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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
- {
- [TaskCategory("Unity/Rigidbody2D")]
- [TaskDescription("Stores the is kinematic value of the Rigidbody2D. Returns Success.")]
- public class GetIsKinematic : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [Tooltip("The is kinematic value of the Rigidbody2D")]
- [RequiredField]
- public SharedBool storeValue;
- 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;
- }
- storeValue.Value = rigidbody2D.isKinematic;
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- storeValue = false;
- }
- }
- }
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