// (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 { [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); } } }