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Set Rigidbody Inertia Tensor Rotation#

Physics 3D / Rigidbody / Set Rigidbody Inertia Tensor Rotation

Description#

Sets the Inertia Tensor Rotation property of Rigidbody component

Parameters#

Name Description
Rigidbody
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 Rigidbody Inertia Tensor Rotation")]
    [Category("Physics 3D/Rigidbody/Inertia Tensor Rotation")]
    [Description("Sets the Inertia Tensor Rotation property of Rigidbody component")]
    
    [Image(typeof(IconPhysics), ColorTheme.Type.Lime)]
    [Keywords("Physics, 3D")]
    
    [Parameter("Rigidbody")]
    [Parameter("Value")]
    
    [Serializable]
    public class GenInstructionQuaternion_Rigidbody_SetInertiaTensorRotation : Instruction
    {
        [SerializeField] private GetGameObject m_Rigidbody = new GetGameObject(
            new GenTypeGameObject_Rigidbody()
        );
        
        [SerializeField] private GetQuaternion m_Value = new GetQuaternion();
        
        [SerializeField] private TweenTransition m_Transition = new TweenTransition();
        
        [NonSerialized] private bool m_IsComplete;
        
        protected override string GetTitle(GameObject source)
        {
            string member = TextUtils.ThemeAsKeyword("Inertia Tensor Rotation");
            return $"{this.m_Rigidbody} {member} = {this.m_Value}{this.m_Transition}";
        }
        
        protected override async Awaitable Run(Args args)
        {
            Rigidbody component = this.m_Rigidbody.Get<Rigidbody>(args);
            if (component == null) return;
            
            bool wait = this.m_Transition.Await;
            this.m_IsComplete = false;
            
            TweenManager.Run(new TweenInstanceInput<Quaternion>(
                component,
                "inertiaTensorRotation",
                component.inertiaTensorRotation,
                (Quaternion) 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, Quaternion value)
        {
            if (component is not Rigidbody componentRigidbody) return;
            componentRigidbody.inertiaTensorRotation = value;
        }
        
        private void OnFinish() => this.m_IsComplete = true;
        
        private bool IsComplete() => this.m_IsComplete;
    }
}

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