using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody { [TaskCategory("Basic/Rigidbody")] [TaskDescription("Sets the constraints of the Rigidbody. Returns Success.")] public class SetConstraints : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The constraints of the Rigidbody")] public RigidbodyConstraints constraints = RigidbodyConstraints.None; // 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.constraints = constraints; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; constraints = RigidbodyConstraints.None; } } }