arthurdiniz0_outer-math/OuterMath Unity Project/Assets/PlayMaker/Actions/Physics/AddExplosionForce.cs
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory(ActionCategory.Physics)]
	[Tooltip("Applies a force to a Game Object that simulates explosion effects. The explosion force will fall off linearly with distance. Hint: Use the Explosion Action instead to apply an explosion force to all objects in a blast radius.")]
	public class AddExplosionForce : ComponentAction<Rigidbody>
	{
		[RequiredField]
		[CheckForComponent(typeof(Rigidbody))]
        [Tooltip("The GameObject to add the explosion force to.")]
		public FsmOwnerDefault gameObject;
		
        [RequiredField]
        [Tooltip("The center of the explosion. Hint: this is often the position returned from a GetCollisionInfo action.")]
		public FsmVector3 center;

        [RequiredField]
        [Tooltip("The strength of the explosion.")]
		public FsmFloat force;
		
        [RequiredField]
        [Tooltip("The radius of the explosion. Force falls off linearly with distance.")]
		public FsmFloat radius;

        [Tooltip("Applies the force as if it was applied from beneath the object. This is useful because explosions that throw things up instead of pushing things to the side look cooler. A value of 2 will apply a force as if it is applied from 2 meters below while not changing the actual explosion position.")]
		public FsmFloat upwardsModifier;
		
        [Tooltip("The type of force to apply. See Unity Physics docs.")]
        public ForceMode forceMode;
		
        [Tooltip("Repeat every frame while the state is active.")]
        public bool everyFrame;

		public override void Reset()
		{
			gameObject = null;
			center = new FsmVector3 { UseVariable = true };
			upwardsModifier = 0f;
			forceMode = ForceMode.Force;
			everyFrame = false;
		}

        public override void OnPreprocess()
        {
            Fsm.HandleFixedUpdate = true;
        }

		public override void OnEnter()
		{
			DoAddExplosionForce();
			
			if (!everyFrame)
			{
			    Finish();
			}		
		}

		public override void OnFixedUpdate()
		{
			DoAddExplosionForce();
		}

		void DoAddExplosionForce()
		{
			var go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
            if (center == null || !UpdateCache(go))
			{
			    return;
			}
            
            rigidbody.AddExplosionForce(force.Value, center.Value, radius.Value, upwardsModifier.Value, forceMode);
		}
	}
}