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81 lines
No EOL
2.5 KiB
C#
81 lines
No EOL
2.5 KiB
C#
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 set the mass of the rigidbody of a given actor.
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/// </summary>
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[CutsceneItemAttribute("Physics", "Set Mass", CutsceneItemGenre.ActorItem)]
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public class SetMassEvent : CinemaActorEvent, IRevertable
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{
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// The new mass.
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public float Mass = 1f;
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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>All the revert info related to this event.</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, "mass", rb.mass));
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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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/// Trigger this event and set a new mass for the actor's rigidbody.
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/// </summary>
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/// <param name="actor">The actor whose mass will be set.</param>
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public override void Trigger(GameObject actor)
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{
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if (actor == null) return;
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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.mass = Mass;
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}
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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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} |