// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Physics2D)] [Tooltip("Adds a relative 2d force to a Game Object. Use Vector2 variable and/or Float variables for each axis.")] public class AddRelativeForce2d : ComponentAction { [RequiredField] [CheckForComponent(typeof(Rigidbody2D))] [Tooltip("The GameObject to apply the force to.")] public FsmOwnerDefault gameObject; [Tooltip("Option for applying the force")] public ForceMode2D forceMode; [UIHint(UIHint.Variable)] [Tooltip("A Vector2 force to add. Optionally override any axis with the X, Y parameters.")] public FsmVector2 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("A Vector3 force to add. z is ignored")] public FsmVector3 vector3; [Tooltip("Repeat every frame while the state is active.")] public bool everyFrame; public override void Reset() { gameObject = null; forceMode = ForceMode2D.Force; vector = null; vector3 = new FsmVector3 {UseVariable = true}; // default axis to variable dropdown with None selected. x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; everyFrame = false; } public override void OnPreprocess() { Fsm.HandleFixedUpdate = true; } public override void OnEnter() { DoAddRelativeForce(); if (!everyFrame) { Finish(); } } public override void OnFixedUpdate() { DoAddRelativeForce(); } void DoAddRelativeForce() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (!UpdateCache(go)) { return; } var force = vector.IsNone ? new Vector2(x.Value, y.Value) : vector.Value; if (!vector3.IsNone) { force.x = vector3.Value.x; force.y = vector3.Value.y; } // override any axis if (!x.IsNone) force.x = x.Value; if (!y.IsNone) force.y = y.Value; // apply relative force rigidbody2d.AddRelativeForce(force,forceMode); } } }