150 lines
5.5 KiB
C#
150 lines
5.5 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.TransformTasks
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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("Transform")]
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[Opsive.Shared.Utility.Description("Oscillates the Transform's rotation between two rotations using sine, cosine, or ping-pong oscillation.")]
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public class OscillateRotation : TargetGameObjectAction
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{
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/// <summary>
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/// Specifies the oscillation type.
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/// </summary>
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public enum OscillationType
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{
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Sine, // Sine wave oscillation.
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Cosine, // Cosine wave oscillation.
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PingPong // Ping-pong between start and end.
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}
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/// <summary>
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/// Specifies which axis to oscillate.
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/// </summary>
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public enum OscillateAxis
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{
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X, // Oscillate X axis only.
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Y, // Oscillate Y axis only.
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Z, // Oscillate Z axis only.
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All // Oscillate all axes.
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}
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[Tooltip("The start rotation (Euler angles in degrees).")]
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[SerializeField] protected SharedVariable<Vector3> m_StartRotation;
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[Tooltip("The end rotation (Euler angles in degrees).")]
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[SerializeField] protected SharedVariable<Vector3> m_EndRotation;
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[Tooltip("The oscillation speed.")]
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[SerializeField] protected SharedVariable<float> m_OscillationSpeed = 1f;
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[Tooltip("The oscillation type.")]
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[SerializeField] protected OscillationType m_OscillationType = OscillationType.Sine;
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[Tooltip("The axis to oscillate.")]
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[SerializeField] protected OscillateAxis m_OscillateAxis = OscillateAxis.All;
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[Tooltip("Should the oscillation be continuous?")]
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[SerializeField] protected SharedVariable<bool> m_Continuous = true;
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[Tooltip("The initial time offset (0 to 1).")]
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[SerializeField] protected SharedVariable<float> m_InitialOffset = 0f;
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private float m_Time;
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private Vector3 m_InitialRotation;
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/// <summary>
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/// Called when the state machine 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_Time = m_InitialOffset.Value;
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m_InitialRotation = transform.eulerAngles;
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}
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/// <summary>
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/// Oscillates the rotation.
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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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if (!m_Continuous.Value && m_Time >= 1f) {
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transform.rotation = Quaternion.Euler(m_EndRotation.Value);
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return TaskStatus.Success;
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}
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m_Time += m_OscillationSpeed.Value * Time.deltaTime;
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float t;
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switch (m_OscillationType) {
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case OscillationType.Sine:
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t = (Mathf.Sin(m_Time * Mathf.PI * 2f) + 1f) / 2f;
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break;
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case OscillationType.Cosine:
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t = (Mathf.Cos(m_Time * Mathf.PI * 2f) + 1f) / 2f;
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break;
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case OscillationType.PingPong:
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t = Mathf.PingPong(m_Time, 1f);
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break;
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default:
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t = 0f;
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break;
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}
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var currentEuler = transform.eulerAngles;
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Vector3 newEuler;
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switch (m_OscillateAxis) {
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case OscillateAxis.X:
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newEuler = new Vector3(
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Mathf.LerpAngle(m_StartRotation.Value.x, m_EndRotation.Value.x, t),
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currentEuler.y,
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currentEuler.z
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);
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break;
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case OscillateAxis.Y:
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newEuler = new Vector3(
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currentEuler.x,
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Mathf.LerpAngle(m_StartRotation.Value.y, m_EndRotation.Value.y, t),
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currentEuler.z
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);
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break;
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case OscillateAxis.Z:
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newEuler = new Vector3(
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currentEuler.x,
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currentEuler.y,
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Mathf.LerpAngle(m_StartRotation.Value.z, m_EndRotation.Value.z, t)
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);
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break;
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case OscillateAxis.All:
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default:
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newEuler = new Vector3(
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Mathf.LerpAngle(m_StartRotation.Value.x, m_EndRotation.Value.x, t),
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Mathf.LerpAngle(m_StartRotation.Value.y, m_EndRotation.Value.y, t),
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Mathf.LerpAngle(m_StartRotation.Value.z, m_EndRotation.Value.z, t)
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);
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break;
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}
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transform.rotation = Quaternion.Euler(newEuler);
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return TaskStatus.Running;
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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_StartRotation = null;
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m_EndRotation = null;
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m_OscillationSpeed = 1f;
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m_OscillationType = OscillationType.Sine;
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m_OscillateAxis = OscillateAxis.All;
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m_Continuous = true;
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m_InitialOffset = 0f;
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}
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}
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}
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#endif |