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

106 lines
4.2 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.CharacterControllerTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Character Controller")]
[Opsive.Shared.Utility.Description("Sets multiple CharacterController properties (height, radius, center, slope limit, step offset) with smooth transitions.")]
public class SetProperties : TargetGameObjectAction
{
[Tooltip("The target height.")]
[SerializeField] protected SharedVariable<float> m_Height = 2.0f;
[Tooltip("The target radius.")]
[SerializeField] protected SharedVariable<float> m_Radius = 0.5f;
[Tooltip("The target center offset.")]
[SerializeField] protected SharedVariable<Vector3> m_Center = Vector3.zero;
[Tooltip("The slope limit (degrees).")]
[SerializeField] protected SharedVariable<float> m_SlopeLimit = 45.0f;
[Tooltip("The step offset.")]
[SerializeField] protected SharedVariable<float> m_StepOffset = 0.3f;
[Tooltip("The transition duration for height/radius/center (0 = instant).")]
[SerializeField] protected SharedVariable<float> m_TransitionDuration = 0.0f;
private CharacterController m_ResolvedCharacterController;
private float m_StartHeight;
private float m_StartRadius;
private Vector3 m_StartCenter;
private float m_ElapsedTime;
/// <summary>
/// Called when the state machine is initialized.
/// </summary>
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedCharacterController = m_ResolvedGameObject.GetComponent<CharacterController>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0.0f;
if (m_ResolvedCharacterController != null) {
m_StartHeight = m_ResolvedCharacterController.height;
m_StartRadius = m_ResolvedCharacterController.radius;
m_StartCenter = m_ResolvedCharacterController.center;
}
}
/// <summary>
/// Updates the CharacterController properties.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedCharacterController == null) {
return TaskStatus.Success;
}
if (m_TransitionDuration.Value > 0.0f) {
m_ElapsedTime += Time.deltaTime;
var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value);
m_ResolvedCharacterController.height = Mathf.Lerp(m_StartHeight, m_Height.Value, progress);
m_ResolvedCharacterController.radius = Mathf.Lerp(m_StartRadius, m_Radius.Value, progress);
m_ResolvedCharacterController.center = Vector3.Lerp(m_StartCenter, m_Center.Value, progress);
} else {
m_ResolvedCharacterController.height = m_Height.Value;
m_ResolvedCharacterController.radius = m_Radius.Value;
m_ResolvedCharacterController.center = m_Center.Value;
}
m_ResolvedCharacterController.slopeLimit = m_SlopeLimit.Value;
m_ResolvedCharacterController.stepOffset = m_StepOffset.Value;
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Height = 2.0f;
m_Radius = 0.5f;
m_Center = Vector3.zero;
m_SlopeLimit = 45.0f;
m_StepOffset = 0.3f;
m_TransitionDuration = 0.0f;
}
}
}
#endif