WX-Game1/Assets/Samples/Unity Physics/1.3.10/Custom Physics Authoring/Unity.Physics.Custom/BaseBodyPairConnector.cs

33 lines
933 B
C#

using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;
namespace Unity.Physics.Authoring
{
[RequireComponent(typeof(PhysicsBodyAuthoring))]
public abstract class BaseBodyPairConnector : MonoBehaviour
{
public PhysicsBodyAuthoring LocalBody => GetComponent<PhysicsBodyAuthoring>();
public PhysicsBodyAuthoring ConnectedBody;
public RigidTransform worldFromA => LocalBody == null
? RigidTransform.identity
: Math.DecomposeRigidBodyTransform(LocalBody.transform.localToWorldMatrix);
public RigidTransform worldFromB => ConnectedBody == null
? RigidTransform.identity
: Math.DecomposeRigidBodyTransform(ConnectedBody.transform.localToWorldMatrix);
public Entity EntityA { get; set; }
public Entity EntityB { get; set; }
void OnEnable()
{
// included so tick box appears in Editor
}
}
}