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

84 lines
2.8 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 force at specific position with mode and optional relative direction.")]
public class ApplyForceAtPosition : TargetGameObjectAction
{
/// <summary>
/// Specifies the force mode.
/// </summary>
public enum ForceModeType
{
Force,
Impulse,
Acceleration,
VelocityChange
}
[Tooltip("The force vector to apply.")]
[SerializeField] protected SharedVariable<Vector3> m_Force;
[Tooltip("The position to apply force at.")]
[SerializeField] protected SharedVariable<Vector3> m_Position;
[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 Rigidbody.")]
[SerializeField] protected SharedVariable<bool> m_UseLocalSpace = false;
private UnityEngine.Rigidbody m_ResolvedRigidbody;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedRigidbody = m_ResolvedGameObject.GetComponent<UnityEngine.Rigidbody>();
}
/// <summary>
/// Applies the force at position.
/// </summary>
public override TaskStatus OnUpdate()
{
if (m_ResolvedRigidbody == null) {
return TaskStatus.Success;
}
var force = m_Force.Value;
var position = m_Position.Value;
if (m_UseLocalSpace.Value) {
force = m_ResolvedRigidbody.transform.TransformDirection(force);
position = m_ResolvedRigidbody.transform.TransformPoint(position);
}
var forceMode = (ForceMode)(int)m_ForceMode;
m_ResolvedRigidbody.AddForceAtPosition(force, position, forceMode);
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Force = null;
m_Position = null;
m_ForceMode = ForceModeType.Force;
m_UseLocalSpace = false;
}
}
}
#endif