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- #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<Timeline>
- {
- [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
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