using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody { [TaskCategory("Basic/Rigidbody")] [TaskDescription("Applies a force to the rigidbody that simulates explosion effects. Returns Success.")] public class AddExplosionForce : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The force of the explosion")] public SharedFloat explosionForce; [Tooltip("The position of the explosion")] public SharedVector3 explosionPosition; [Tooltip("The radius of the explosion")] public SharedFloat explosionRadius; [Tooltip("Applies the force as if it was applied from beneath the object")] public float upwardsModifier = 0; [Tooltip("The type of force")] 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(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody == null) { Debug.LogWarning("Rigidbody is null"); return TaskStatus.Failure; } rigidbody.AddExplosionForce(explosionForce.Value, explosionPosition.Value, explosionRadius.Value, upwardsModifier, forceMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; explosionForce = 0; explosionPosition = Vector3.zero; explosionRadius = 0; upwardsModifier = 0; forceMode = ForceMode.Force; } } }