#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.PhysicsTasks { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Physics")] [Opsive.Shared.Utility.Description("Applies explosion force with radius, upward modifier, and force mode.")] public class ApplyExplosionForce : TargetGameObjectAction { [Tooltip("The explosion force.")] [SerializeField] protected SharedVariable m_Force = 1000.0f; [Tooltip("The explosion position.")] [SerializeField] protected SharedVariable m_Position; [Tooltip("The explosion radius.")] [SerializeField] protected SharedVariable m_Radius = 5.0f; [Tooltip("The upward modifier (0 = no upward force, 1 = full upward force).")] [SerializeField] protected SharedVariable m_UpwardModifier = 0.0f; [Tooltip("The force mode.")] [SerializeField] protected ForceMode m_ForceMode = ForceMode.Force; private UnityEngine.Rigidbody m_ResolvedRigidbody; /// /// Initializes the target GameObject. /// protected override void InitializeTarget() { base.InitializeTarget(); m_ResolvedRigidbody = m_ResolvedGameObject.GetComponent(); } /// /// Applies the explosion force. /// /// The status of the action. public override TaskStatus OnUpdate() { if (m_ResolvedRigidbody == null) { return TaskStatus.Success; } m_ResolvedRigidbody.AddExplosionForce(m_Force.Value, m_Position.Value, m_Radius.Value, m_UpwardModifier.Value, m_ForceMode); return TaskStatus.Success; } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_Force = 1000.0f; m_Position = null; m_Radius = 5.0f; m_UpwardModifier = 0.0f; m_ForceMode = ForceMode.Force; } } } #endif