100 lines
2.3 KiB
C#
100 lines
2.3 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("Adds torque (rotational force) to a Game Object.")]
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public class AddTorque : ComponentAction<Rigidbody>
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{
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[RequiredField]
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[CheckForComponent(typeof(Rigidbody))]
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[Tooltip("The GameObject to add torque to.")]
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public FsmOwnerDefault gameObject;
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[UIHint(UIHint.Variable)]
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[Tooltip("A Vector3 torque. Optionally override any axis with the X, Y, Z parameters.")]
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public FsmVector3 vector;
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[Tooltip("Torque around the X axis. To leave unchanged, set to 'None'.")]
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public FsmFloat x;
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[Tooltip("Torque around the Y axis. To leave unchanged, set to 'None'.")]
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public FsmFloat y;
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[Tooltip("Torque around the Z axis. To leave unchanged, set to 'None'.")]
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public FsmFloat z;
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[Tooltip("Apply the force in world or local space.")]
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public Space space;
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[Tooltip("The type of force to apply. See Unity Physics docs.")]
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public ForceMode forceMode;
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[Tooltip("Repeat every frame while the state is active.")]
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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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// 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.World;
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forceMode = ForceMode.Force;
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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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public override void OnEnter()
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{
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DoAddTorque();
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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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DoAddTorque();
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}
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void DoAddTorque()
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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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var torque = vector.IsNone ? new Vector3(x.Value, y.Value, z.Value) : vector.Value;
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// override any axis
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if (!x.IsNone) torque.x = x.Value;
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if (!y.IsNone) torque.y = y.Value;
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if (!z.IsNone) torque.z = z.Value;
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// apply
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if (space == Space.World)
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{
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rigidbody.AddTorque(torque, forceMode);
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}
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else
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{
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rigidbody.AddRelativeTorque(torque, forceMode);
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}
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}
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}
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} |