fix:调整僵尸行为,添加每种类型枪械

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bzx
2025-08-19 15:07:26 +08:00
parent 560d50145f
commit dbebe20e85
615 changed files with 406792 additions and 949 deletions

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341
Assets/MRParticle.shader Normal file
View File

@ -0,0 +1,341 @@
Shader "MR/MRParticle"
{
Properties
{
[MainTexture] _BaseMap("Base Map", 2D) = "white" {}
[MainColor] _BaseColor("Base Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_BumpMap("Normal Map", 2D) = "bump" {}
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
// -------------------------------------
// Particle specific
_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
_DistortionBlend("Distortion Blend", Range(0.0, 1.0)) = 0.5
_DistortionStrength("Distortion Strength", Float) = 1.0
// -------------------------------------
// Hidden properties - Generic
_Surface("__surface", Float) = 0.0
_Blend("__mode", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _BlendOp("__blendop", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
// Particle specific
_ColorMode("_ColorMode", Float) = 0.0
[HideInInspector] _BaseColorAddSubDiff("_ColorMode", Vector) = (0,0,0,0)
[ToggleOff] _FlipbookBlending("__flipbookblending", Float) = 0.0
[ToggleUI] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0
[ToggleUI] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0
[ToggleUI] _DistortionEnabled("__distortionenabled", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0)
[HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0)
[HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _FlipbookMode("flipbook", Float) = 0
[HideInInspector] _Mode("mode", Float) = 0
[HideInInspector] _Color("color", Color) = (1,1,1,1)
}
HLSLINCLUDE
//Particle shaders rely on "write" to CB syntax which is not supported by DXC
#pragma never_use_dxc
ENDHLSL
SubShader
{
Tags
{
"RenderType" = "Opaque"
"IgnoreProjector" = "True"
"PreviewType" = "Plane"
"PerformanceChecks" = "False"
"RenderPipeline" = "UniversalPipeline"
}
// ------------------------------------------------------------------
// Forward pass.
Pass
{
Name "ForwardLit"
// -------------------------------------
// Render State Commands
BlendOp[_BlendOp]
// Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
Blend One OneMinusSrcAlpha
ZWrite[_ZWrite]
Cull[_Cull]
AlphaToMask[_AlphaToMask]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vertParticleUnlit
#pragma fragment fragParticleUnlit2
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
#pragma shader_feature_local _SOFTPARTICLES_ON
#pragma shader_feature_local _FADING_ON
#pragma shader_feature_local _DISTORTION_ON
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#pragma instancing_options procedural:ParticleInstancingSetup
// -------------------------------------
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.hlsl"
half4 fragParticleUnlit2(VaryingsParticle input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
ParticleParams particleParams;
InitParticleParams(input, particleParams);
SurfaceData surfaceData;
InitializeSurfaceData(particleParams, surfaceData);
InputData inputData;
InitializeInputData(input, surfaceData, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, input.texcoord, _BaseMap);
half4 finalColor = UniversalFragmentUnlit(inputData, surfaceData);
#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
finalColor.rgb *= aoFactor.directAmbientOcclusion;
#endif
finalColor.rgb = MixFog(finalColor.rgb, inputData.fogCoord);
finalColor.a = OutputAlpha(finalColor.a, IsSurfaceTypeTransparent(_Surface));
finalColor.rgb *= finalColor.a;
return finalColor;
}
ENDHLSL
}
// ------------------------------------------------------------------
// Depth Only pass.
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
ColorMask R
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ _ALPHATEST_ON
#pragma shader_feature_local _ _FLIPBOOKBLENDING_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
Pass
{
Name "DepthNormalsOnly"
Tags
{
"LightMode" = "DepthNormalsOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles3 glcore
#pragma target 4.5
// -------------------------------------
// Shader Stages
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local _ _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthNormalsPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Scene view outline pass.
Pass
{
Name "SceneSelectionPass"
Tags
{
"LightMode" = "SceneSelectionPass"
}
// -------------------------------------
// Render State Commands
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
HLSLPROGRAM
#define PARTICLES_EDITOR_META_PASS
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vertParticleEditor
#pragma fragment fragParticleSceneHighlight
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Scene picking buffer pass.
Pass
{
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
// -------------------------------------
// Render State Commands
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
HLSLPROGRAM
#define PARTICLES_EDITOR_META_PASS
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vertParticleEditor
#pragma fragment fragParticleScenePicking
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesUnlitShader"
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 050a1819cb9a36e4b8fefcefd0d896f7
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -97,7 +97,7 @@ namespace BehaviorDesigner.Editor.ObjectDrawers
return;
}
EditorGUI.LabelField(rect, stackedAction.actions[index].GetType().Name);
if (stackedAction.actions[index].NodeData == null || !Application.isPlaying) {
if (stackedAction.actions[index].NodeData == null || stackedAction.NodeData == null || !Application.isPlaying) {
return;
}

View File

@ -95,7 +95,7 @@ namespace BehaviorDesigner.Editor.ObjectDrawers
return;
}
EditorGUI.LabelField(rect, stackedConditional.conditionals[index].GetType().Name);
if (stackedConditional.conditionals[index].NodeData == null || !Application.isPlaying) {
if (stackedConditional.conditionals[index].NodeData == null || stackedConditional.NodeData == null || !Application.isPlaying) {
return;
}

View File

@ -46,6 +46,10 @@ namespace BehaviorDesigner.Runtime.Tasks
public override TaskStatus OnUpdate()
{
if (behaviorTree == null) {
return TaskStatus.Failure;
}
// Send the event and return success
if (argument1 == null || argument1.IsNone) {
behaviorTree.SendEvent(eventName.Value);

View File

@ -253,6 +253,20 @@ namespace BehaviorDesigner.Runtime.Tasks
return text;
}
public override void OnDrawGizmos()
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnDrawGizmos();
}
}
public override void OnReset()
{
if (actions == null) {

View File

@ -253,6 +253,20 @@ namespace BehaviorDesigner.Runtime.Tasks
return text;
}
public override void OnDrawGizmos()
{
if (conditionals == null) {
return;
}
for (int i = 0; i < conditionals.Length; ++i) {
if (conditionals[i] == null) {
continue;
}
conditionals[i].OnDrawGizmos();
}
}
public override void OnReset()
{
if (conditionals == null) {

View File

@ -14,6 +14,7 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject
public override TaskStatus OnUpdate()
{
storeValue.Value.Clear();
var gameObjects = GameObject.FindGameObjectsWithTag(tag.Value);
for (int i = 0; i < gameObjects.Length; ++i) {
storeValue.Value.Add(gameObjects[i]);

View File

@ -32,7 +32,7 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight
return TaskStatus.Failure;
}
storeValue = light.intensity;
storeValue.Value = light.intensity;
return TaskStatus.Success;
}

View File

@ -50,9 +50,7 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics2D
storeHitObject.Value = hit.collider.gameObject;
storeHitPoint.Value = hit.point;
storeHitNormal.Value = hit.normal;
#if !UNITY_4_3
storeHitDistance.Value = hit.distance;
#endif
return TaskStatus.Success;
}
return TaskStatus.Failure;

View File

@ -9,14 +9,14 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityQuaternion
[Tooltip("The forward vector")]
public SharedVector3 forwardVector;
[Tooltip("The second Vector3")]
public SharedVector3 secondVector3;
public SharedVector3 secondVector3 = Vector3.up;
[Tooltip("The stored quaternion")]
[RequiredField]
public SharedQuaternion storeResult;
public override TaskStatus OnUpdate()
{
storeResult.Value = Quaternion.LookRotation(forwardVector.Value);
storeResult.Value = Quaternion.LookRotation(forwardVector.Value, secondVector3.Value);
return TaskStatus.Success;
}

View File

@ -0,0 +1,48 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
{
[TaskCategory("Unity/Rigidbody")]
[TaskDescription("Stores the angular damping of the Rigidbody. Returns Success.")]
public class GetAngularDamping : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The angular damping of the Rigidbody")]
[RequiredField]
public SharedFloat storeValue;
// cache the rigidbody component
private Rigidbody rigidbody;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody = currentGameObject.GetComponent<Rigidbody>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody == null) {
Debug.LogWarning("Rigidbody is null");
return TaskStatus.Failure;
}
storeValue.Value = rigidbody.angularDamping;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeValue = 0;
}
}
}
#endif

View File

@ -0,0 +1,8 @@
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
@ -43,4 +44,5 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
storeValue = 0;
}
}
}
}
#endif

View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
@ -43,4 +44,5 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
storeValue = Vector3.zero;
}
}
}
}
#endif

View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
@ -43,4 +44,5 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
storeValue = 0;
}
}
}
}
#endif

View File

@ -0,0 +1,48 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
{
[TaskCategory("Unity/Rigidbody")]
[TaskDescription("Stores the linear damping of the Rigidbody. Returns Success.")]
public class GetLinearDamping : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The linear damping of the Rigidbody")]
[RequiredField]
public SharedFloat storeValue;
// cache the rigidbody component
private Rigidbody rigidbody;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody = currentGameObject.GetComponent<Rigidbody>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody == null) {
Debug.LogWarning("Rigidbody is null");
return TaskStatus.Failure;
}
storeValue.Value = rigidbody.linearDamping;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeValue = 0;
}
}
}
#endif

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 7afb2b3e1a7ad25409fdf5a331dab2b9
MonoImporter:
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

View File

@ -0,0 +1,48 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
{
[TaskCategory("Unity/Rigidbody")]
[TaskDescription("Stores the linear velocity of the Rigidbody. Returns Success.")]
public class GetLinearVelocity : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The linear velocity of the Rigidbody")]
[RequiredField]
public SharedVector3 storeValue;
// cache the rigidbody component
private Rigidbody rigidbody;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody = currentGameObject.GetComponent<Rigidbody>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody == null) {
Debug.LogWarning("Rigidbody is null");
return TaskStatus.Failure;
}
storeValue.Value = rigidbody.linearVelocity;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeValue = Vector3.zero;
}
}
}
#endif

View File

@ -0,0 +1,8 @@
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MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
@ -43,4 +44,5 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
storeValue = Vector3.zero;
}
}
}
}
#endif

View File

@ -0,0 +1,47 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
{
[TaskCategory("Unity/Rigidbody")]
[TaskDescription("Sets the angular damping of the Rigidbody. Returns Success.")]
public class SetAngularDamping : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The angular damping of the Rigidbody")]
public SharedFloat angularDamping;
// cache the rigidbody component
private Rigidbody rigidbody;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody = currentGameObject.GetComponent<Rigidbody>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody == null) {
Debug.LogWarning("Rigidbody is null");
return TaskStatus.Failure;
}
rigidbody.angularDamping = angularDamping.Value;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
angularDamping = 0;
}
}
}
#endif

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@ -0,0 +1,8 @@
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defaultReferences: []
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View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
@ -42,4 +43,5 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
angularDrag = 0;
}
}
}
}
#endif

View File

@ -0,0 +1,47 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
{
[TaskCategory("Unity/Rigidbody")]
[TaskDescription("Sets the linear drag of the Rigidbody. Returns Success.")]
public class SetLinearDamping : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The linear drag of the Rigidbody")]
public SharedFloat linearDrag;
// cache the rigidbody component
private Rigidbody rigidbody;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody = currentGameObject.GetComponent<Rigidbody>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody == null) {
Debug.LogWarning("Rigidbody is null");
return TaskStatus.Failure;
}
rigidbody.linearDamping = linearDrag.Value;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
linearDrag = 0;
}
}
}
#endif

View File

@ -0,0 +1,8 @@
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View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
@ -42,4 +43,5 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
drag = 0;
}
}
}
}
#endif

View File

@ -0,0 +1,47 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
{
[TaskCategory("Unity/Rigidbody")]
[TaskDescription("Sets the linear velocity of the Rigidbody. Returns Success.")]
public class SetLinearVelocity : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The linear velocity of the Rigidbody")]
public SharedVector3 linearVelocity;
// cache the rigidbody component
private Rigidbody rigidbody;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody = currentGameObject.GetComponent<Rigidbody>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody == null) {
Debug.LogWarning("Rigidbody is null");
return TaskStatus.Failure;
}
rigidbody.linearVelocity = linearVelocity.Value;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
linearVelocity = Vector3.zero;
}
}
}
#endif

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
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defaultReferences: []
executionOrder: 0
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userData:

View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
@ -42,4 +43,5 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody
velocity = Vector3.zero;
}
}
}
}
#endif

View File

@ -6,3 +6,10 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
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productId: 15277
packageName: Behavior Designer - Behavior Trees for Everyone
packageVersion: 1.7.10
assetPath: Assets/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/AddForce.cs
uploadId: 678687

View File

@ -0,0 +1,47 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
{
[TaskCategory("Unity/Rigidbody2D")]
[TaskDescription("Stores the angular damping of the Rigidbody2D. Returns Success.")]
public class GetAngularDamping : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The angular drag of the Rigidbody2D")]
[RequiredField]
public SharedFloat storeValue;
private Rigidbody2D rigidbody2D;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody2D == null) {
Debug.LogWarning("Rigidbody2D is null");
return TaskStatus.Failure;
}
storeValue.Value = rigidbody2D.angularDamping;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeValue = 0;
}
}
}
#endif

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 40c14c70e51345d4fa5523c63ffe77e0
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View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
@ -43,3 +44,4 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
}
}
}
#endif

View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
@ -43,3 +44,4 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
}
}
}
#endif

View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
@ -43,3 +44,4 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
}
}
}
#endif

View File

@ -0,0 +1,47 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
{
[TaskCategory("Unity/Rigidbody2D")]
[TaskDescription("Stores the linear damping of the Rigidbody2D. Returns Success.")]
public class GetLinearDamping : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The linear damping of the Rigidbody2D")]
[RequiredField]
public SharedFloat storeValue;
private Rigidbody2D rigidbody2D;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody2D == null) {
Debug.LogWarning("Rigidbody2D is null");
return TaskStatus.Failure;
}
storeValue.Value = rigidbody2D.linearDamping;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeValue = 0;
}
}
}
#endif

View File

@ -0,0 +1,8 @@
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View File

@ -0,0 +1,47 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
{
[TaskCategory("Unity/Rigidbody2D")]
[TaskDescription("Stores the linear velocity of the Rigidbody2D. Returns Success.")]
public class GetLinearVelocity : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The velocity of the Rigidbody2D")]
[RequiredField]
public SharedVector2 storeValue;
private Rigidbody2D rigidbody2D;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody2D == null) {
Debug.LogWarning("Rigidbody2D is null");
return TaskStatus.Failure;
}
storeValue.Value = rigidbody2D.linearVelocity;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeValue = Vector2.zero;
}
}
}
#endif

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 927643ae29ab68a4e8831669fff0793f
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defaultReferences: []
executionOrder: 0
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View File

@ -0,0 +1,46 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
{
[TaskCategory("Unity/Rigidbody2D")]
[TaskDescription("Stores the Rigidbody2D type. Returns Success.")]
public class GetRigidbodyType : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The Rigidbody2D type")]
[RequiredField]
public SharedRigidbodyType2D storeValue;
private Rigidbody2D rigidbody2D;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody2D == null) {
Debug.LogWarning("Rigidbody2D is null");
return TaskStatus.Failure;
}
storeValue.Value = rigidbody2D.bodyType;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
}
}
}
#endif

View File

@ -0,0 +1,8 @@
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executionOrder: 0
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View File

@ -1,3 +1,4 @@
#if !UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
@ -43,3 +44,4 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
}
}
}
#endif

View File

@ -27,8 +27,11 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
Debug.LogWarning("Rigidbody2D is null");
return TaskStatus.Failure;
}
#if UNITY_6000_0_OR_NEWER
return rigidbody2D.bodyType == RigidbodyType2D.Kinematic ? TaskStatus.Success : TaskStatus.Failure;
#else
return rigidbody2D.isKinematic ? TaskStatus.Success : TaskStatus.Failure;
#endif
}
public override void OnReset()

View File

@ -6,3 +6,10 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
AssetOrigin:
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productId: 15277
packageName: Behavior Designer - Behavior Trees for Everyone
packageVersion: 1.7.10
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uploadId: 678687

View File

@ -0,0 +1,46 @@
#if UNITY_6000_0_OR_NEWER
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRigidbody2D
{
[TaskCategory("Unity/Rigidbody2D")]
[TaskDescription("Sets the angular damping of the Rigidbody2D. Returns Success.")]
public class SetAngularDamping : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The angular damping of the Rigidbody2D")]
public SharedFloat angularDamping;
private Rigidbody2D rigidbody2D;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
rigidbody2D = currentGameObject.GetComponent<Rigidbody2D>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (rigidbody2D == null) {
Debug.LogWarning("Rigidbody2D is null");
return TaskStatus.Failure;
}
rigidbody2D.angularDamping = angularDamping.Value;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
angularDamping = 0;
}
}
}
#endif

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