FiE-Game/Assets/Cinema Director/Cutscene Items/Actor Items/Rigidbody/ToggleGravityEvent.cs

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2023-07-26 21:47:00 +02:00
using CinemaDirector.Helpers;
using System.Collections.Generic;
using UnityEngine;
namespace CinemaDirector
{
/// <summary>
/// An event to toggle the gravity of a given rigidbody.
/// </summary>
[CutsceneItemAttribute("Physics", "Toggle Gravity", CutsceneItemGenre.ActorItem)]
public class ToggleGravityEvent : CinemaActorEvent, IRevertable
{
// Options for reverting in editor.
[SerializeField]
private RevertMode editorRevertMode = RevertMode.Revert;
// Options for reverting during runtime.
[SerializeField]
private RevertMode runtimeRevertMode = RevertMode.Revert;
/// <summary>
/// Cache the state of all actors related to this event.
/// </summary>
/// <returns></returns>
public RevertInfo[] CacheState()
{
List<Transform> actors = new List<Transform>(GetActors());
List<RevertInfo> reverts = new List<RevertInfo>();
foreach (Transform go in actors)
{
if (go != null)
{
Rigidbody rb = go.GetComponent<Rigidbody>();
if (rb != null)
{
reverts.Add(new RevertInfo(this, rb, "useGravity", rb.useGravity));
}
}
}
return reverts.ToArray();
}
/// <summary>
/// Toggle gravity for the given actor's rigidbody component.
/// </summary>
/// <param name="actor">The actor with a ridigbody to toggle gravity for.</param>
public override void Trigger(GameObject actor)
{
Rigidbody affectedObjectRigidBody = actor.GetComponent<Rigidbody>();
if (affectedObjectRigidBody != null)
{
affectedObjectRigidBody.useGravity = !affectedObjectRigidBody.useGravity;
}
}
/// <summary>
/// Reverse the toggle of gravity for the given actor's rigidbody component.
/// </summary>
/// <param name="actor">The actor with a ridigbody to toggle gravity for.</param>
public override void Reverse(GameObject actor)
{
Trigger(actor);
}
/// <summary>
/// Option for choosing when this Event will Revert to initial state in Editor.
/// </summary>
public RevertMode EditorRevertMode
{
get { return editorRevertMode; }
set { editorRevertMode = value; }
}
/// <summary>
/// Option for choosing when this Event will Revert to initial state in Runtime.
/// </summary>
public RevertMode RuntimeRevertMode
{
get { return runtimeRevertMode; }
set { runtimeRevertMode = value; }
}
}
}