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

95 lines
3.6 KiB
C#

#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 velocity with constraint checking and smooth interpolation.")]
public class SetVelocityWithConstraints : TargetGameObjectAction
{
[Tooltip("The target velocity.")]
[SerializeField] protected SharedVariable<Vector3> m_TargetVelocity;
[Tooltip("The interpolation speed (0 = instant).")]
[SerializeField] protected SharedVariable<float> m_InterpolationSpeed = 0.0f;
[Tooltip("Whether to respect position constraints.")]
[SerializeField] protected SharedVariable<bool> m_RespectPositionConstraints = true;
[Tooltip("Whether to respect rotation constraints.")]
[SerializeField] protected SharedVariable<bool> m_RespectRotationConstraints = true;
private UnityEngine.Rigidbody m_ResolvedRigidbody;
/// <summary>
/// Called when the state machine is initialized.
/// </summary>
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedRigidbody = m_ResolvedGameObject.GetComponent<UnityEngine.Rigidbody>();
}
/// <summary>
/// Updates the Rigidbody velocity.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody == null) {
return TaskStatus.Success;
}
var targetVelocity = m_TargetVelocity.Value;
if (m_RespectPositionConstraints.Value) {
var constraints = m_ResolvedRigidbody.constraints;
if ((constraints & RigidbodyConstraints.FreezePositionX) != 0) {
targetVelocity.x = 0.0f;
}
if ((constraints & RigidbodyConstraints.FreezePositionY) != 0) {
targetVelocity.y = 0.0f;
}
if ((constraints & RigidbodyConstraints.FreezePositionZ) != 0) {
targetVelocity.z = 0.0f;
}
}
#if UNITY_6000_3_OR_NEWER
if (m_InterpolationSpeed.Value > 0.0f) {
m_ResolvedRigidbody.linearVelocity = Vector3.Lerp(m_ResolvedRigidbody.linearVelocity, targetVelocity, m_InterpolationSpeed.Value * Time.deltaTime);
} else {
m_ResolvedRigidbody.linearVelocity = targetVelocity;
}
#else
if (m_InterpolationSpeed.Value > 0.0f) {
m_ResolvedRigidbody.velocity = Vector3.Lerp(m_ResolvedRigidbody.velocity, targetVelocity, m_InterpolationSpeed.Value * Time.deltaTime);
} else {
m_ResolvedRigidbody.velocity = targetVelocity;
}
#endif
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_TargetVelocity = null;
m_InterpolationSpeed = 0.0f;
m_RespectPositionConstraints = true;
m_RespectRotationConstraints = true;
}
}
}
#endif