#if CHRONOS_PLAYMAKER using HutongGames.PlayMaker; using UnityEngine; namespace Chronos.PlayMaker { [ActionCategory("Physics 2d (Chronos)")] [HutongGames.PlayMaker.Tooltip( "Adds a 2d force to a Game Object. Use Vector2 variable and/or Float variables for each axis.")] public class AddForce2d : ChronosComponentAction { [RequiredField] [CheckForComponent(typeof(Timeline))] [HutongGames.PlayMaker.Tooltip("The GameObject to apply the force to.")] public FsmOwnerDefault gameObject; [UIHint(UIHint.Variable)] [HutongGames.PlayMaker.Tooltip( "Optionally apply the force at a position on the object. This will also add some torque. The position is often returned from MousePick or GetCollision2dInfo actions." )] public FsmVector2 atPosition; [UIHint(UIHint.Variable)] [HutongGames.PlayMaker.Tooltip("A Vector2 force to add. Optionally override any axis with the X, Y parameters.")] public FsmVector2 vector; [HutongGames.PlayMaker.Tooltip("Force along the X axis. To leave unchanged, set to 'None'.")] public FsmFloat x; [HutongGames.PlayMaker.Tooltip("Force along the Y axis. To leave unchanged, set to 'None'.")] public FsmFloat y; [HutongGames.PlayMaker.Tooltip("A Vector3 force to add. z is ignored")] public FsmVector3 vector3; [HutongGames.PlayMaker.Tooltip("Repeat every frame while the state is active.")] public bool everyFrame; public override void Reset() { gameObject = null; atPosition = new FsmVector2 { UseVariable = true }; vector = null; vector3 = new FsmVector3 { UseVariable = true }; // default axis to variable dropdown with None selected. x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; everyFrame = false; } public override void Awake() { Fsm.HandleFixedUpdate = true; } public override void OnEnter() { DoAddForce(); if (!everyFrame) { Finish(); } } public override void OnFixedUpdate() { DoAddForce(); } private void DoAddForce() { if (!UpdateCache(Fsm.GetOwnerDefaultTarget(gameObject))) return; Vector2 force = vector.IsNone ? new Vector2(x.Value, y.Value) : vector.Value; if (!vector3.IsNone) { force.x = vector3.Value.x; force.y = vector3.Value.y; } // override any axis if (!x.IsNone) force.x = x.Value; if (!y.IsNone) force.y = y.Value; // apply force if (!atPosition.IsNone) { timeline.rigidbody2D.AddForceAtPosition(force, atPosition.Value); } else { timeline.rigidbody2D.AddForce(force); } } } } #endif