/// <summary> /// Execute the action; actObj. /// </summary> /// <param name='actObj'> /// Object doing the action /// </param> override public void Run(GameObject obj, ActionData data) { GameObject intersectedObj = PickUtil.GetObjectUnderMouseRay(); if (intersectedObj != null) { ApplyTorque applyTorque = intersectedObj.AddComponent <ApplyTorque> (); if (torque != Vector3.zero) { applyTorque.torque = torque; } } }
protected void DoApplyTorque(Vector3 torque, ForceMode forceMode) { rigidBody.AddTorque(torque, forceMode); ApplyTorque?.Invoke(torque); }