diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/IsKinematic.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/IsKinematic.cs | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/IsKinematic.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/IsKinematic.cs new file mode 100644 index 00000000..1144ea46 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/IsKinematic.cs @@ -0,0 +1,40 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody
+{
+ [TaskCategory("Basic/Rigidbody")]
+ [TaskDescription("Returns Success if the Rigidbody is kinematic, otherwise Failure.")]
+ public class IsKinematic : Conditional
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+
+ // 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;
+ }
+
+ return rigidbody.isKinematic ? TaskStatus.Success : TaskStatus.Failure;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ }
+ }
+}
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