using CinemaDirector.Helpers;
using System.Collections.Generic;
using UnityEngine;
namespace CinemaDirector
{
///
/// An event to toggle the gravity of a given rigidbody.
///
[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;
///
/// Cache the state of all actors related to this event.
///
///
public RevertInfo[] CacheState()
{
List actors = new List(GetActors());
List reverts = new List();
foreach (Transform go in actors)
{
if (go != null)
{
Rigidbody rb = go.GetComponent();
if (rb != null)
{
reverts.Add(new RevertInfo(this, rb, "useGravity", rb.useGravity));
}
}
}
return reverts.ToArray();
}
///
/// Toggle gravity for the given actor's rigidbody component.
///
/// The actor with a ridigbody to toggle gravity for.
public override void Trigger(GameObject actor)
{
Rigidbody affectedObjectRigidBody = actor.GetComponent();
if (affectedObjectRigidBody != null)
{
affectedObjectRigidBody.useGravity = !affectedObjectRigidBody.useGravity;
}
}
///
/// Reverse the toggle of gravity for the given actor's rigidbody component.
///
/// The actor with a ridigbody to toggle gravity for.
public override void Reverse(GameObject actor)
{
Trigger(actor);
}
///
/// Option for choosing when this Event will Revert to initial state in Editor.
///
public RevertMode EditorRevertMode
{
get { return editorRevertMode; }
set { editorRevertMode = value; }
}
///
/// Option for choosing when this Event will Revert to initial state in Runtime.
///
public RevertMode RuntimeRevertMode
{
get { return runtimeRevertMode; }
set { runtimeRevertMode = value; }
}
}
}