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

108 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.PhysicsTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Physics")]
[Opsive.Shared.Utility.Description("Sets physics material properties (friction, bounciness, combine mode).")]
public class MaterialControl : TargetGameObjectAction
{
[Tooltip("The physics material to apply.")]
#if UNITY_6000_3_OR_NEWER
[SerializeField] protected PhysicsMaterial m_PhysicMaterial;
#else
[SerializeField] protected PhysicMaterial m_PhysicMaterial;
#endif
[Tooltip("The dynamic friction (0-1).")]
[SerializeField] protected SharedVariable<float> m_DynamicFriction = 0.6f;
[Tooltip("The static friction (0-1).")]
[SerializeField] protected SharedVariable<float> m_StaticFriction = 0.6f;
[Tooltip("The bounciness (0-1).")]
[SerializeField] protected SharedVariable<float> m_Bounciness = 0.0f;
#if UNITY_6000_3_OR_NEWER
[Tooltip("The friction combine mode.")]
[SerializeField] protected PhysicsMaterialCombine m_FrictionCombine = PhysicsMaterialCombine.Average;
[Tooltip("The bounce combine mode.")]
[SerializeField] protected PhysicsMaterialCombine m_BounceCombine = PhysicsMaterialCombine.Average;
private PhysicsMaterial m_CreatedMaterial;
#else
[Tooltip("The friction combine mode.")]
[SerializeField] protected PhysicMaterialCombine m_FrictionCombine = PhysicMaterialCombine.Average;
[Tooltip("The bounce combine mode.")]
[SerializeField] protected PhysicMaterialCombine m_BounceCombine = PhysicMaterialCombine.Average;
private PhysicMaterial m_CreatedMaterial;
#endif
private Collider m_ResolvedCollider;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedCollider = m_ResolvedGameObject.GetComponent<Collider>();
}
/// <summary>
/// Updates the physics material.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedCollider == null) {
return TaskStatus.Success;
}
if (m_PhysicMaterial != null) {
m_ResolvedCollider.material = m_PhysicMaterial;
} else {
if (m_CreatedMaterial == null) {
#if UNITY_6000_3_OR_NEWER
m_CreatedMaterial = new PhysicsMaterial("DynamicMaterial");
#else
m_CreatedMaterial = new PhysicMaterial("DynamicMaterial");
#endif
}
m_CreatedMaterial.dynamicFriction = Mathf.Clamp01(m_DynamicFriction.Value);
m_CreatedMaterial.staticFriction = Mathf.Clamp01(m_StaticFriction.Value);
m_CreatedMaterial.bounciness = Mathf.Clamp01(m_Bounciness.Value);
m_CreatedMaterial.frictionCombine = m_FrictionCombine;
m_CreatedMaterial.bounceCombine = m_BounceCombine;
m_ResolvedCollider.material = m_CreatedMaterial;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_PhysicMaterial = null;
m_DynamicFriction = 0.6f;
m_StaticFriction = 0.6f;
m_Bounciness = 0.0f;
#if UNITY_6000_3_OR_NEWER
m_FrictionCombine = PhysicsMaterialCombine.Average;
m_BounceCombine = PhysicsMaterialCombine.Average;
#else
m_FrictionCombine = PhysicMaterialCombine.Average;
m_BounceCombine = PhysicMaterialCombine.Average;
#endif
}
}
}
#endif