Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Physics2D/ApplyTorque2D.cs
2026-05-10 11:47:55 -04:00

74 lines
2.5 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 torque (rotational force) to Rigidbody2D with mode selection.")]
public class ApplyTorque2D : TargetGameObjectAction
{
/// <summary>
/// Specifies the force mode.
/// </summary>
public enum ForceModeType
{
Force,
Impulse
}
[Tooltip("The torque to apply (in degrees per second squared for Force mode, or degrees per second for Impulse mode).")]
[SerializeField] protected SharedVariable<float> m_Torque = 10.0f;
[Tooltip("The force mode to use.")]
[SerializeField] protected ForceModeType m_ForceMode = ForceModeType.Force;
[Tooltip("The maximum torque to apply (clamps the torque value).")]
[SerializeField] protected SharedVariable<float> m_MaxTorque = Mathf.Infinity;
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 torque to the Rigidbody2D.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody2D == null) {
return TaskStatus.Success;
}
m_ResolvedRigidbody2D.AddTorque(Mathf.Clamp(m_Torque.Value, -m_MaxTorque.Value, m_MaxTorque.Value), (ForceMode2D)(int)m_ForceMode);
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Torque = 10.0f;
m_ForceMode = ForceModeType.Force;
m_MaxTorque = Mathf.Infinity;
}
}
}
#endif