93 lines
3.6 KiB
C#
93 lines
3.6 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("Transitions between positions/rotations with duration and easing.")]
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public class Transition : TargetGameObjectAction
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{
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[Tooltip("The target GameObject whose transform to use. If null, uses Target Position and Target Rotation.")]
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[SerializeField] protected SharedVariable<GameObject> m_Target;
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[Tooltip("The target position. Only used if Target is null.")]
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[SerializeField] protected SharedVariable<Vector3> m_TargetPosition;
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[Tooltip("The target rotation (Euler angles). Only used if Target is null.")]
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[SerializeField] protected SharedVariable<Vector3> m_TargetRotation;
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[Tooltip("The transition duration.")]
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[SerializeField] protected SharedVariable<float> m_Duration = 1.0f;
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[Tooltip("The easing curve type.")]
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[SerializeField] protected SmoothMoveTo.EasingType m_EasingType = SmoothMoveTo.EasingType.Linear;
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private Vector3 m_StartPosition;
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private Quaternion m_StartRotation;
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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_ElapsedTime = 0.0f;
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m_StartPosition = transform.position;
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m_StartRotation = transform.rotation;
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}
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/// <summary>
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/// Updates the camera transition.
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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 += Time.deltaTime;
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var progress = Mathf.Clamp01(m_ElapsedTime / m_Duration.Value);
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var easedProgress = ApplyEasing(progress);
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transform.position = Vector3.Lerp(m_StartPosition, m_Target.Value != null ? m_Target.Value.transform.position : m_TargetPosition.Value, easedProgress);
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transform.rotation = Quaternion.Slerp(m_StartRotation, m_Target.Value != null ? m_Target.Value.transform.rotation : Quaternion.Euler(m_TargetRotation.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 SmoothMoveTo.EasingType.EaseIn:
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return t * t;
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case SmoothMoveTo.EasingType.EaseOut:
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return 1.0f - (1.0f - t) * (1.0f - t);
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case SmoothMoveTo.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_Target = null;
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m_TargetPosition = null;
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m_TargetRotation = null;
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m_Duration = 1.0f;
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m_EasingType = SmoothMoveTo.EasingType.Linear;
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}
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}
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}
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#endif |