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

88 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.RigidbodyTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Rigidbody")]
[Opsive.Shared.Utility.Description("Applies impulse with direction, force, and optional relative space.")]
public class Impulse : TargetGameObjectAction
{
[Tooltip("The impulse direction.")]
[SerializeField] protected SharedVariable<Vector3> m_Direction = Vector3.forward;
[Tooltip("The impulse force magnitude.")]
[SerializeField] protected SharedVariable<float> m_Force = 10.0f;
[Tooltip("Whether to apply impulse in local space.")]
[SerializeField] protected SharedVariable<bool> m_UseLocalSpace = false;
[Tooltip("Whether the impulse has been applied.")]
[SerializeField] [RequireShared] protected SharedVariable<bool> m_ImpulseApplied;
private UnityEngine.Rigidbody m_ResolvedRigidbody;
private bool m_HasApplied;
/// <summary>
/// Called when the state machine is initialized.
/// </summary>
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedRigidbody = m_ResolvedGameObject.GetComponent<UnityEngine.Rigidbody>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_HasApplied = false;
m_ImpulseApplied.Value = false;
}
/// <summary>
/// Updates the impulse application.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody == null) {
return TaskStatus.Success;
}
if (!m_HasApplied) {
var direction = m_Direction.Value;
if (m_UseLocalSpace.Value) {
direction = m_ResolvedRigidbody.transform.TransformDirection(direction);
}
m_ResolvedRigidbody.AddForce(direction.normalized * m_Force.Value, ForceMode.Impulse);
m_HasApplied = true;
m_ImpulseApplied.Value = true;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Direction = Vector3.forward;
m_Force = 10.0f;
m_UseLocalSpace = false;
m_ImpulseApplied = null;
}
}
}
#endif