// (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 { [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); } } } }