#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 m_Mass = -1.0f; [Tooltip("The linear drag to set. Set to negative value to ignore.")] [SerializeField] protected SharedVariable m_LinearDrag = -1.0f; [Tooltip("The angular drag to set. Set to negative value to ignore.")] [SerializeField] protected SharedVariable m_AngularDrag = -1.0f; [Tooltip("The gravity scale to set. Set to negative value to ignore.")] [SerializeField] protected SharedVariable m_GravityScale = -1.0f; [Tooltip("Whether to freeze X position.")] [SerializeField] protected SharedVariable m_FreezePositionX = false; [Tooltip("Whether to freeze Y position.")] [SerializeField] protected SharedVariable m_FreezePositionY = false; [Tooltip("Whether to freeze rotation.")] [SerializeField] protected SharedVariable 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 m_SetBodyType = false; private Rigidbody2D m_ResolvedRigidbody2D; /// /// Called when the action starts. /// /// /// Initializes the target GameObject. /// protected override void InitializeTarget() { base.InitializeTarget(); m_ResolvedRigidbody2D = m_ResolvedGameObject.GetComponent(); } /// /// Updates the Rigidbody2D properties. /// /// The status of the action. 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; } /// /// Resets the action values back to their default. /// 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