Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Physics2D/MoveTowards2D.cs
2026-05-10 11:47:55 -04:00

98 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.Physics2DTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Physics2D")]
[Opsive.Shared.Utility.Description("Moves Rigidbody2D towards target with force application and arrival detection.")]
public class MoveTowards2D : TargetGameObjectAction
{
[Tooltip("The target GameObject. If null, uses Target Position.")]
[SerializeField] protected SharedVariable<GameObject> m_Target;
[Tooltip("The target position. Only used if Target is null.")]
[SerializeField] protected SharedVariable<Vector2> m_TargetPosition;
[Tooltip("The movement force.")]
[SerializeField] protected SharedVariable<float> m_Force = 10.0f;
[Tooltip("The arrival distance threshold.")]
[SerializeField] protected SharedVariable<float> m_ArrivedDistance = 0.5f;
[Tooltip("Whether the Rigidbody2D has arrived.")]
[SerializeField] [RequireShared] protected SharedVariable<bool> m_HasArrived;
private Rigidbody2D m_ResolvedRigidbody2D;
/// <summary>
/// Called when the action starts.
/// </summary>
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedRigidbody2D = m_ResolvedGameObject.GetComponent<Rigidbody2D>();
}
/// <summary>
/// Updates the Rigidbody2D movement.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody2D == null) {
return TaskStatus.Success;
}
var targetPosition = GetTargetPosition();
var currentPosition = new Vector2(m_ResolvedRigidbody2D.position.x, m_ResolvedRigidbody2D.position.y);
var direction = targetPosition - currentPosition;
var distance = direction.magnitude;
if (distance < m_ArrivedDistance.Value) {
m_HasArrived.Value = true;
return TaskStatus.Success;
}
m_HasArrived.Value = false;
if (distance > 0.01f) {
var normalizedDirection = direction.normalized;
m_ResolvedRigidbody2D.AddForce(normalizedDirection * m_Force.Value, ForceMode2D.Force);
}
return TaskStatus.Success;
}
/// <summary>
/// Gets the target position.
/// </summary>
private Vector2 GetTargetPosition()
{
if (m_Target.Value != null) {
var pos = m_Target.Value.transform.position;
return new Vector2(pos.x, pos.y);
}
return m_TargetPosition.Value;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Target = null;
m_TargetPosition = Vector2.zero;
m_Force = 10.0f;
m_ArrivedDistance = 0.5f;
m_HasArrived = null;
}
}
}
#endif