using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody { [RequiredComponent(typeof(Rigidbody))] [TaskCategory("Basic/Rigidbody")] [TaskDescription("Applies a force to the rigidbody. Returns Success.")] public class AddForce : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount of force to apply")] public SharedVector3 force; [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.AddForce(force.Value, forceMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; if (force != null) { force.Value = Vector3.zero; } forceMode = ForceMode.Force; } } }