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77 lines
2.5 KiB
C#
Executable File
77 lines
2.5 KiB
C#
Executable File
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
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using UnityEngine;
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory(ActionCategory.Physics)]
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[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.")]
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public class AddExplosionForce : ComponentAction<Rigidbody>
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{
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[RequiredField]
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[CheckForComponent(typeof(Rigidbody))]
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[Tooltip("The GameObject to add the explosion force to.")]
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public FsmOwnerDefault gameObject;
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[RequiredField]
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[Tooltip("The center of the explosion. Hint: this is often the position returned from a GetCollisionInfo action.")]
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public FsmVector3 center;
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[RequiredField]
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[Tooltip("The strength of the explosion.")]
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public FsmFloat force;
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[RequiredField]
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[Tooltip("The radius of the explosion. Force falls off linearly with distance.")]
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public FsmFloat radius;
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[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.")]
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public FsmFloat upwardsModifier;
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[Tooltip("The type of force to apply. See Unity Physics docs.")]
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public ForceMode forceMode;
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[Tooltip("Repeat every frame while the state is active.")]
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public bool everyFrame;
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public override void Reset()
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{
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gameObject = null;
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center = new FsmVector3 { UseVariable = true };
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upwardsModifier = 0f;
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forceMode = ForceMode.Force;
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everyFrame = false;
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}
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public override void OnPreprocess()
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{
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Fsm.HandleFixedUpdate = true;
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}
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public override void OnEnter()
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{
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DoAddExplosionForce();
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if (!everyFrame)
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{
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Finish();
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}
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}
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public override void OnFixedUpdate()
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{
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DoAddExplosionForce();
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}
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void DoAddExplosionForce()
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{
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var go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
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if (center == null || !UpdateCache(go))
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{
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return;
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}
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rigidbody.AddExplosionForce(force.Value, center.Value, radius.Value, upwardsModifier.Value, forceMode);
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}
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}
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} |