
1.引入URP 2.引入InputSystem 3.引入Fungus 4.引入DoTween 5.引入CinemaMachine 6.引入BehaviorTree 7.引入BehaviorTree动作包 8.配置了渲染管线资源 🥵🥵🥵🥵🥵
57 lines
2.0 KiB
C#
57 lines
2.0 KiB
C#
using UnityEngine;
|
|
|
|
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
|
|
{
|
|
[TaskCategory("Unity/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;
|
|
}
|
|
}
|
|
} |