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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/AddTorque.cs44
1 files changed, 44 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/AddTorque.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/AddTorque.cs
new file mode 100644
index 00000000..9f065e34
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+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/AddTorque.cs
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+using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody2D
+{
+ [TaskCategory("Basic/Rigidbody2D")]
+ [TaskDescription("Applies a torque to the Rigidbody2D. Returns Success.")]
+ public class AddTorque : 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 SharedFloat torque;
+
+ 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.AddTorque(torque.Value);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ torque = 0;
+ }
+ }
+}