95 lines
3.6 KiB
C#
95 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.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 velocity with constraint checking and smooth interpolation.")]
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public class SetVelocityWithConstraints : TargetGameObjectAction
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{
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[Tooltip("The target velocity.")]
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[SerializeField] protected SharedVariable<Vector3> m_TargetVelocity;
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[Tooltip("The interpolation speed (0 = instant).")]
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[SerializeField] protected SharedVariable<float> m_InterpolationSpeed = 0.0f;
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[Tooltip("Whether to respect position constraints.")]
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[SerializeField] protected SharedVariable<bool> m_RespectPositionConstraints = true;
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[Tooltip("Whether to respect rotation constraints.")]
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[SerializeField] protected SharedVariable<bool> m_RespectRotationConstraints = true;
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private UnityEngine.Rigidbody m_ResolvedRigidbody;
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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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/// Updates the Rigidbody velocity.
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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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var targetVelocity = m_TargetVelocity.Value;
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if (m_RespectPositionConstraints.Value) {
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var constraints = m_ResolvedRigidbody.constraints;
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if ((constraints & RigidbodyConstraints.FreezePositionX) != 0) {
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targetVelocity.x = 0.0f;
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}
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if ((constraints & RigidbodyConstraints.FreezePositionY) != 0) {
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targetVelocity.y = 0.0f;
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}
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if ((constraints & RigidbodyConstraints.FreezePositionZ) != 0) {
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targetVelocity.z = 0.0f;
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}
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}
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#if UNITY_6000_3_OR_NEWER
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if (m_InterpolationSpeed.Value > 0.0f) {
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m_ResolvedRigidbody.linearVelocity = Vector3.Lerp(m_ResolvedRigidbody.linearVelocity, targetVelocity, m_InterpolationSpeed.Value * Time.deltaTime);
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} else {
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m_ResolvedRigidbody.linearVelocity = targetVelocity;
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}
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#else
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if (m_InterpolationSpeed.Value > 0.0f) {
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m_ResolvedRigidbody.velocity = Vector3.Lerp(m_ResolvedRigidbody.velocity, targetVelocity, m_InterpolationSpeed.Value * Time.deltaTime);
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} else {
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m_ResolvedRigidbody.velocity = targetVelocity;
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}
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#endif
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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_TargetVelocity = null;
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m_InterpolationSpeed = 0.0f;
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m_RespectPositionConstraints = true;
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m_RespectRotationConstraints = true;
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}
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}
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}
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#endif |