96 lines
1.9 KiB
C#
96 lines
1.9 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
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using UnityEngine;
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory(ActionCategory.Physics)]
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[Tooltip("Sets the Velocity of a Game Object. To leave any axis unchanged, set variable to 'None'. NOTE: Game object must have a rigidbody.")]
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public class SetVelocity : ComponentAction<Rigidbody>
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{
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[RequiredField]
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[CheckForComponent(typeof(Rigidbody))]
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public FsmOwnerDefault gameObject;
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[UIHint(UIHint.Variable)]
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public FsmVector3 vector;
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public FsmFloat x;
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public FsmFloat y;
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public FsmFloat z;
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public Space space;
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public bool everyFrame;
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public override void Reset()
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{
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gameObject = null;
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vector = null;
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// default axis to variable dropdown with None selected.
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x = new FsmFloat { UseVariable = true };
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y = new FsmFloat { UseVariable = true };
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z = new FsmFloat { UseVariable = true };
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space = Space.Self;
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everyFrame = false;
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}
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public override void OnPreprocess()
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{
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Fsm.HandleFixedUpdate = true;
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}
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// TODO: test this works in OnEnter!
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public override void OnEnter()
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{
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DoSetVelocity();
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if (!everyFrame)
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{
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Finish();
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}
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}
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public override void OnFixedUpdate()
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{
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DoSetVelocity();
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if (!everyFrame)
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Finish();
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}
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void DoSetVelocity()
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{
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var go = Fsm.GetOwnerDefaultTarget(gameObject);
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if (!UpdateCache(go))
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{
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return;
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}
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// init position
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Vector3 velocity;
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if (vector.IsNone)
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{
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velocity = space == Space.World ?
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rigidbody.velocity :
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go.transform.InverseTransformDirection(rigidbody.velocity);
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}
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else
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{
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velocity = vector.Value;
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}
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// override any axis
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if (!x.IsNone) velocity.x = x.Value;
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if (!y.IsNone) velocity.y = y.Value;
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if (!z.IsNone) velocity.z = z.Value;
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// apply
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rigidbody.velocity = space == Space.World ? velocity : go.transform.TransformDirection(velocity);
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}
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}
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} |