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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/AddForce.cs51
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diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/AddForce.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/AddForce.cs
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+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/AddForce.cs
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+using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody
+{
+ [RequiredComponent(typeof(Rigidbody))]
+ [TaskCategory("Basic/Rigidbody")]
+ [TaskDescription("Applies a force to the rigidbody. 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 SharedVector3 force;
+ [Tooltip("The type of force")]
+ public ForceMode forceMode = ForceMode.Force;
+
+ // cache the rigidbody component
+ private Rigidbody rigidbody;
+ private GameObject prevGameObject;
+
+ public override void OnStart()
+ {
+ var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
+ if (currentGameObject != prevGameObject) {
+ rigidbody = currentGameObject.GetComponent<Rigidbody>();
+ prevGameObject = currentGameObject;
+ }
+ }
+
+ public override TaskStatus OnUpdate()
+ {
+ if (rigidbody == null) {
+ Debug.LogWarning("Rigidbody is null");
+ return TaskStatus.Failure;
+ }
+
+ rigidbody.AddForce(force.Value, forceMode);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ if (force != null) {
+ force.Value = Vector3.zero;
+ }
+ forceMode = ForceMode.Force;
+ }
+ }
+} \ No newline at end of file