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authorchai <chaifix@163.com>2021-09-08 10:52:35 +0800
committerchai <chaifix@163.com>2021-09-08 10:52:35 +0800
commit21e186f75b504d832d9c7bef0456edd7d5d3155e (patch)
treee73c43fc78d0326f32da5fadfda57fa8e23c1d90 /Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/AddForce.cs
parent7bd7b4c6c3be6840cab06aa4d8a38619bce44705 (diff)
+behavior design
Diffstat (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/AddForce.cs')
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/AddForce.cs44
1 files changed, 44 insertions, 0 deletions
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/AddForce.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/AddForce.cs
new file mode 100644
index 00000000..bc084e41
--- /dev/null
+++ b/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/AddForce.cs
@@ -0,0 +1,44 @@
+using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody2D
+{
+ [TaskCategory("Basic/Rigidbody2D")]
+ [TaskDescription("Applies a force to the Rigidbody2D. Returns Success.")]
+ public class AddForce : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The amount of force to apply")]
+ public SharedVector2 force;
+
+ private Rigidbody2D rigidbody2D;
+ private GameObject prevGameObject;
+
+ public override void OnStart()
+ {
+ var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
+ if (currentGameObject != prevGameObject) {
+ rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();
+ prevGameObject = currentGameObject;
+ }
+ }
+
+ public override TaskStatus OnUpdate()
+ {
+ if (rigidbody2D == null) {
+ Debug.LogWarning("Rigidbody2D is null");
+ return TaskStatus.Failure;
+ }
+
+ rigidbody2D.AddForce(force.Value);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ force = Vector2.zero;
+ }
+ }
+}