Files
2024-11-20 15:21:28 +01:00

112 lines
2.6 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Physics2D)]
[Tooltip("Adds a 2d force to a Game Object. Use Vector2 variable and/or Float variables for each axis.")]
public class AddForce2d : ComponentAction<Rigidbody2D>
{
[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("Optionally apply the force at a position on the object. This will also add some torque. The position is often returned from MousePick or GetCollision2dInfo actions.")]
public FsmVector2 atPosition;
[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;
atPosition = new FsmVector2 { UseVariable = true };
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()
{
DoAddForce();
if (!everyFrame)
{
Finish();
}
}
public override void OnFixedUpdate()
{
DoAddForce();
}
void DoAddForce()
{
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 force
if (!atPosition.IsNone)
{
rigidbody2d.AddForceAtPosition(force, atPosition.Value,forceMode);
}
else
{
rigidbody2d.AddForce(force,forceMode);
}
}
}
}