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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<Rigidbody>();
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;
}
}
}
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