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