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

111 lines
2.9 KiB
C#
Executable File

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Physics)]
[Tooltip("Adds a force to a Game Object. Use Vector3 variable and/or Float variables for each axis.")]
public class AddForce : ComponentAction<Rigidbody>
{
[RequiredField]
[CheckForComponent(typeof(Rigidbody))]
[Tooltip("The GameObject to apply the force to.")]
public FsmOwnerDefault gameObject;
[UIHint(UIHint.Variable)]
[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)]
[Tooltip("A Vector3 force to add. Optionally override any axis with the X, Y, Z parameters.")]
public FsmVector3 vector;
[Tooltip("Force along the X axis. To leave unchanged, set to 'None'.")]
public FsmFloat x;
[Tooltip("Force along the Y axis. To leave unchanged, set to 'None'.")]
public FsmFloat y;
[Tooltip("Force along the Z axis. To leave unchanged, set to 'None'.")]
public FsmFloat z;
[Tooltip("Apply the force in world or local space.")]
public Space space;
[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;
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 OnPreprocess()
{
Fsm.HandleFixedUpdate = true;
}
public override void OnEnter()
{
DoAddForce();
if (!everyFrame)
{
Finish();
}
}
public override void OnFixedUpdate()
{
DoAddForce();
}
void DoAddForce()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (!UpdateCache(go))
{
return;
}
var force = vector.IsNone ? new Vector3() : 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)
{
rigidbody.AddForceAtPosition(force, atPosition.Value, forceMode);
}
else
{
rigidbody.AddForce(force, forceMode);
}
}
else
{
rigidbody.AddRelativeForce(force,forceMode);
}
}
}
}