92 lines
2.9 KiB
C#
92 lines
2.9 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Time
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("Time")]
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[Opsive.Shared.Utility.Description("Sets time scale with smooth transition and duration.")]
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public class SetTimeScale : Action
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{
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public enum EasingType
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{
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Linear,
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EaseIn,
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EaseOut,
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EaseInOut
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}
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[Tooltip("The target time scale.")]
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[SerializeField] protected SharedVariable<float> m_TargetTimeScale = 1.0f;
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[Tooltip("The transition duration (seconds).")]
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[SerializeField] protected SharedVariable<float> m_TransitionDuration = 1.0f;
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[Tooltip("The easing curve type.")]
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[SerializeField] protected EasingType m_EasingType = EasingType.Linear;
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private float m_StartTimeScale;
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private float m_ElapsedTime;
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/// <summary>
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/// Called when the action starts.
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/// </summary>
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public override void OnStart()
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{
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base.OnStart();
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m_StartTimeScale = UnityEngine.Time.timeScale;
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m_ElapsedTime = 0.0f;
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}
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/// <summary>
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/// Updates the time scale.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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m_ElapsedTime += UnityEngine.Time.unscaledDeltaTime;
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var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value);
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var easedProgress = ApplyEasing(progress);
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UnityEngine.Time.timeScale = Mathf.Lerp(m_StartTimeScale, m_TargetTimeScale.Value, easedProgress);
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if (progress >= 1.0f) {
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return TaskStatus.Success;
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}
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return TaskStatus.Running;
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}
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/// <summary>
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/// Applies easing to the value.
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/// </summary>
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private float ApplyEasing(float t)
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{
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switch (m_EasingType) {
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case EasingType.EaseIn:
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return t * t;
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case EasingType.EaseOut:
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return 1.0f - (1.0f - t) * (1.0f - t);
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case EasingType.EaseInOut:
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return t < 0.5f ? 2.0f * t * t : 1.0f - Mathf.Pow(-2.0f * t + 2.0f, 2.0f) / 2.0f;
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default:
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return t;
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}
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}
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/// <summary>
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/// Resets the action values back to their default.
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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m_TargetTimeScale = 1.0f;
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m_TransitionDuration = 1.0f;
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m_EasingType = EasingType.Linear;
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}
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}
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}
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#endif |