#if CHRONOS_PLAYMAKER using HutongGames.PlayMaker; using UnityEngine; namespace Chronos.PlayMaker { [ActionCategory("Physics (Chronos)")] [HutongGames.PlayMaker.Tooltip("Adds torque (rotational force) to a Game Object.")] public class AddTorque : ChronosComponentAction { [RequiredField] [CheckForComponent(typeof(Timeline))] [HutongGames.PlayMaker.Tooltip("The GameObject to add torque to.")] public FsmOwnerDefault gameObject; [UIHint(UIHint.Variable)] [HutongGames.PlayMaker.Tooltip("A Vector3 torque. Optionally override any axis with the X, Y, Z parameters.")] public FsmVector3 vector; [HutongGames.PlayMaker.Tooltip("Torque around the X axis. To leave unchanged, set to 'None'.")] public FsmFloat x; [HutongGames.PlayMaker.Tooltip("Torque around the Y axis. To leave unchanged, set to 'None'.")] public FsmFloat y; [HutongGames.PlayMaker.Tooltip("Torque around the Z axis. To leave unchanged, set to 'None'.")] public FsmFloat z; [HutongGames.PlayMaker.Tooltip("Apply the force in world or local space.")] public Space space; [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; // default axis to variable dropdown with None selected. x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; z = new FsmFloat { UseVariable = true }; space = Space.World; forceMode = ForceMode.Force; everyFrame = false; } public override void Awake() { Fsm.HandleFixedUpdate = true; } public override void OnEnter() { DoAddTorque(); if (!everyFrame) { Finish(); } } public override void OnFixedUpdate() { DoAddTorque(); } private void DoAddTorque() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (!UpdateCache(go)) { return; } var torque = vector.IsNone ? new Vector3(x.Value, y.Value, z.Value) : vector.Value; // override any axis if (!x.IsNone) torque.x = x.Value; if (!y.IsNone) torque.y = y.Value; if (!z.IsNone) torque.z = z.Value; // apply if (space == Space.World) { timeline.rigidbody.AddTorque(torque, forceMode); } else { timeline.rigidbody.AddRelativeTorque(torque, forceMode); } } } } #endif