;
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[Tooltip("The acceleration rate (units per second squared).")]
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[SerializeField] protected SharedVariable<float> m_Acceleration = 10f;
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[Tooltip("The maximum speed.")]
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[SerializeField] protected SharedVariable<float> m_MaxSpeed = 10f;
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[Tooltip("Should the movement be relative to the object's local space?")]
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[SerializeField] protected SharedVariable<bool> m_UseLocalSpace = false;
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private float m_CurrentSpeed;
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private Vector3 m_CurrentVelocity;
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private Rigidbody m_Rigidbody;
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/// <summary>
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/// Initializes the target GameObject and caches the Rigidbody reference.
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/// </summary>
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protected override void InitializeTarget()
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{
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base.InitializeTarget();
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m_Rigidbody = m_ResolvedGameObject.GetComponent<Rigidbody>();
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if (m_Rigidbody != null && m_Rigidbody.isKinematic) {
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Debug.LogWarning($"Warning: The Rigidbody on GameObject {m_ResolvedGameObject} must be a non-kinematic Rigidbody.");
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m_Rigidbody.isKinematic = false;
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m_Rigidbody.useGravity = false;
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}
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}
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/// <summary>
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/// Called when the state machine starts.
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/// </summary>
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public override void OnStart()
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{
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base.OnStart();
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m_CurrentSpeed = 0f;
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m_CurrentVelocity = Vector3.zero;
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}
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/// <summary>
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/// Moves in the specified direction.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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Vector3 direction;
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if (m_Direction.Value != Vector3.zero) {
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direction = m_Direction.Value.normalized;
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} else {
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if (m_UseLocalSpace.Value) {
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direction = transform.localRotation * Vector3.forward;
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} else {
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direction = transform.forward;
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}
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}
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// Calculate velocity.
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m_CurrentSpeed = Mathf.Min(m_CurrentSpeed + m_Acceleration.Value * Time.deltaTime, m_MaxSpeed.Value);
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var targetSpeed = m_Speed.Value * m_CurrentSpeed / m_MaxSpeed.Value;
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m_CurrentVelocity = direction * targetSpeed;
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// Move.
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var moveDelta = m_CurrentVelocity * Time.deltaTime;
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if (m_Rigidbody != null) {
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var worldVelocity = m_UseLocalSpace.Value ? m_Rigidbody.rotation * m_CurrentVelocity : m_CurrentVelocity;
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#if UNITY_6000_3_OR_NEWER
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m_Rigidbody.linearVelocity = worldVelocity;
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#else
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m_Rigidbody.velocity = worldVelocity;
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#endif
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} else if (m_UseLocalSpace.Value) {
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transform.localPosition += moveDelta;
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} else {
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transform.position += moveDelta;
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}
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return TaskStatus.Running;
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}
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/// <summary>
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/// Resets the action values back to their default.
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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m_Direction = Vector3.zero;
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m_Speed = 5f;
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m_Acceleration = 10f;
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m_MaxSpeed = 10f;
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m_UseLocalSpace = false;
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}
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}
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}
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#endif |