// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Physics)] [Tooltip("Gets the Velocity of a Game Object and stores it in a Vector3 Variable or each Axis in a Float Variable. NOTE: The Game Object must have a Rigid Body.")] public class GetVelocity : ComponentAction { [RequiredField] [CheckForComponent(typeof(Rigidbody))] public FsmOwnerDefault gameObject; [UIHint(UIHint.Variable)] public FsmVector3 vector; [UIHint(UIHint.Variable)] public FsmFloat x; [UIHint(UIHint.Variable)] public FsmFloat y; [UIHint(UIHint.Variable)] public FsmFloat z; public Space space; public bool everyFrame; public override void Reset() { gameObject = null; vector = null; x = null; y = null; z = null; space = Space.World; everyFrame = false; } public override void OnEnter() { DoGetVelocity(); if (!everyFrame) { Finish(); } } public override void OnUpdate() { DoGetVelocity(); } void DoGetVelocity() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (!UpdateCache(go)) { return; } var velocity = rigidbody.linearVelocity; if (space == Space.Self) { velocity = go.transform.InverseTransformDirection(velocity); } vector.Value = velocity; x.Value = velocity.x; y.Value = velocity.y; z.Value = velocity.z; } } }