87 lines
2.9 KiB
C#
87 lines
2.9 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.RigidbodyTasks
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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("Rigidbody")]
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[Opsive.Shared.Utility.Description("Sets mass with smooth transition and optional center of mass adjustment.")]
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public class SetMass : TargetGameObjectAction
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{
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[Tooltip("The target mass.")]
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[SerializeField] protected SharedVariable<float> m_TargetMass = 1.0f;
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[Tooltip("The transition duration (0 = instant).")]
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[SerializeField] protected SharedVariable<float> m_TransitionDuration = 0.0f;
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[Tooltip("The center of mass offset.")]
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[SerializeField] protected SharedVariable<Vector3> m_CenterOfMassOffset = Vector3.zero;
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private UnityEngine.Rigidbody m_ResolvedRigidbody;
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private float m_StartMass;
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private float m_ElapsedTime;
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/// <summary>
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/// Called when the state machine is initialized.
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/// </summary>
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/// <summary>
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/// Initializes the target GameObject.
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/// </summary>
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protected override void InitializeTarget()
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{
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base.InitializeTarget();
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m_ResolvedRigidbody = m_ResolvedGameObject.GetComponent<UnityEngine.Rigidbody>();
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}
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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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if (m_ResolvedRigidbody != null) {
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m_StartMass = m_ResolvedRigidbody.mass;
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}
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}
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/// <summary>
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/// Updates the Rigidbody mass.
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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_ResolvedRigidbody == null) {
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return TaskStatus.Success;
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}
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if (m_TransitionDuration.Value > 0.0f) {
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m_ElapsedTime += Time.deltaTime;
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var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value);
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m_ResolvedRigidbody.mass = Mathf.Lerp(m_StartMass, m_TargetMass.Value, progress);
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} else {
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m_ResolvedRigidbody.mass = m_TargetMass.Value;
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}
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m_ResolvedRigidbody.centerOfMass = m_CenterOfMassOffset.Value;
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return TaskStatus.Success;
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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_TargetMass = 1.0f;
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m_TransitionDuration = 0.0f;
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m_CenterOfMassOffset = Vector3.zero;
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}
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}
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}
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#endif |