// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Physics)] [Tooltip("Adds torque (rotational force) to a Game Object.")] public class AddTorque : ComponentAction { [RequiredField] [CheckForComponent(typeof(Rigidbody))] [Tooltip("The GameObject to add torque to.")] public FsmOwnerDefault gameObject; [UIHint(UIHint.Variable)] [Tooltip("A Vector3 torque. Optionally override any axis with the X, Y, Z parameters.")] public FsmVector3 vector; [Tooltip("Torque around the X axis. To leave unchanged, set to 'None'.")] public FsmFloat x; [Tooltip("Torque around the Y axis. To leave unchanged, set to 'None'.")] public FsmFloat y; [Tooltip("Torque around 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; // 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() { DoAddTorque(); if (!everyFrame) { Finish(); } } public override void OnFixedUpdate() { DoAddTorque(); } void DoAddTorque() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (!UpdateCache(go)) { return; } var torque = vector.IsNone ? new Vector3(x.Value, y.Value, z.Value) : vector.Value; // override any axis if (!x.IsNone) torque.x = x.Value; if (!y.IsNone) torque.y = y.Value; if (!z.IsNone) torque.z = z.Value; // apply if (space == Space.World) { rigidbody.AddTorque(torque, forceMode); } else { rigidbody.AddRelativeTorque(torque, forceMode); } } } }