102 lines
3.5 KiB
C#
102 lines
3.5 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.CameraTasks
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions.TransformTasks;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("Camera")]
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[Opsive.Shared.Utility.Description("Sets camera FOV with smooth transition and optional curve.")]
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public class SetFieldOfView : TargetGameObjectAction
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{
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[Tooltip("The target field of view.")]
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[SerializeField] protected SharedVariable<float> m_TargetFOV = 60.0f;
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[Tooltip("The transition duration (0 = instant).")]
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[SerializeField] protected SharedVariable<float> m_TransitionDuration = 0.0f;
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[Tooltip("The easing curve type.")]
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[SerializeField] protected SmoothMoveTo.EasingType m_EasingType = SmoothMoveTo.EasingType.Linear;
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private Camera m_ResolvedCamera;
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private float m_StartFOV;
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private float m_ElapsedTime;
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/// <summary>
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/// Initializes the target GameObject.
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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_ResolvedCamera = m_ResolvedGameObject.GetComponent<Camera>();
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}
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/// <summary>
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/// Called when the action 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_ElapsedTime = 0.0f;
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if (m_ResolvedCamera != null) {
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m_StartFOV = m_ResolvedCamera.fieldOfView;
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}
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}
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/// <summary>
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/// Updates the camera FOV.
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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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if (m_ResolvedCamera == null) {
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return TaskStatus.Failure;
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}
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if (m_TransitionDuration.Value > 0.0f) {
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m_ElapsedTime += Time.deltaTime;
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var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value);
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var easedProgress = ApplyEasing(progress);
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m_ResolvedCamera.fieldOfView = Mathf.Lerp(m_StartFOV, m_TargetFOV.Value, easedProgress);
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return progress >= 1.0f ? TaskStatus.Success : TaskStatus.Running;
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} else {
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m_ResolvedCamera.fieldOfView = m_TargetFOV.Value;
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}
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return TaskStatus.Success;
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}
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/// <summary>
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/// Applies easing to the value.
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/// </summary>
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private float ApplyEasing(float t)
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{
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switch (m_EasingType) {
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case SmoothMoveTo.EasingType.EaseIn:
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return t * t;
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case SmoothMoveTo.EasingType.EaseOut:
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return 1.0f - (1.0f - t) * (1.0f - t);
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case SmoothMoveTo.EasingType.EaseInOut:
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return t < 0.5f ? 2.0f * t * t : 1.0f - Mathf.Pow(-2.0f * t + 2.0f, 2.0f) / 2.0f;
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default:
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return t;
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}
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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_TargetFOV = 60.0f;
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m_TransitionDuration = 0.0f;
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m_EasingType = SmoothMoveTo.EasingType.Linear;
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}
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}
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}
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#endif |