1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586 |
- #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<Timeline>
- {
- [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
|