using UnityEngine; using System; namespace Obi { public class ObiAmbientForceZone : ObiExternalForce { public override void ApplyForcesToActor(ObiActor actor) { Matrix4x4 l2sTransform = actor.solver.transform.worldToLocalMatrix * transform.localToWorldMatrix; Vector4 force = l2sTransform.MultiplyVector(Vector3.forward * (intensity + GetTurbulence(turbulence))); if (actor.usesCustomExternalForces) { for (int i = 0; i < actor.activeParticleCount; ++i) actor.solver.wind[actor.solverIndices[i]] += force; } else { for (int i = 0; i < actor.activeParticleCount; ++i) actor.solver.externalForces[actor.solverIndices[i]] += force; } } public void OnDrawGizmosSelected() { Gizmos.matrix = transform.localToWorldMatrix; Gizmos.color = new Color(0,0.7f,1,1); // arrow body: ObiUtils.DrawArrowGizmo(0.5f + GetTurbulence(1),0.2f,0.3f,0.2f); } } }