Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Physics/ApplyExplosionForce.cs
2026-05-10 11:47:55 -04:00

68 lines
2.4 KiB
C#

#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<float> m_Force = 1000.0f;
[Tooltip("The explosion position.")]
[SerializeField] protected SharedVariable<Vector3> m_Position;
[Tooltip("The explosion radius.")]
[SerializeField] protected SharedVariable<float> m_Radius = 5.0f;
[Tooltip("The upward modifier (0 = no upward force, 1 = full upward force).")]
[SerializeField] protected SharedVariable<float> m_UpwardModifier = 0.0f;
[Tooltip("The force mode.")]
[SerializeField] protected ForceMode m_ForceMode = ForceMode.Force;
private UnityEngine.Rigidbody m_ResolvedRigidbody;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedRigidbody = m_ResolvedGameObject.GetComponent<UnityEngine.Rigidbody>();
}
/// <summary>
/// Applies the explosion force.
/// </summary>
/// <returns>The status of the action.</returns>
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;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
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