using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody { [TaskCategory("Basic/Rigidbody")] [TaskDescription("Applies a torque to the rigidbody relative to its coordinate system. Returns Success.")] public class AddRelativeTorque : 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 SharedVector3 torque; [Tooltip("The type of torque")] 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() { rigidbody.AddRelativeTorque(torque.Value, forceMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; torque = Vector3.zero; forceMode = ForceMode.Force; } } }