// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using System; using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Physics2D)] [Tooltip("Tests if a Game Object's Rigidbody 2D is sleeping.")] public class IsSleeping2d : ComponentAction { [RequiredField] [CheckForComponent(typeof(Rigidbody2D))] [Tooltip("The GameObject with the Rigidbody2D attached")] public FsmOwnerDefault gameObject; [Tooltip("Event sent if sleeping")] public FsmEvent trueEvent; [Tooltip("Event sent if not sleeping")] public FsmEvent falseEvent; [UIHint(UIHint.Variable)] [Tooltip("Store the value in a Boolean variable")] 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() { DoIsSleeping(); if (!everyFrame) { Finish(); } } public override void OnUpdate() { DoIsSleeping(); } void DoIsSleeping() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (!UpdateCache(go)) { return; } var isSleeping = rigidbody2d.IsSleeping(); store.Value = isSleeping; Fsm.Event(isSleeping ? trueEvent : falseEvent); } } }