diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/Sleep.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/Sleep.cs | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/Sleep.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/Sleep.cs new file mode 100644 index 00000000..796f7f29 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody/Sleep.cs @@ -0,0 +1,42 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody
+{
+ [TaskCategory("Basic/Rigidbody")]
+ [TaskDescription("Forces the Rigidbody to sleep at least one frame. Returns Success.")]
+ public class Sleep : 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;
+ }
+
+ rigidbody.Sleep();
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ }
+ }
+}
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