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