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

109 lines
4.1 KiB
C#

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