#if CHRONOS_PLAYMAKER using HutongGames.PlayMaker; using UnityEngine; namespace Chronos.PlayMaker { [ActionCategory("Physics (Chronos)")] [HutongGames.PlayMaker.Tooltip( "Sets the Velocity of a Game Object. To leave any axis unchanged, set variable to 'None'. NOTE: Game object must have a rigidbody." )] public class SetVelocity : ChronosComponentAction { [RequiredField] [CheckForComponent(typeof(Timeline))] public FsmOwnerDefault gameObject; [UIHint(UIHint.Variable)] public FsmVector3 vector; public FsmFloat x; public FsmFloat y; public FsmFloat z; public Space space; public bool everyFrame; public override void Reset() { gameObject = null; vector = 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.Self; everyFrame = false; } public override void Awake() { Fsm.HandleFixedUpdate = true; } // TODO: test this works in OnEnter! public override void OnEnter() { DoSetVelocity(); if (!everyFrame) { Finish(); } } public override void OnFixedUpdate() { DoSetVelocity(); if (!everyFrame) Finish(); } private void DoSetVelocity() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (!UpdateCache(go)) { return; } // init position Vector3 velocity; if (vector.IsNone) { velocity = space == Space.World ? timeline.rigidbody.velocity : go.transform.InverseTransformDirection(timeline.rigidbody.velocity); } else { velocity = vector.Value; } // override any axis if (!x.IsNone) velocity.x = x.Value; if (!y.IsNone) velocity.y = y.Value; if (!z.IsNone) velocity.z = z.Value; // apply timeline.rigidbody.velocity = space == Space.World ? velocity : go.transform.TransformDirection(velocity); } } } #endif