using UnityEngine; using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute; namespace Lean.Common { /// This component allows you to add force to the current GameObject using events. [HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanManualVelocity2D")] [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Manual Velocity 2D")] public class LeanManualVelocity2D : MonoBehaviour { /// If your Rigidbody2D is on a different GameObject, set it here. public GameObject Target { set { target = value; } get { return target; } } [FSA("Target")] [SerializeField] private GameObject target; /// The force mode. public ForceMode2D Mode { set { mode = value; } get { return mode; } } [FSA("Mode")] [SerializeField] private ForceMode2D mode; /// The applied velocity will be multiplied by this. public float Multiplier { set { multiplier = value; } get { return multiplier; } } [FSA("Multiplier")] [SerializeField] private float multiplier = 1.0f; /// The velocity space. public Space Space { set { space = value; } get { return space; } } [FSA("Space")] [SerializeField] private Space space = Space.World; /// The first force direction. public Vector2 DirectionA { set { directionA = value; } get { return directionA; } } [FSA("DirectionA")] [SerializeField] private Vector2 directionA = Vector2.right; /// The second force direction. public Vector2 DirectionB { set { directionB = value; } get { return directionB; } } [FSA("DirectionB")] [SerializeField] private Vector2 directionB = Vector2.up; public void AddForceA(float delta) { AddForce(directionA * delta); } public void AddForceB(float delta) { AddForce(directionB * delta); } public void AddForceAB(Vector2 delta) { AddForce(directionA * delta.x + directionB * delta.y); } public void AddForceFromTo(Vector3 from, Vector3 to) { AddForce(to - from); } public void AddForce(Vector3 delta) { var finalGameObject = target != null ? target : gameObject; var rigidbody = finalGameObject.GetComponent(); if (rigidbody != null) { var force = delta * multiplier; if (space == Space.Self) { force = rigidbody.transform.rotation * force; } rigidbody.AddForce(force, mode); } } } } #if UNITY_EDITOR namespace Lean.Common.Editor { using TARGET = LeanManualVelocity2D; [UnityEditor.CanEditMultipleObjects] [UnityEditor.CustomEditor(typeof(TARGET), true)] public class LeanManualVelocity2D_Editor : LeanEditor { protected override void OnInspector() { TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); Draw("target", "If your Rigidbody2D is on a different GameObject, set it here."); Draw("mode", "The force mode."); Draw("multiplier", "The applied velocity will be multiplied by this."); Draw("space", "The velocity space."); Draw("directionA", "The first force direction."); Draw("directionB", "The second force direction."); } } } #endif