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84 行
2.7 KiB
84 行
2.7 KiB
using NaughtyAttributes;
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using UnityEngine;
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namespace GameplayIngredients.Actions
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{
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public enum RigidbodyActionType { Force, Torque, ExplosionForce, Sleep };
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public enum ActionSpace { Local, World };
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[ExecuteAlways]
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public class RigidbodyAction : ActionBase
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{
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public bool ApplyOnInstigator = false;
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[HideIf("ApplyOnInstigator")]
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public Rigidbody m_Rigidbody;
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[OnValueChanged("OnParameterTypeChanged")]
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public RigidbodyActionType actionType;
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bool force = true;
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bool explosion;
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[ShowIf("force")]
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public ActionSpace actionSpace;
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[ShowIf("force")]
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public ForceMode forceMode;
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[ShowIf("force")]
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public Vector3 direction;
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[ShowIf("explosion")]
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public float explosionForce;
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[ShowIf("explosion")]
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public Vector3 explositonPosition;
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[ShowIf("explosion")]
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public float explosionRadius;
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public override void Execute(GameObject instigator = null)
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{
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Rigidbody target = m_Rigidbody;
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if (ApplyOnInstigator)
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target = instigator.GetComponent<Rigidbody>();
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if (target == null)
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{
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Debug.LogWarning("Could not apply RigidbodyAction to null Rigidbody");
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return;
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}
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switch (actionType)
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{
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case RigidbodyActionType.Force:
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if(actionSpace == ActionSpace.World)
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{
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target.AddForce(direction, forceMode);
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}
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if(actionSpace == ActionSpace.Local)
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{
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target.AddRelativeForce(direction, forceMode);
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}
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break;
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case RigidbodyActionType.Torque:
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if (actionSpace == ActionSpace.World)
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{
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target.AddTorque(direction, forceMode);
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}
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if (actionSpace == ActionSpace.Local)
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{
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target.AddRelativeTorque(direction, forceMode);
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}
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break;
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case RigidbodyActionType.ExplosionForce:
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target.AddExplosionForce(explosionForce, explositonPosition, explosionRadius, 0, forceMode);
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break;
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case RigidbodyActionType.Sleep:
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target.Sleep();
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break;
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}
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}
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private void OnParameterTypeChanged()
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{
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force = (actionType == RigidbodyActionType.Force || actionType == RigidbodyActionType.Torque);
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explosion = (actionType == RigidbodyActionType.ExplosionForce);
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}
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}
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}
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