Set Articulation Body Center Of Mass#
Physics 3D / Articulation Body / Set Articulation Body Center Of Mass
Description#
Sets the Center Of Mass property of Articulation Body component
Parameters#
| Name | Description |
|---|---|
| Articulation Body | |
| Value |
Code#
// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>
using System;
using UnityEngine;
using VisualScript.Icons;
namespace VisualScript.Runtime
{
[Title("Set Articulation Body Center Of Mass")]
[Category("Physics 3D/Articulation Body/Center Of Mass")]
[Description("Sets the Center Of Mass property of Articulation Body component")]
[Image(typeof(IconPhysics), ColorTheme.Type.Lime, typeof(BadgeDot))]
[Keywords("Physics, 3D")]
[Parameter("Articulation Body")]
[Parameter("Value")]
[Serializable]
public class GenInstructionVector3_ArticulationBody_SetCenterOfMass : Instruction
{
[SerializeField] private GetGameObject m_ArticulationBody = new GetGameObject(
new GenTypeGameObject_ArticulationBody()
);
[SerializeField] private GetVector3 m_Value = new GetVector3();
[SerializeField] private TweenTransition m_Transition = new TweenTransition();
[NonSerialized] private bool m_IsComplete;
protected override string GetTitle(GameObject source)
{
string member = TextUtils.ThemeAsKeyword("Center Of Mass");
return $"{this.m_ArticulationBody} {member} = {this.m_Value}{this.m_Transition}";
}
protected override async Awaitable Run(Args args)
{
ArticulationBody component = this.m_ArticulationBody.Get<ArticulationBody>(args);
if (component == null) return;
bool wait = this.m_Transition.Await;
this.m_IsComplete = false;
TweenManager.Run(new TweenInstanceInput<Vector3>(
component,
"centerOfMass",
component.centerOfMass,
(Vector3) this.m_Value.Get(args),
this.OnUpdate,
wait ? this.OnFinish : null,
this.m_Transition.GetDuration(args),
this.m_Transition.EaseMode,
this.m_Transition.TimeMode
));
if (wait) await this.Until(this.IsComplete);
}
private void OnUpdate(Component component, Vector3 value)
{
if (component is not ArticulationBody componentArticulationBody) return;
componentArticulationBody.centerOfMass = value;
}
private void OnFinish() => this.m_IsComplete = true;
private bool IsComplete() => this.m_IsComplete;
}
}