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

152 lines
6.2 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 System.Collections.Generic;
using UnityEngine;
[Opsive.Shared.Utility.Category("Transform")]
[Opsive.Shared.Utility.Description("Follows a path of waypoints. Returns Finished when the path is complete.")]
public class FollowPath : TargetGameObjectAction
{
[Tooltip("The waypoints to follow. Can be GameObjects or positions.")]
[SerializeField] protected SharedVariable<GameObject[]> m_Waypoints;
[Tooltip("The waypoint positions. Only used if Waypoints array is empty.")]
[SerializeField] protected SharedVariable<Vector3[]> m_WaypointPositions;
[Tooltip("The movement speed.")]
[SerializeField] protected SharedVariable<float> m_MovementSpeed = 5f;
[Tooltip("The arrival distance for each waypoint.")]
[SerializeField] protected SharedVariable<float> m_ArrivedDistance = 0.5f;
[Tooltip("Should the path loop?")]
[SerializeField] protected SharedVariable<bool> m_LoopPath = false;
[Tooltip("Should the path reverse when complete?")]
[SerializeField] protected SharedVariable<bool> m_ReverseOnComplete = false;
[Tooltip("Should the Transform look at the current waypoint?")]
[SerializeField] protected SharedVariable<bool> m_LookAtWaypoint = false;
[Tooltip("The rotation speed when looking at waypoint. Only used if Look At Waypoint is enabled.")]
[SerializeField] protected SharedVariable<float> m_RotationSpeed = 5f;
private int m_CurrentWaypointIndex;
private bool m_Reversing;
private List<Vector3> m_PathPositions;
/// <summary>
/// Called when the state machine starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_CurrentWaypointIndex = 0;
m_Reversing = false;
BuildPathPositions();
}
/// <summary>
/// Builds the list of path positions from waypoints.
/// </summary>
private void BuildPathPositions()
{
m_PathPositions = new List<Vector3>();
if (m_Waypoints.Value != null && m_Waypoints.Value.Length > 0) {
foreach (var waypoint in m_Waypoints.Value) {
if (waypoint != null) {
m_PathPositions.Add(waypoint.transform.position);
}
}
} else if (m_WaypointPositions.Value != null && m_WaypointPositions.Value.Length > 0) {
m_PathPositions.AddRange(m_WaypointPositions.Value);
}
if (m_PathPositions.Count == 0) {
Debug.LogWarning("FollowPath: No waypoints assigned.");
}
}
/// <summary>
/// Follows the path.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_PathPositions == null || m_PathPositions.Count == 0) {
return TaskStatus.Running;
}
var currentPosition = transform.position;
var targetPosition = m_PathPositions[m_CurrentWaypointIndex];
var direction = targetPosition - currentPosition;
var distance = direction.magnitude;
// Check if arrived at current waypoint.
if (distance < m_ArrivedDistance.Value) {
// Move to next waypoint.
if (m_Reversing) {
m_CurrentWaypointIndex--;
if (m_CurrentWaypointIndex < 0) {
if (m_LoopPath.Value) {
m_CurrentWaypointIndex = m_PathPositions.Count - 1;
} else {
return TaskStatus.Success;
}
}
} else {
m_CurrentWaypointIndex++;
if (m_CurrentWaypointIndex >= m_PathPositions.Count) {
if (m_LoopPath.Value) {
m_CurrentWaypointIndex = 0;
} else if (m_ReverseOnComplete.Value) {
m_Reversing = true;
m_CurrentWaypointIndex = m_PathPositions.Count - 2;
if (m_CurrentWaypointIndex < 0) {
return TaskStatus.Success;
}
} else {
return TaskStatus.Success;
}
}
}
targetPosition = m_PathPositions[m_CurrentWaypointIndex];
direction = targetPosition - currentPosition;
}
// Move towards current waypoint.
var moveDistance = m_MovementSpeed.Value * Time.deltaTime;
var newPosition = Vector3.MoveTowards(currentPosition, targetPosition, moveDistance);
transform.position = newPosition;
// Optionally look at waypoint.
if (m_LookAtWaypoint.Value) {
direction = (targetPosition - transform.position).normalized;
if (direction != Vector3.zero) {
var targetRotation = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, m_RotationSpeed.Value * Time.deltaTime);
}
}
return TaskStatus.Running;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Waypoints = null;
m_WaypointPositions = null;
m_MovementSpeed = 5f;
m_ArrivedDistance = 0.5f;
m_LoopPath = false;
m_ReverseOnComplete = false;
m_LookAtWaypoint = false;
m_RotationSpeed = 5f;
}
}
}
#endif