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

100 lines
2.3 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Physics)]
[Tooltip("Adds torque (rotational force) to a Game Object.")]
public class AddTorque : ComponentAction<Rigidbody>
{
[RequiredField]
[CheckForComponent(typeof(Rigidbody))]
[Tooltip("The GameObject to add torque to.")]
public FsmOwnerDefault gameObject;
[UIHint(UIHint.Variable)]
[Tooltip("A Vector3 torque. Optionally override any axis with the X, Y, Z parameters.")]
public FsmVector3 vector;
[Tooltip("Torque around the X axis. To leave unchanged, set to 'None'.")]
public FsmFloat x;
[Tooltip("Torque around the Y axis. To leave unchanged, set to 'None'.")]
public FsmFloat y;
[Tooltip("Torque around the Z axis. To leave unchanged, set to 'None'.")]
public FsmFloat z;
[Tooltip("Apply the force in world or local space.")]
public Space space;
[Tooltip("The type of force to apply. See Unity Physics docs.")]
public ForceMode forceMode;
[Tooltip("Repeat every frame while the state is active.")]
public bool everyFrame;
public override void Reset()
{
gameObject = null;
// default axis to variable dropdown with None selected.
x = new FsmFloat { UseVariable = true };
y = new FsmFloat { UseVariable = true };
z = new FsmFloat { UseVariable = true };
space = Space.World;
forceMode = ForceMode.Force;
everyFrame = false;
}
public override void OnPreprocess()
{
Fsm.HandleFixedUpdate = true;
}
public override void OnEnter()
{
DoAddTorque();
if (!everyFrame)
{
Finish();
}
}
public override void OnFixedUpdate()
{
DoAddTorque();
}
void DoAddTorque()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (!UpdateCache(go))
{
return;
}
var torque = vector.IsNone ? new Vector3(x.Value, y.Value, z.Value) : vector.Value;
// override any axis
if (!x.IsNone) torque.x = x.Value;
if (!y.IsNone) torque.y = y.Value;
if (!z.IsNone) torque.z = z.Value;
// apply
if (space == Space.World)
{
rigidbody.AddTorque(torque, forceMode);
}
else
{
rigidbody.AddRelativeTorque(torque, forceMode);
}
}
}
}