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

98 lines
3.5 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Time
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Time")]
[Opsive.Shared.Utility.Description("Creates slow motion effect with time scale and duration.")]
public class SlowMotionEffect : Action
{
[Tooltip("The target time scale for slow motion.")]
[SerializeField] protected SharedVariable<float> m_TargetTimeScale = 0.5f;
[Tooltip("The duration of the slow motion effect.")]
[SerializeField] protected SharedVariable<float> m_Duration = 2.0f;
[Tooltip("The transition duration to reach target time scale.")]
[SerializeField] protected SharedVariable<float> m_TransitionDuration = 0.5f;
[Tooltip("Whether to restore normal time scale after duration.")]
[SerializeField] protected SharedVariable<bool> m_RestoreAfterDuration = true;
private float m_StartTimeScale;
private float m_ElapsedTime;
private bool m_IsTransitioningIn;
private bool m_IsActive;
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_StartTimeScale = UnityEngine.Time.timeScale;
m_ElapsedTime = 0.0f;
m_IsTransitioningIn = true;
m_IsActive = false;
}
/// <summary>
/// Updates the slow motion effect.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
m_ElapsedTime += UnityEngine.Time.unscaledDeltaTime;
if (m_IsTransitioningIn) {
var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value);
UnityEngine.Time.timeScale = Mathf.Lerp(m_StartTimeScale, m_TargetTimeScale.Value, progress);
if (progress >= 1.0f) {
m_IsTransitioningIn = false;
m_IsActive = true;
m_ElapsedTime = 0.0f;
}
} else if (m_IsActive) {
if (m_RestoreAfterDuration.Value && m_ElapsedTime >= m_Duration.Value) {
m_IsActive = false;
m_ElapsedTime = 0.0f;
}
} else {
var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value);
UnityEngine.Time.timeScale = Mathf.Lerp(m_TargetTimeScale.Value, m_StartTimeScale, progress);
if (progress >= 1.0f) {
return TaskStatus.Success;
}
}
return TaskStatus.Running;
}
/// <summary>
/// Called when the action ends.
/// </summary>
public override void OnEnd()
{
base.OnEnd();
UnityEngine.Time.timeScale = m_StartTimeScale;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_TargetTimeScale = 0.5f;
m_Duration = 2.0f;
m_TransitionDuration = 0.5f;
m_RestoreAfterDuration = true;
}
}
}
#endif