51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
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using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
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{
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[RequiredComponent(typeof(Rigidbody))]
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[TaskCategory("Unity/Rigidbody")]
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[TaskDescription("Applies a force to the rigidbody. Returns Success.")]
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public class AddForce : Action
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{
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[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
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public SharedGameObject targetGameObject;
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[Tooltip("The amount of force to apply")]
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public SharedVector3 force;
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[Tooltip("The type of force")]
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public ForceMode forceMode = ForceMode.Force;
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// cache the rigidbody component
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private Rigidbody rigidbody;
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private GameObject prevGameObject;
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public override void OnStart()
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{
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var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
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if (currentGameObject != prevGameObject) {
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rigidbody = currentGameObject.GetComponent<Rigidbody>();
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prevGameObject = currentGameObject;
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (rigidbody == null) {
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Debug.LogWarning("Rigidbody is null");
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return TaskStatus.Failure;
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}
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rigidbody.AddForce(force.Value, forceMode);
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return TaskStatus.Success;
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}
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public override void OnReset()
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{
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targetGameObject = null;
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if (force != null) {
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force.Value = Vector3.zero;
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}
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forceMode = ForceMode.Force;
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}
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}
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}
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