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Hasebe/Library/PackageCache/com.annulusgames.lit-motion@12af37b103ef/Runtime/Extensions/General/LitMotionRigidbody2DExtensions.cs
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2026-09-21 12:15:57 +03:00

143 lines
5.9 KiB
C#

#if LITMOTION_SUPPORT_PHYSICS_2D
using UnityEngine;
namespace LitMotion.Extensions
{
public static class LitMotionRigidbody2DExtensions
{
/// <summary>
/// Create a motion data and bind it to Rigidbody2D.position
/// </summary>
/// <typeparam name="TOptions">The type of special parameters given to the motion data</typeparam>
/// <typeparam name="TAdapter">The type of adapter that support value animation</typeparam>
/// <param name="builder">This builder</param>
/// <param name="rigidbody2d">Target component</param>
/// <param name="useMovePosition">Whether to use rigidbody2d.MovePosition()</param>
/// <returns>Handle of the created motion data.</returns>
public static MotionHandle BindToPosition<TOptions, TAdapter>(this MotionBuilder<Vector2, TOptions, TAdapter> builder, Rigidbody2D rigidbody2d, bool useMovePosition = true)
where TOptions : unmanaged, IMotionOptions
where TAdapter : unmanaged, IMotionAdapter<Vector2, TOptions>
{
Error.IsNull(rigidbody2d);
if (useMovePosition)
{
return builder.Bind(rigidbody2d, static (x, rigidbody2d) =>
{
rigidbody2d.MovePosition(x);
});
}
else
{
return builder.Bind(rigidbody2d, static (x, rigidbody2d) =>
{
rigidbody2d.position = x;
});
}
}
/// <summary>
/// Create a motion data and bind it to Rigidbody2D.position.x
/// </summary>
/// <typeparam name="TOptions">The type of special parameters given to the motion data</typeparam>
/// <typeparam name="TAdapter">The type of adapter that support value animation</typeparam>
/// <param name="builder">This builder</param>
/// <param name="rigidbody2d">Target component</param>
/// <param name="useMovePosition">Whether to use rigidbody2d.MovePosition()</param>
/// <returns>Handle of the created motion data.</returns>
public static MotionHandle BindToPositionX<TOptions, TAdapter>(this MotionBuilder<float, TOptions, TAdapter> builder, Rigidbody2D rigidbody2d, bool useMovePosition = true)
where TOptions : unmanaged, IMotionOptions
where TAdapter : unmanaged, IMotionAdapter<float, TOptions>
{
Error.IsNull(rigidbody2d);
if (useMovePosition)
{
return builder.Bind(rigidbody2d, static (x, rigidbody2d) =>
{
var p = rigidbody2d.position;
p.x = x;
rigidbody2d.MovePosition(p);
});
}
else
{
return builder.Bind(rigidbody2d, static (x, rigidbody2d) =>
{
var p = rigidbody2d.position;
p.x = x;
rigidbody2d.position = p;
});
}
}
/// <summary>
/// Create a motion data and bind it to Rigidbody2D.position.y
/// </summary>
/// <typeparam name="TOptions">The type of special parameters given to the motion data</typeparam>
/// <typeparam name="TAdapter">The type of adapter that support value animation</typeparam>
/// <param name="builder">This builder</param>
/// <param name="rigidbody2d">Target component</param>
/// <param name="useMovePosition">Whether to use rigidbody2d.MovePosition()</param>
/// <returns>Handle of the created motion data.</returns>
public static MotionHandle BindToPositionY<TOptions, TAdapter>(this MotionBuilder<float, TOptions, TAdapter> builder, Rigidbody2D rigidbody2d, bool useMovePosition = true)
where TOptions : unmanaged, IMotionOptions
where TAdapter : unmanaged, IMotionAdapter<float, TOptions>
{
Error.IsNull(rigidbody2d);
if (useMovePosition)
{
return builder.Bind(rigidbody2d, static (y, rigidbody2d) =>
{
var p = rigidbody2d.position;
p.y = y;
rigidbody2d.MovePosition(p);
});
}
else
{
return builder.Bind(rigidbody2d, static (y, rigidbody2d) =>
{
var p = rigidbody2d.position;
p.y = y;
rigidbody2d.position = p;
});
}
}
/// <summary>
/// Create a motion data and bind it to Rigidbody2D.rotation
/// </summary>
/// <typeparam name="TOptions">The type of special parameters given to the motion data</typeparam>
/// <typeparam name="TAdapter">The type of adapter that support value animation</typeparam>
/// <param name="builder">This builder</param>
/// <param name="rigidbody2d">Target component</param>
/// <param name="useMovePosition">Whether to use rigidbody2d.MoveRotation()</param>
/// <returns>Handle of the created motion data.</returns>
public static MotionHandle BindToRotation<TOptions, TAdapter>(this MotionBuilder<float, TOptions, TAdapter> builder, Rigidbody2D rigidbody2d, bool useMovePosition = true)
where TOptions : unmanaged, IMotionOptions
where TAdapter : unmanaged, IMotionAdapter<float, TOptions>
{
Error.IsNull(rigidbody2d);
if (useMovePosition)
{
return builder.Bind(rigidbody2d, static (x, rigidbody2d) =>
{
rigidbody2d.MoveRotation(x);
});
}
else
{
return builder.Bind(rigidbody2d, static (x, rigidbody2d) =>
{
rigidbody2d.rotation = x;
});
}
}
}
}
#endif