89 lines
2.8 KiB
C#
89 lines
2.8 KiB
C#
using UnityEngine;
|
|
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
|
|
|
|
namespace Lean.Common
|
|
{
|
|
/// <summary>This component allows you to add angular force to the current GameObject using events.</summary>
|
|
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanManualTorque")]
|
|
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Manual Torque")]
|
|
public class LeanManualTorque : MonoBehaviour
|
|
{
|
|
/// <summary>If your Rigidbody is on a different GameObject, set it here.</summary>
|
|
public GameObject Target { set { target = value; } get { return target; } } [FSA("Target")] [SerializeField] private GameObject target;
|
|
|
|
public ForceMode Mode { set { mode = value; } get { return mode; } } [FSA("Mode")] [SerializeField] private ForceMode mode;
|
|
|
|
/// <summary>Fixed multiplier for the force.</summary>
|
|
public float Multiplier { set { multiplier = value; } get { return multiplier; } } [FSA("Multiplier")] [SerializeField] private float multiplier = 1.0f;
|
|
|
|
/// <summary>The velocity space.</summary>
|
|
public Space Space { set { space = value; } get { return space; } } [FSA("Space")] [SerializeField] private Space space = Space.World;
|
|
|
|
/// <summary>The first force axis.</summary>
|
|
public Vector3 AxisA { set { axisA = value; } get { return axisA; } } [FSA("AxisA")] [SerializeField] private Vector3 axisA = Vector3.down;
|
|
|
|
/// <summary>The second force axis.</summary>
|
|
public Vector3 AxisB { set { axisB = value; } get { return axisB; } } [FSA("AxisB")] [SerializeField] private Vector3 axisB = Vector3.right;
|
|
|
|
public void AddTorqueA(float delta)
|
|
{
|
|
AddTorque(axisA * delta);
|
|
}
|
|
|
|
public void AddTorqueB(float delta)
|
|
{
|
|
AddTorque(axisB * delta);
|
|
}
|
|
|
|
public void AddTorqueAB(Vector2 delta)
|
|
{
|
|
AddTorque(axisA * delta.x + axisB * delta.y);
|
|
}
|
|
|
|
public void AddTorqueFromTo(Vector3 from, Vector3 to)
|
|
{
|
|
AddTorque(to - from);
|
|
}
|
|
|
|
public void AddTorque(Vector3 delta)
|
|
{
|
|
var finalGameObject = target != null ? target : gameObject;
|
|
var rigidbody = finalGameObject.GetComponent<Rigidbody>();
|
|
|
|
if (rigidbody != null)
|
|
{
|
|
var torque = delta * multiplier;
|
|
|
|
if (space == Space.Self)
|
|
{
|
|
torque = rigidbody.transform.rotation * torque;
|
|
}
|
|
|
|
rigidbody.AddTorque(torque, mode);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
namespace Lean.Common.Editor
|
|
{
|
|
using TARGET = LeanManualTorque;
|
|
|
|
[UnityEditor.CustomEditor(typeof(TARGET))]
|
|
public class LeanManualTorque_Editor : LeanEditor
|
|
{
|
|
protected override void OnInspector()
|
|
{
|
|
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
|
|
|
|
Draw("target", "If your Rigidbody is on a different GameObject, set it here.");
|
|
Draw("mode", "");
|
|
Draw("multiplier", "Fixed multiplier for the force.");
|
|
Draw("space", "The velocity space.");
|
|
Draw("axisA", "The first force axis.");
|
|
Draw("axisB", "The second force axis.");
|
|
}
|
|
}
|
|
}
|
|
#endif |