Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Audio/VolumeOverTime.cs
2026-05-10 11:47:55 -04:00

99 lines
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.AudioTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions.TransformTasks;
using UnityEngine;
[Opsive.Shared.Utility.Category("Audio")]
[Opsive.Shared.Utility.Description("Smoothly changes audio volume over time with curve support.")]
public class VolumeOverTime : TargetGameObjectAction
{
[Tooltip("The target volume.")]
[SerializeField] protected SharedVariable<float> m_TargetVolume = 1.0f;
[Tooltip("The duration of the volume change.")]
[SerializeField] protected SharedVariable<float> m_Duration = 1.0f;
[Tooltip("The easing curve type.")]
[SerializeField] protected SmoothMoveTo.EasingType m_EasingType = SmoothMoveTo.EasingType.Linear;
private AudioSource m_ResolvedAudioSource;
private float m_StartVolume;
private float m_ElapsedTime;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedAudioSource = m_ResolvedGameObject.GetComponent<AudioSource>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0.0f;
if (m_ResolvedAudioSource != null) {
m_StartVolume = m_ResolvedAudioSource.volume;
}
}
/// <summary>
/// Updates the audio volume.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAudioSource == null) {
return TaskStatus.Failure;
}
m_ElapsedTime += Time.deltaTime;
var progress = Mathf.Clamp01(m_ElapsedTime / m_Duration.Value);
var easedProgress = ApplyEasing(progress);
var targetVolume = Mathf.Clamp01(m_TargetVolume.Value);
m_ResolvedAudioSource.volume = Mathf.Lerp(m_StartVolume, targetVolume, easedProgress);
return progress >= 1.0f ? TaskStatus.Success : TaskStatus.Running;
}
/// <summary>
/// Applies easing to the value.
/// </summary>
private float ApplyEasing(float t)
{
switch (m_EasingType) {
case SmoothMoveTo.EasingType.EaseIn:
return t * t;
case SmoothMoveTo.EasingType.EaseOut:
return 1.0f - (1.0f - t) * (1.0f - t);
case SmoothMoveTo.EasingType.EaseInOut:
return t < 0.5f ? 2.0f * t * t : 1.0f - Mathf.Pow(-2.0f * t + 2.0f, 2.0f) / 2.0f;
default:
return t;
}
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_TargetVolume = 1.0f;
m_Duration = 1.0f;
m_EasingType = SmoothMoveTo.EasingType.Linear;
}
}
}
#endif