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Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Physics2D/SetRigidbody2DProperties.cs
2026-05-10 11:47:55 -04:00

121 lines
4.5 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("Sets multiple Rigidbody2D properties including mass, drag, angular drag, gravity scale, and constraints.")]
public class SetRigidbody2DProperties : TargetGameObjectAction
{
[Tooltip("The mass to set. Set to negative value to ignore.")]
[SerializeField] protected SharedVariable<float> m_Mass = -1.0f;
[Tooltip("The linear drag to set. Set to negative value to ignore.")]
[SerializeField] protected SharedVariable<float> m_LinearDrag = -1.0f;
[Tooltip("The angular drag to set. Set to negative value to ignore.")]
[SerializeField] protected SharedVariable<float> m_AngularDrag = -1.0f;
[Tooltip("The gravity scale to set. Set to negative value to ignore.")]
[SerializeField] protected SharedVariable<float> m_GravityScale = -1.0f;
[Tooltip("Whether to freeze X position.")]
[SerializeField] protected SharedVariable<bool> m_FreezePositionX = false;
[Tooltip("Whether to freeze Y position.")]
[SerializeField] protected SharedVariable<bool> m_FreezePositionY = false;
[Tooltip("Whether to freeze rotation.")]
[SerializeField] protected SharedVariable<bool> m_FreezeRotation = false;
[Tooltip("The body type to set.")]
[SerializeField] protected RigidbodyType2D m_BodyType = RigidbodyType2D.Dynamic;
[Tooltip("Whether to set the body type.")]
[SerializeField] protected SharedVariable<bool> m_SetBodyType = false;
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>
/// Updates the Rigidbody2D properties.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody2D == null) {
return TaskStatus.Success;
}
if (m_Mass.Value >= 0.0f) {
m_ResolvedRigidbody2D.mass = m_Mass.Value;
}
if (m_LinearDrag.Value >= 0.0f) {
#if UNITY_6000_3_OR_NEWER
m_ResolvedRigidbody2D.linearDamping = m_LinearDrag.Value;
#else
m_ResolvedRigidbody2D.drag = m_LinearDrag.Value;
#endif
}
if (m_AngularDrag.Value >= 0.0f) {
#if UNITY_6000_3_OR_NEWER
m_ResolvedRigidbody2D.angularDamping = m_AngularDrag.Value;
#else
m_ResolvedRigidbody2D.angularDrag = m_AngularDrag.Value;
#endif
}
if (m_GravityScale.Value >= 0.0f) {
m_ResolvedRigidbody2D.gravityScale = m_GravityScale.Value;
}
if (m_SetBodyType.Value) {
m_ResolvedRigidbody2D.bodyType = m_BodyType;
}
var constraints = RigidbodyConstraints2D.None;
if (m_FreezePositionX.Value) {
constraints |= RigidbodyConstraints2D.FreezePositionX;
}
if (m_FreezePositionY.Value) {
constraints |= RigidbodyConstraints2D.FreezePositionY;
}
if (m_FreezeRotation.Value) {
constraints |= RigidbodyConstraints2D.FreezeRotation;
}
m_ResolvedRigidbody2D.constraints = constraints;
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Mass = -1.0f;
m_LinearDrag = -1.0f;
m_AngularDrag = -1.0f;
m_GravityScale = -1.0f;
m_FreezePositionX = false;
m_FreezePositionY = false;
m_FreezeRotation = false;
m_BodyType = RigidbodyType2D.Dynamic;
m_SetBodyType = false;
}
}
}
#endif