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

95 lines
3.6 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("Sets Rigidbody constraints with freeze position/rotation and interpolation mode.")]
public class SetConstraints : TargetGameObjectAction
{
[Tooltip("Freeze position on X axis.")]
[SerializeField] protected SharedVariable<bool> m_FreezePositionX = false;
[Tooltip("Freeze position on Y axis.")]
[SerializeField] protected SharedVariable<bool> m_FreezePositionY = false;
[Tooltip("Freeze position on Z axis.")]
[SerializeField] protected SharedVariable<bool> m_FreezePositionZ = false;
[Tooltip("Freeze rotation on X axis.")]
[SerializeField] protected SharedVariable<bool> m_FreezeRotationX = false;
[Tooltip("Freeze rotation on Y axis.")]
[SerializeField] protected SharedVariable<bool> m_FreezeRotationY = false;
[Tooltip("Freeze rotation on Z axis.")]
[SerializeField] protected SharedVariable<bool> m_FreezeRotationZ = false;
[Tooltip("The interpolation mode.")]
[SerializeField] protected RigidbodyInterpolation m_Interpolation = RigidbodyInterpolation.None;
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>
/// Updates the constraints.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody == null) {
return TaskStatus.Success;
}
var constraints = RigidbodyConstraints.None;
if (m_FreezePositionX.Value) {
constraints |= RigidbodyConstraints.FreezePositionX;
}
if (m_FreezePositionY.Value) {
constraints |= RigidbodyConstraints.FreezePositionY;
}
if (m_FreezePositionZ.Value) {
constraints |= RigidbodyConstraints.FreezePositionZ;
}
if (m_FreezeRotationX.Value) {
constraints |= RigidbodyConstraints.FreezeRotationX;
}
if (m_FreezeRotationY.Value) {
constraints |= RigidbodyConstraints.FreezeRotationY;
}
if (m_FreezeRotationZ.Value) {
constraints |= RigidbodyConstraints.FreezeRotationZ;
}
m_ResolvedRigidbody.constraints = constraints;
m_ResolvedRigidbody.interpolation = m_Interpolation;
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_FreezePositionX = false;
m_FreezePositionY = false;
m_FreezePositionZ = false;
m_FreezeRotationX = false;
m_FreezeRotationY = false;
m_FreezeRotationZ = false;
m_Interpolation = RigidbodyInterpolation.None;
}
}
}
#endif