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

134 lines
5.6 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.TransformTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Transform")]
[Opsive.Shared.Utility.Description("Move towards the target position using Vector3.MoveTowards. The object can pass through walls with this action. " +
"The position can either be specified by a transform or position. If the transform is specified then the position will not be used.")]
public class MoveTowards : TargetGameObjectAction
{
[Tooltip("The speed of the agent")]
[SerializeField] protected SharedVariable<float> m_Speed = 5;
[Tooltip("The agent has arrived when the magnitude is less than this value.")]
[SerializeField] protected SharedVariable<float> m_ArrivedDistance = 0.1f;
[Tooltip("The GameObject that the agent should move towards.")]
[SerializeField] protected SharedVariable<GameObject> m_Target;
[Tooltip("If target is null then use the target position")]
[SerializeField] protected SharedVariable<Vector3> m_TargetPosition;
[Tooltip("The easing curve type for movement.")]
[SerializeField] protected SmoothMoveTo.EasingType m_EasingType = SmoothMoveTo.EasingType.Linear;
private float m_InitialDistance;
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
var targetPosition = GetTargetDestination();
m_InitialDistance = Vector3.Distance(transform.position, targetPosition);
}
/// <summary>
/// Moves the Transform towards the target position with optional easing.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
var targetPosition = GetTargetDestination();
var direction = targetPosition - transform.position;
var currentDistance = Vector3.Magnitude(direction);
var progress = Mathf.Clamp01(1f - (currentDistance / m_InitialDistance));
var easedProgress = ApplyEasing(progress);
float speedMultiplier;
switch (m_EasingType) {
case SmoothMoveTo.EasingType.Linear:
speedMultiplier = 1f;
break;
case SmoothMoveTo.EasingType.EaseIn:
speedMultiplier = Mathf.Lerp(0.2f, 1f, easedProgress);
break;
case SmoothMoveTo.EasingType.EaseOut:
speedMultiplier = Mathf.Lerp(1f, 0.2f, easedProgress);
break;
case SmoothMoveTo.EasingType.EaseInOut:
if (progress < 0.5f) {
var firstHalfProgress = progress * 2f;
speedMultiplier = Mathf.Lerp(0.2f, 1f, ApplyEasing(firstHalfProgress));
} else {
var secondHalfProgress = (progress - 0.5f) * 2f;
speedMultiplier = Mathf.Lerp(1f, 0.2f, ApplyEasing(secondHalfProgress));
}
break;
default:
speedMultiplier = 1f;
break;
}
var moveDistance = m_Speed.Value * speedMultiplier * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveDistance);
var remainingDistance = Vector3.Distance(transform.position, targetPosition);
var snapThreshold = Mathf.Min(0.001f, m_ArrivedDistance.Value);
if (remainingDistance < snapThreshold) {
transform.position = targetPosition;
return TaskStatus.Success;
}
return TaskStatus.Running;
}
/// <summary>
/// Returns the target destination.
/// </summary>
/// <returns>The target destination.</returns>
private Vector3 GetTargetDestination()
{
return m_Target.Value != null ? m_Target.Value.transform.position : m_TargetPosition.Value;
}
/// <summary>
/// Applies easing to the progress value based on the selected easing type.
/// </summary>
/// <param name="t">The normalized progress value (0 to 1).</param>
/// <returns>The eased value.</returns>
private float ApplyEasing(float t)
{
t = Mathf.Clamp01(t);
switch (m_EasingType) {
case SmoothMoveTo.EasingType.Linear:
return t;
case SmoothMoveTo.EasingType.EaseIn:
return t * t;
case SmoothMoveTo.EasingType.EaseOut:
return 1f - (1f - t) * (1f - t);
case SmoothMoveTo.EasingType.EaseInOut:
return t < 0.5f ? 2f * t * t : 1f - Mathf.Pow(-2f * t + 2f, 2f) / 2f;
default:
return t;
}
}
/// <summary>
/// Resets the node values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Speed = 5;
m_ArrivedDistance = 0.1f;
m_Target = null;
m_TargetPosition = Vector3.zero;
m_EasingType = SmoothMoveTo.EasingType.Linear;
}
}
}
#endif