rj-action-library/Runtime/Interactions/CharacterController/AddImpactForce.cs

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C#
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2025-07-25 08:13:35 +00:00
using Godot;
using System.Collections;
using System.Collections.Generic;
using Godot.Collections;
namespace Rokojori
{
[Tool]
[GlobalClass, Icon("res://addons/rokojori_action_library/Icons/CCGravity.svg")]
public partial class AddImpactForce:Action
{
[Export]
public ImpactForce impactForce;
[Export]
public ImpactForces target;
[Export]
public OnCollision collisionDirectionSource;
protected override void _OnTrigger()
{
this.LogInfo( TimeLine.osTime );
if ( target == null || impactForce == null )
{
return;
}
var colliders = collisionDirectionSource.GetNodesInside().FilterType<Node,Node3D>();
var force = (ImpactForce) impactForce.Duplicate();
if ( colliders.Count == 0 )
{
force.direction = target.controller.body.GlobalForward() * -1;
}
else
{
var positions = colliders.Map( c => c.GlobalPosition );
var center = Math3D.ComputeAverage( positions );
force.direction = target.controller.body.GlobalPosition - center;
}
force.direction = force.direction * new Vector3( 1, 0, 1 );
this.LogInfo( force.direction );
target.AddImpactForce( force );
}
}
}