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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody
{
[TaskCategory("Basic/Rigidbody")]
[TaskDescription("Returns Success if the Rigidbody is sleeping, otherwise Failure.")]
public class IsSleeping : Conditional
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
// 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;
}
return rigidbody.IsSleeping() ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnReset()
{
targetGameObject = null;
}
}
}
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