feat: rebuilt dragging mechanic slightly, and it's now more agnostic to collider type

This commit is contained in:
Chris
2025-12-05 20:37:06 -05:00
parent ff4ccfdb1b
commit a0ed17666d
3 changed files with 103 additions and 2 deletions

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using System.Collections.Generic;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Units {
[Category("Reset/Units/Combat")]
[Description("Drag a collection of units along with the attackers movement or actions")]
public class DragUnits : ActionTask<UnitCombat>{
public BBParameter<List<Collider>> unitsToDrag;
public BBParameter<float> dragTime;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
foreach (Collider col in unitsToDrag.value) {
if (dragTime.value == 0f) {
agent.AddDragCollider(col);
} else {
agent.AddDragCollider(col, dragTime.value);
}
}
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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