You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
CrowdControl/Assets/Feel/MMTools/Tools/MMPhysics/MMRigidbodyInterface.cs

316 lines
6.6 KiB
C#

3 months ago
using UnityEngine;
using System.Collections;
namespace MoreMountains.Tools
{
/// <summary>
/// This class acts as an interface to allow the demo levels to work whether the environment (colliders, rigidbodies) are set as 2D or 3D.
/// If you already know for sure that you're going for a 2D or 3D game, I suggest you replace the use of this class with the appropriate classes.
/// </summary>
[AddComponentMenu("More Mountains/Tools/Rigidbody Interface/MMRigidbodyInterface")]
public class MMRigidbodyInterface : MonoBehaviour
{
/// <summary>
/// Returns the rigidbody's position
/// </summary>
/// <value>The position.</value>
public Vector3 position
{
get
{
if (_rigidbody2D != null)
{
return _rigidbody2D.position;
}
if (_rigidbody != null)
{
return _rigidbody.position;
}
return Vector3.zero;
}
set { }
}
/// <summary>
/// Only use if you absolutely need to target the rigidbody2D specifically
/// </summary>
/// <value>The internal rigid body2 d.</value>
public Rigidbody2D InternalRigidBody2D
{
get {
return _rigidbody2D;
}
}
/// <summary>
/// Only use if you absolutely need to target the rigidbody2D specifically
/// </summary>
/// <value>The internal rigid body.</value>
public Rigidbody InternalRigidBody
{
get {
return _rigidbody;
}
}
/// <summary>
/// Gets or sets the velocity of the rigidbody associated to the interface.
/// </summary>
/// <value>The velocity.</value>
public Vector3 Velocity
{
get
{
if (_mode == "2D")
{
return(_rigidbody2D.velocity);
}
else
{
if (_mode == "3D")
{
return(_rigidbody.velocity);
}
else
{
return new Vector3(0,0,0);
}
}
}
set
{
if (_mode == "2D") {
_rigidbody2D.velocity = value;
}
if (_mode == "3D") {
_rigidbody.velocity = value;
}
}
}
/// <summary>
/// Gets the collider bounds.
/// </summary>
/// <value>The collider bounds.</value>
public Bounds ColliderBounds
{
get
{
if (_rigidbody2D != null)
{
return _collider2D.bounds;
}
if (_rigidbody != null)
{
return _collider.bounds;
}
return new Bounds();
}
}
/// <summary>
/// Gets a value indicating whether this <see cref="MoreMountains.Tools.RigidbodyInterface"/> is kinematic.
/// </summary>
/// <value><c>true</c> if is kinematic; otherwise, <c>false</c>.</value>
public bool isKinematic
{
get
{
if (_mode == "2D")
{
return(_rigidbody2D.isKinematic);
}
if (_mode == "3D")
{
return(_rigidbody.isKinematic);
}
return false;
}
}
protected string _mode;
protected Rigidbody2D _rigidbody2D;
protected Rigidbody _rigidbody;
protected Collider2D _collider2D;
protected Collider _collider;
protected Bounds _colliderBounds;
/// <summary>
/// Initialization
/// </summary>
protected virtual void Awake ()
{
// we check for rigidbodies, and depending on their presence determine if the interface will work with 2D or 3D rigidbodies and colliders.
_rigidbody2D=GetComponent<Rigidbody2D>();
_rigidbody=GetComponent<Rigidbody>();
if (_rigidbody2D != null)
{
_mode="2D";
_collider2D = GetComponent<Collider2D> ();
}
if (_rigidbody != null)
{
_mode="3D";
_collider = GetComponent<Collider> ();
}
if (_rigidbody==null && _rigidbody2D==null)
{
Debug.LogWarning("A RigidBodyInterface has been added to "+gameObject+" but there's no Rigidbody or Rigidbody2D on it.", gameObject);
}
}
/// <summary>
/// Adds the specified force to the rigidbody associated to the interface..
/// </summary>
/// <param name="force">Force.</param>
public virtual void AddForce(Vector3 force)
{
if (_mode == "2D")
{
_rigidbody2D.AddForce(force,ForceMode2D.Impulse);
}
if (_mode == "3D")
{
_rigidbody.AddForce(force);
}
}
/// <summary>
/// Adds the specified relative force to the rigidbody associated to the interface..
/// </summary>
/// <param name="force">Force.</param>
public virtual void AddRelativeForce(Vector3 force)
{
if (_mode == "2D")
{
_rigidbody2D.AddRelativeForce(force,ForceMode2D.Impulse);
}
if (_mode == "3D")
{
_rigidbody.AddRelativeForce(force);
}
}
/// <summary>
/// Move the rigidbody to the position vector specified
/// </summary>
/// <param name="newPosition"></param>
public virtual void MovePosition(Vector3 newPosition)
{
if (_mode == "2D")
{
_rigidbody2D.MovePosition(newPosition);
}
if (_mode == "3D")
{
_rigidbody.MovePosition(newPosition);
}
}
/// <summary>
/// Resets the angular velocity.
/// </summary>
public virtual void ResetAngularVelocity()
{
if (_mode == "2D")
{
_rigidbody2D.angularVelocity = 0;
}
if (_mode == "3D")
{
_rigidbody.angularVelocity = Vector3.zero;
}
}
/// <summary>
/// Resets the rotation.
/// </summary>
public virtual void ResetRotation()
{
if (_mode == "2D")
{
_rigidbody2D.rotation = 0;
}
if (_mode == "3D")
{
_rigidbody.rotation = Quaternion.identity;
}
}
/// <summary>
/// Determines whether the rigidbody associated to the interface is kinematic
/// </summary>
/// <returns><c>true</c> if this instance is kinematic the specified status; otherwise, <c>false</c>.</returns>
/// <param name="status">If set to <c>true</c> status.</param>
public virtual void IsKinematic(bool status)
{
if (_mode == "2D")
{
_rigidbody2D.isKinematic=status;
}
if (_mode == "3D")
{
_rigidbody.isKinematic=status;
}
}
/// <summary>
/// Enables the box collider associated to the interface.
/// </summary>
/// <param name="status">If set to <c>true</c> status.</param>
public virtual void EnableBoxCollider(bool status)
{
if (_mode == "2D")
{
GetComponent<Collider2D>().enabled=status;
}
if (_mode == "3D")
{
GetComponent<Collider>().enabled=status;
}
}
/// <summary>
/// Use this to check if you're dealing with a 3D object
/// </summary>
/// <value><c>true</c> if this instance is3 d; otherwise, <c>false</c>.</value>
public bool Is3D
{
get
{
if (_mode=="3D")
{
return true;
}
else
{
return false;
}
}
}
/// <summary>
/// Use this to check if you're dealing with a 2D object
/// </summary>
/// <value>The position.</value>
public bool Is2D
{
get
{
if (_mode=="2D")
{
return true;
}
else
{
return false;
}
}
}
}
}