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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody2D
{
[TaskCategory("Basic/Rigidbody2D")]
[TaskDescription("Applies a force at the specified position to the Rigidbody2D. Returns Success.")]
public class AddForceAtPosition : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The amount of force to apply")]
public SharedVector2 force;
[Tooltip("The position of the force")]
public SharedVector2 position;
private Rigidbody2D rigidbody2D;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody2D == null) {
Debug.LogWarning("Rigidbody2D is null");
return TaskStatus.Failure;
}
rigidbody2D.AddForceAtPosition(force.Value, position.Value);
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
force = Vector2.zero;
position = Vector2.zero;
}
}
}
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