using System.Collections.Generic; using CinemaDirector.Helpers; using UnityEngine; namespace CinemaDirector { [CutsceneItem("Physics", "Set Mass", new CutsceneItemGenre[] { CutsceneItemGenre.ActorItem })] public class SetMassEvent : CinemaActorEvent, IRevertable { public float Mass = 1f; [SerializeField] private RevertMode editorRevertMode; [SerializeField] private RevertMode runtimeRevertMode; public RevertMode EditorRevertMode { get { return editorRevertMode; } set { editorRevertMode = value; } } public RevertMode RuntimeRevertMode { get { return runtimeRevertMode; } set { runtimeRevertMode = value; } } public RevertInfo[] CacheState() { List list = new List(GetActors()); List list2 = new List(); foreach (Transform item in list) { if (item != null) { Rigidbody component = item.GetComponent(); if (component != null) { list2.Add(new RevertInfo(this, component, "mass", component.mass)); } } } return list2.ToArray(); } public override void Trigger(GameObject actor) { if (!(actor == null)) { Rigidbody component = actor.GetComponent(); if (component != null) { component.mass = Mass; } } } } }