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

106 lines
3.9 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.RigidbodyTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Rigidbody")]
[Opsive.Shared.Utility.Description("Sets linear and angular drag with smooth transition.")]
public class DragControl : TargetGameObjectAction
{
[Tooltip("The target linear drag.")]
[SerializeField] protected SharedVariable<float> m_LinearDrag = 0.0f;
[Tooltip("The target angular drag.")]
[SerializeField] protected SharedVariable<float> m_AngularDrag = 0.05f;
[Tooltip("The transition duration (0 = instant).")]
[SerializeField] protected SharedVariable<float> m_TransitionDuration = 0.0f;
private UnityEngine.Rigidbody m_ResolvedRigidbody;
private float m_StartLinearDrag;
private float m_StartAngularDrag;
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_ResolvedRigidbody = m_ResolvedGameObject.GetComponent<UnityEngine.Rigidbody>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0.0f;
if (m_ResolvedRigidbody != null) {
#if UNITY_6000_3_OR_NEWER
m_StartLinearDrag = m_ResolvedRigidbody.linearDamping;
m_StartAngularDrag = m_ResolvedRigidbody.angularDamping;
#else
m_StartLinearDrag = m_ResolvedRigidbody.drag;
m_StartAngularDrag = m_ResolvedRigidbody.angularDrag;
#endif
}
}
/// <summary>
/// Updates the drag values.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody == null) {
return TaskStatus.Success;
}
#if UNITY_6000_3_OR_NEWER
if (m_TransitionDuration.Value > 0.0f) {
m_ElapsedTime += Time.deltaTime;
var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value);
m_ResolvedRigidbody.linearDamping = Mathf.Lerp(m_StartLinearDrag, m_LinearDrag.Value, progress);
m_ResolvedRigidbody.angularDamping = Mathf.Lerp(m_StartAngularDrag, m_AngularDrag.Value, progress);
} else {
m_ResolvedRigidbody.linearDamping = m_LinearDrag.Value;
m_ResolvedRigidbody.angularDamping = m_AngularDrag.Value;
}
#else
if (m_TransitionDuration.Value > 0.0f) {
m_ElapsedTime += Time.deltaTime;
var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value);
m_ResolvedRigidbody.drag = Mathf.Lerp(m_StartLinearDrag, m_LinearDrag.Value, progress);
m_ResolvedRigidbody.angularDrag = Mathf.Lerp(m_StartAngularDrag, m_AngularDrag.Value, progress);
} else {
m_ResolvedRigidbody.drag = m_LinearDrag.Value;
m_ResolvedRigidbody.angularDrag = m_AngularDrag.Value;
}
#endif
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_LinearDrag = 0.0f;
m_AngularDrag = 0.05f;
m_TransitionDuration = 0.0f;
}
}
}
#endif