arthurdiniz0_outer-math/OuterMath Unity Project/Assets/PlayMaker/Actions/Physics2D/GetVelocity2d.cs
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory(ActionCategory.Physics2D)]
	[Tooltip("Gets the 2d Velocity of a Game Object and stores it in a Vector2 Variable or each Axis in a Float Variable. NOTE: The Game Object must have a Rigid Body 2D.")]
    public class GetVelocity2d : ComponentAction<Rigidbody2D>
	{
		[RequiredField]
		[CheckForComponent(typeof(Rigidbody2D))]
		[Tooltip("The GameObject with the Rigidbody2D attached")]
		public FsmOwnerDefault gameObject;

		[UIHint(UIHint.Variable)]
		[Tooltip("The velocity")]
		public FsmVector2 vector;
		
        [UIHint(UIHint.Variable)]
		[Tooltip("The x value of the velocity")]
		public FsmFloat x;
		
        [UIHint(UIHint.Variable)]
		[Tooltip("The y value of the velocity")]
		public FsmFloat y;

		[Tooltip("The space reference to express the velocity")]
		public Space space;

		[Tooltip("Repeat every frame.")]
        public bool everyFrame;
		
		public override void Reset()
		{
			gameObject = null;
			vector = null;
			x = null;
			y = null;

			space = Space.World;
			everyFrame = false;
		}
		
		public override void OnEnter()
		{
			DoGetVelocity();
			
			if (!everyFrame)
				Finish();		
		}
		
		public override void OnFixedUpdate()
		{
			DoGetVelocity();
		}
		
		void DoGetVelocity()
		{
            var go = Fsm.GetOwnerDefaultTarget(gameObject);
            if (!UpdateCache(go))
            {
                return;
            }
			
			var velocity = rigidbody2d.velocity;

		    if (space == Space.Self)
		    {
                velocity = rigidbody2d.transform.InverseTransformDirection(velocity);
		    }
			
			vector.Value = velocity;
			x.Value = velocity.x;
			y.Value = velocity.y;
		}
		
		
	}
}