#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.RigidbodyTasks { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Rigidbody")] [Opsive.Shared.Utility.Description("Sets mass with smooth transition and optional center of mass adjustment.")] public class SetMass : TargetGameObjectAction { [Tooltip("The target mass.")] [SerializeField] protected SharedVariable m_TargetMass = 1.0f; [Tooltip("The transition duration (0 = instant).")] [SerializeField] protected SharedVariable m_TransitionDuration = 0.0f; [Tooltip("The center of mass offset.")] [SerializeField] protected SharedVariable m_CenterOfMassOffset = Vector3.zero; private UnityEngine.Rigidbody m_ResolvedRigidbody; private float m_StartMass; private float m_ElapsedTime; /// /// Called when the state machine is initialized. /// /// /// Initializes the target GameObject. /// protected override void InitializeTarget() { base.InitializeTarget(); m_ResolvedRigidbody = m_ResolvedGameObject.GetComponent(); } /// /// Called when the action starts. /// public override void OnStart() { base.OnStart(); m_ElapsedTime = 0.0f; if (m_ResolvedRigidbody != null) { m_StartMass = m_ResolvedRigidbody.mass; } } /// /// Updates the Rigidbody mass. /// /// The status of the action. public override TaskStatus OnUpdate() { if (m_ResolvedRigidbody == null) { return TaskStatus.Success; } if (m_TransitionDuration.Value > 0.0f) { m_ElapsedTime += Time.deltaTime; var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value); m_ResolvedRigidbody.mass = Mathf.Lerp(m_StartMass, m_TargetMass.Value, progress); } else { m_ResolvedRigidbody.mass = m_TargetMass.Value; } m_ResolvedRigidbody.centerOfMass = m_CenterOfMassOffset.Value; return TaskStatus.Success; } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_TargetMass = 1.0f; m_TransitionDuration = 0.0f; m_CenterOfMassOffset = Vector3.zero; } } } #endif