function Node_Rigid_Activate(_x, _y, _group = -1) : Node(_x, _y, _group) constructor { name = "Activate Physics"; w = 96; min_h = 96; inputs[| 0] = nodeValue(0, "Object", self, JUNCTION_CONNECT.input, VALUE_TYPE.object, noone) .setVisible(true, true); inputs[| 1] = nodeValue(1, "Physics activated", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); outputs[| 0] = nodeValue(0, "Object", self, JUNCTION_CONNECT.output, VALUE_TYPE.object, noone); input_display_list = [ ["Object", true], 0, ["Activate", false], 1, ] static update = function() { var _obj = inputs[| 0].getValue(); outputs[| 0].setValue(_obj); if(!ANIMATOR.is_playing) return; var _act = inputs[| 1].getValue(); if(!is_array(_obj)) _obj = [ _obj ]; for( var i = 0; i < array_length(_obj); i++ ) { var _o = _obj[i].object; if(!is_array(_o)) _o = [ _o ]; for( var j = 0; j < array_length(_o); j++ ) { var obj = _o[j]; if(obj == noone || !instance_exists(obj)) continue; if(is_undefined(obj.phy_active)) continue; obj.phy_active = _act; } } } static onDrawNode = function(xx, yy, _mx, _my, _s) { var bbox = drawGetBbox(xx, yy, _s); var _act = inputs[| 1].getValue(); draw_sprite_fit(_act? s_node_rigidSim_activate : s_node_rigidSim_deactivate, 0, bbox.xc, bbox.yc, bbox.w, bbox.h); } }