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