Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Physics2D/ApplyForce2D.cs
2026-05-10 11:47:55 -04:00

95 lines
3.4 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Physics2DTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Physics2D")]
[Opsive.Shared.Utility.Description("Applies force to Rigidbody2D with mode selection and optional relative direction.")]
public class ApplyForce2D : TargetGameObjectAction
{
/// <summary>
/// Specifies the force mode.
/// </summary>
public enum ForceModeType
{
Force,
Impulse
}
[Tooltip("The force vector to apply.")]
[SerializeField] protected SharedVariable<Vector2> 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 Rigidbody2D.")]
[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<Vector2> m_Position;
private Rigidbody2D m_ResolvedRigidbody2D;
/// <summary>
/// Called when the action starts.
/// </summary>
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedRigidbody2D = m_ResolvedGameObject.GetComponent<Rigidbody2D>();
}
/// <summary>
/// Applies the force to the Rigidbody2D.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody2D == null) {
return TaskStatus.Success;
}
Vector2 force;
if (m_UseLocalSpace.Value) {
var angle = m_ResolvedRigidbody2D.rotation * Mathf.Deg2Rad;
var cos = Mathf.Cos(angle);
var sin = Mathf.Sin(angle);
var forceValue = m_Force.Value;
force = new Vector2(forceValue.x * cos - forceValue.y * sin, forceValue.x * sin + forceValue.y * cos);
} else {
force = m_Force.Value;
}
if (m_ApplyAtPosition.Value) {
m_ResolvedRigidbody2D.AddForceAtPosition(force, m_Position.Value, (ForceMode2D)(int)m_ForceMode);
} else {
m_ResolvedRigidbody2D.AddForce(force, (ForceMode2D)(int)m_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