// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using System; using UnityEngine; namespace HutongGames.PlayMaker.Actions { #pragma warning disable 618 [ActionCategory(ActionCategory.Physics2D)] [Tooltip("Is the rigidbody2D constrained from rotating?" + "Note: Prefer SetRigidBody2dConstraints when working in Unity 5")] public class IsFixedAngle2d : ComponentAction { [RequiredField] [CheckForComponent(typeof(Rigidbody2D))] [Tooltip("The GameObject with the Rigidbody2D attached")] public FsmOwnerDefault gameObject; [Tooltip("Event sent if the Rigidbody2D does have fixed angle")] public FsmEvent trueEvent; [Tooltip("Event sent if the Rigidbody2D doesn't have fixed angle")] public FsmEvent falseEvent; [UIHint(UIHint.Variable)] [Tooltip("Store the fixedAngle flag")] public FsmBool store; [Tooltip("Repeat every frame.")] public bool everyFrame; public override void Reset() { gameObject = null; trueEvent = null; falseEvent = null; store = null; everyFrame = false; } public override void OnEnter() { DoIsFixedAngle(); if (!everyFrame) { Finish(); } } public override void OnUpdate() { DoIsFixedAngle(); } void DoIsFixedAngle() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (!UpdateCache(go)) { return; } bool isfixedAngle = false; #if UNITY_5_3_5 || UNITY_5_4_OR_NEWER isfixedAngle = (rigidbody2d.constraints & RigidbodyConstraints2D.FreezeRotation) != 0; #else isfixedAngle = rigidbody2d.fixedAngle; #endif store.Value = isfixedAngle; Fsm.Event(isfixedAngle ? trueEvent : falseEvent); } } }