using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody2D { [TaskCategory("Basic/Rigidbody2D")] [TaskDescription("Applies a torque to the Rigidbody2D. Returns Success.")] public class AddTorque : 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 SharedFloat torque; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } rigidbody2D.AddTorque(torque.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; torque = 0; } } }