#if CHRONOS_PLAYMAKER using HutongGames.PlayMaker; using UnityEngine; namespace Chronos.PlayMaker { [ActionCategory("Physics (Chronos)")] [HutongGames.PlayMaker.Tooltip( "Applies a force to a Game Object that simulates explosion effects. The explosion force will fall off linearly with distance. Hint: Use the Explosion Action instead to apply an explosion force to all objects in a blast radius." )] public class AddExplosionForce : ChronosComponentAction { [RequiredField] [CheckForComponent(typeof(Timeline))] [HutongGames.PlayMaker.Tooltip("The GameObject to add the explosion force to.")] public FsmOwnerDefault gameObject; [RequiredField] [HutongGames.PlayMaker.Tooltip( "The center of the explosion. Hint: this is often the position returned from a GetCollisionInfo action.")] public FsmVector3 center; [RequiredField] [HutongGames.PlayMaker.Tooltip("The strength of the explosion.")] public FsmFloat force; [RequiredField] [HutongGames.PlayMaker.Tooltip("The radius of the explosion. Force falls off linearly with distance.")] public FsmFloat radius; [HutongGames.PlayMaker.Tooltip( "Applies the force as if it was applied from beneath the object. This is useful since explosions that throw things up instead of pushing things to the side look cooler. A value of 2 will apply a force as if it is applied from 2 meters below while not changing the actual explosion position." )] public FsmFloat upwardsModifier; [HutongGames.PlayMaker.Tooltip("The type of force to apply. See Unity Physics docs.")] public ForceMode forceMode; [HutongGames.PlayMaker.Tooltip("Repeat every frame while the state is active.")] public bool everyFrame; public override void Reset() { gameObject = null; center = new FsmVector3 {UseVariable = true}; upwardsModifier = 0f; forceMode = ForceMode.Force; everyFrame = false; } public override void Awake() { Fsm.HandleFixedUpdate = true; } public override void OnEnter() { DoAddExplosionForce(); if (!everyFrame) { Finish(); } } public override void OnFixedUpdate() { DoAddExplosionForce(); } private void DoAddExplosionForce() { var go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value; if (center == null || !UpdateCache(go)) { return; } timeline.rigidbody.AddExplosionForce(force.Value, center.Value, radius.Value, upwardsModifier.Value, forceMode); } } } #endif