Files
beyond/Assets/ThirdParty/PlayMaker/Actions/Physics2D/IsKinematic2d.cs
2024-11-20 15:21:28 +01:00

70 lines
1.4 KiB
C#

// (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 Rigid Body 2D is Kinematic.")]
public class IsKinematic2d : ComponentAction<Rigidbody2D>
{
[RequiredField]
[CheckForComponent(typeof(Rigidbody2D))]
[Tooltip("the GameObject with a Rigidbody2D attached")]
public FsmOwnerDefault gameObject;
[Tooltip("Event Sent if Kinematic")]
public FsmEvent trueEvent;
[Tooltip("Event sent if not Kinematic")]
public FsmEvent falseEvent;
[UIHint(UIHint.Variable)]
[Tooltip("Store the Kinematic state")]
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()
{
DoIsKinematic();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoIsKinematic();
}
void DoIsKinematic()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (!UpdateCache(go))
{
return;
}
var isKinematic = rigidbody2d.isKinematic;
store.Value = isKinematic;
Fsm.Event(isKinematic ? trueEvent : falseEvent);
}
}
}