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			77 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			77 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C#
		
	
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Autohand {
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    public struct SaveRigidbodyData {
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        GameObject origin;
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        float mass;
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        float angularDrag;
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        float drag;
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        bool useGravity;
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        bool isKinematic;
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        RigidbodyInterpolation interpolation;
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        CollisionDetectionMode collisionDetectionMode;
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        RigidbodyConstraints constraints;
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        public SaveRigidbodyData(Rigidbody from, bool removeBody = true) {
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            origin = from.gameObject;
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            mass = from.mass;
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            drag = from.drag;
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            angularDrag = from.angularDrag;
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            useGravity = from.useGravity;
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            isKinematic = from.isKinematic;
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            interpolation = from.interpolation;
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            collisionDetectionMode = from.collisionDetectionMode;
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            constraints = from.constraints;
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            if(removeBody)
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                GameObject.Destroy(from);
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        }
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        public SaveRigidbodyData(SaveRigidbodyData from) {
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            origin = from.origin;
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            mass = from.mass;
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            drag = from.drag;
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            angularDrag = from.angularDrag;
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            useGravity = from.useGravity;
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            isKinematic = from.isKinematic;
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            interpolation = from.interpolation;
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            collisionDetectionMode = from.collisionDetectionMode;
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            constraints = from.constraints;
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        }
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        public Transform GetOrigin() {
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            return origin.transform;
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        }
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        public bool IsSet() {
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            return origin != null;
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        }
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        public Rigidbody ReloadRigidbody() {
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            if(origin != null) {
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                if(origin.CanGetComponent<Rigidbody>(out var currBody))
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                    return currBody;
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                var from = origin.AddComponent<Rigidbody>();
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                if(from != null) {
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                    from.mass = mass;
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                    from.drag = drag;
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                    from.angularDrag = angularDrag;
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                    from.useGravity = useGravity;
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                    from.isKinematic = isKinematic;
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                    from.interpolation = interpolation;
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                    from.collisionDetectionMode = collisionDetectionMode;
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                    from.constraints = constraints;
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                    origin = null;
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                    return from;
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                }
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            }
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            return null;
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        }
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    }
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    public static class GrabbableExtensions {
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    }
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} |