#if CHRONOS_PLAYMAKER using HutongGames.PlayMaker; using UnityEngine; namespace Chronos.PlayMaker { [ActionCategory("Physics (Chronos)")] [HutongGames.PlayMaker.Tooltip( "Adds a force to a Game Object. Use Vector3 variable and/or Float variables for each axis.")] public class AddForce : ChronosComponentAction { [RequiredField] [CheckForComponent(typeof(RigidbodyTimeline3D))] [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 GetCollisionInfo actions." )] public FsmVector3 atPosition; [UIHint(UIHint.Variable)] [HutongGames.PlayMaker.Tooltip("A Vector3 force to add. Optionally override any axis with the X, Y, Z parameters.")] public FsmVector3 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("Force along 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; atPosition = new FsmVector3 { UseVariable = true }; 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.World; forceMode = ForceMode.Force; 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() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (!UpdateCache(go)) { return; } var force = vector.IsNone ? new Vector3(x.Value, y.Value, z.Value) : vector.Value; // override any axis if (!x.IsNone) force.x = x.Value; if (!y.IsNone) force.y = y.Value; if (!z.IsNone) force.z = z.Value; // apply force if (space == Space.World) { if (!atPosition.IsNone) { timeline.rigidbody.AddForceAtPosition(force, atPosition.Value, forceMode); } else { timeline.rigidbody.AddForce(force, forceMode); } } else { timeline.rigidbody.AddRelativeForce(force, forceMode); } } } } #endif