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

91 lines
3.0 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 force to Rigidbody with mode selection and optional relative direction.")]
public class ApplyForceWithMode : TargetGameObjectAction
{
/// <summary>
/// Specifies the force mode.
/// </summary>
public enum ForceModeType
{
Force,
Impulse,
Acceleration,
VelocityChange
}
[Tooltip("The force vector to apply.")]
[SerializeField] protected SharedVariable<Vector3> m_Force;
[Tooltip("The force mode to use.")]
[SerializeField] protected ForceModeType m_ForceMode = ForceModeType.Force;
[Tooltip("Whether to apply the force in local space relative to the Rigidbody.")]
[SerializeField] protected SharedVariable<bool> m_UseLocalSpace = false;
[Tooltip("Whether to apply force at a specific position.")]
[SerializeField] protected SharedVariable<bool> m_ApplyAtPosition = false;
[Tooltip("The position to apply force at. Only used if Apply At Position is true.")]
[SerializeField] protected SharedVariable<Vector3> m_Position;
private Rigidbody m_ResolvedRigidbody;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedRigidbody = m_ResolvedGameObject.GetComponent<Rigidbody>();
}
/// <summary>
/// Applies the force to the Rigidbody.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody == null) {
return TaskStatus.Success;
}
var force = m_Force.Value;
if (m_UseLocalSpace.Value) {
force = m_ResolvedRigidbody.transform.TransformDirection(force);
}
var forceMode = (ForceMode)(int)m_ForceMode;
if (m_ApplyAtPosition.Value) {
m_ResolvedRigidbody.AddForceAtPosition(force, m_Position.Value, forceMode);
} else {
m_ResolvedRigidbody.AddForce(force, forceMode);
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Force = null;
m_ForceMode = ForceModeType.Force;
m_UseLocalSpace = false;
m_ApplyAtPosition = false;
m_Position = null;
}
}
}
#endif