diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/AddRelativeTorque.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/AddRelativeTorque.cs | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/AddRelativeTorque.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/AddRelativeTorque.cs new file mode 100644 index 00000000..ec901665 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/AddRelativeTorque.cs @@ -0,0 +1,43 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody
+{
+ [TaskCategory("Basic/Rigidbody")]
+ [TaskDescription("Applies a torque to the rigidbody relative to its coordinate system. Returns Success.")]
+ public class AddRelativeTorque : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The amount of torque to apply")]
+ public SharedVector3 torque;
+ [Tooltip("The type of torque")]
+ 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()
+ {
+ rigidbody.AddRelativeTorque(torque.Value, forceMode);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ torque = Vector3.zero;
+ forceMode = ForceMode.Force;
+ }
+ }
+}
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