Files
unity-iso-tools/Assets/PlayMaker/Actions/AddExplosionForce.cs
2015-12-13 14:35:35 +06:00

77 lines
2.5 KiB
C#
Executable File

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