fix:调整僵尸行为,添加每种类型枪械
This commit is contained in:
64
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[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"
|
||||
}
|
||||
9
Assets/MRParticle.shader.meta
Normal file
9
Assets/MRParticle.shader.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 050a1819cb9a36e4b8fefcefd0d896f7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
@ -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;
|
||||
}
|
||||
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
@ -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);
|
||||
|
||||
@ -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) {
|
||||
|
||||
@ -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) {
|
||||
|
||||
@ -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]);
|
||||
|
||||
@ -32,7 +32,7 @@ namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight
|
||||
return TaskStatus.Failure;
|
||||
}
|
||||
|
||||
storeValue = light.intensity;
|
||||
storeValue.Value = light.intensity;
|
||||
return TaskStatus.Success;
|
||||
}
|
||||
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
|
||||
@ -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
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f60ce080533afc14697dba511a66e791
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -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
|
||||
@ -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
|
||||
@ -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
|
||||
@ -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
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7afb2b3e1a7ad25409fdf5a331dab2b9
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -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
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e61901825ecea2f4c9ac0dfcd0108f3d
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -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
|
||||
@ -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
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d629171245e48c548b0a1c1d3a8ca215
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -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
|
||||
@ -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
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d21de5deadcafb74da260c46f4b26f8e
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -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
|
||||
@ -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
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13f1f40859ff4594da624b19f4a23536
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -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
|
||||
@ -6,3 +6,10 @@ MonoImporter:
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
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
|
||||
|
||||
@ -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
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40c14c70e51345d4fa5523c63ffe77e0
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -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
|
||||
@ -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
|
||||
@ -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
|
||||
@ -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
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e963283adaf432448aefe729bad714a6
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -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
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 927643ae29ab68a4e8831669fff0793f
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -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
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d7f835c3b1502d43b1aac17359a9d5b
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -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
|
||||
@ -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()
|
||||
|
||||
@ -6,3 +6,10 @@ MonoImporter:
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 15277
|
||||
packageName: Behavior Designer - Behavior Trees for Everyone
|
||||
packageVersion: 1.7.10
|
||||
assetPath: Assets/Behavior Designer/Runtime/Tasks/Unity/Rigidbody2D/IsSleeping.cs
|
||||
uploadId: 678687
|
||||
|
||||
@ -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
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user