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