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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
- {
- [TaskCategory("Unity/Rigidbody")]
- [TaskDescription("Stores the angular drag of the Rigidbody. Returns Success.")]
- public class GetAngularDrag : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [Tooltip("The angular drag of the Rigidbody")]
- [RequiredField]
- public SharedFloat storeValue;
- // 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;
- }
- storeValue.Value = rigidbody.angularDrag;
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- storeValue = 0;
- }
- }
- }
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