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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
{
[TaskCategory("Unity/Rigidbody2D")]
[TaskDescription("Sets the mass of the Rigidbody2D. Returns Success.")]
public class SetMass : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The mass of the Rigidbody2D")]
public SharedFloat mass;
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.mass = mass.Value;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
mass = 0;
}
}
}