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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/MovePosition.cs45
1 files changed, 45 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/MovePosition.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/MovePosition.cs
new file mode 100644
index 00000000..56623639
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+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Rigidbody2D/MovePosition.cs
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+using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody2D
+{
+ [TaskCategory("Basic/Rigidbody")]
+ [TaskDescription("Moves the Rigidbody to the specified position. Returns Success.")]
+ public class MovePosition : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The new position of the Rigidbody")]
+ public SharedVector2 position;
+
+ // cache the rigidbody component
+ 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("Rigidbody is null");
+ return TaskStatus.Failure;
+ }
+
+ rigidbody2D.MovePosition(position.Value);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ position = Vector2.zero;
+ }
+ }
+} \ No newline at end of file