BITKit/Src/Unity/Scripts/Entity/Components/Physics/EntityPhysics.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
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using System.Threading;
using System.Threading.Tasks;
using BITKit.Entities.Physics;
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using UnityEngine;
namespace BITKit.Entities
{
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[CustomType(typeof(IEntityPhysics))]
public class EntityPhysics : EntityComponent,IEntityPhysics, IHealthCallback
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{
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[SerializeField] private Animator animator;
[SerializeField] private Rigidbody[] rigidbodies;
[SerializeField] private Collider[] ragdollColliders;
[SerializeField] private new Rigidbody rigidbody;
private CancellationToken _cancellationToken;
public override void OnAwake()
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{
entity.RegisterCallback<IHealthCallback>(this);
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_cancellationToken = entity.Get<CancellationToken>();
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}
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async void IHealthCallback.OnSetAlive(bool alive)
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{
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IsPhysics = !alive;
if (animator)
animator.enabled = alive;
try
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{
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await Task.Delay(10, _cancellationToken);
rigidbodies.ForEach(x => { x.isKinematic = alive; });
ragdollColliders.ForEach(x => { x.enabled = !alive; });
OnSetPhysics?.Invoke(!alive);
}
catch (OperationCanceledException)
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{
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}
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}
public void OnSetHP(int hp)
{
}
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public Vector3 Center => rigidbody.worldCenterOfMass;
public bool IsPhysics { get; private set; }
public Vector3 Velocity
{
get=>rigidbody.velocity;
set
{
foreach (var x in rigidbodies)
{
x.velocity = value;
}
}
}
public Action<bool> OnSetPhysics { get; set; }
public void AddForce(Vector3 force, ForceMode mode = ForceMode.Force)
{
foreach (var x in rigidbodies)
{
x.AddForce(force, mode);
}
}
public void AddTorque(Vector3 torque, ForceMode mode = ForceMode.Force)
{
foreach (var x in rigidbodies)
{
x.AddTorque(torque, mode);
}
}
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}
}