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authorchai <215380520@qq.com>2023-10-27 11:05:14 +0800
committerchai <215380520@qq.com>2023-10-27 11:05:14 +0800
commit766cdff5ffa72b65d7f106658d1603f47739b2ba (patch)
tree34d7799a94dfa9be182825577583c0fa6dc935f7 /GameCode/MoveTransform.cs
+ init
Diffstat (limited to 'GameCode/MoveTransform.cs')
-rw-r--r--GameCode/MoveTransform.cs78
1 files changed, 78 insertions, 0 deletions
diff --git a/GameCode/MoveTransform.cs b/GameCode/MoveTransform.cs
new file mode 100644
index 0000000..e6b8d0f
--- /dev/null
+++ b/GameCode/MoveTransform.cs
@@ -0,0 +1,78 @@
+using UnityEngine;
+
+public class MoveTransform : MonoBehaviour
+{
+ public float gravity = 30f;
+
+ public float drag;
+
+ public float dragMinSpeed = 1f;
+
+ public float velocitySpread;
+
+ public float spread;
+
+ public Vector3 localForce;
+
+ public Vector3 worldForce;
+
+ public float multiplier = 1f;
+
+ public Vector3 velocity;
+
+ [HideInInspector]
+ public float distanceTravelled;
+
+ [HideInInspector]
+ public bool DontRunStart;
+
+ public float selectedSpread;
+
+ public bool allowStop;
+
+ public int simulateGravity;
+
+ private int randomSeed;
+
+ [HideInInspector]
+ internal float simulationSpeed = 1f;
+
+ private void Start()
+ {
+ if (!DontRunStart)
+ {
+ velocity += base.transform.TransformDirection(localForce) + worldForce;
+ base.transform.rotation = Quaternion.LookRotation(velocity, Vector3.forward);
+ if (spread != 0f)
+ {
+ velocity += base.transform.up * selectedSpread;
+ }
+ }
+ }
+
+ private void Update()
+ {
+ float num = Mathf.Clamp(TimeHandler.deltaTime, 0f, 0.02f);
+ float deltaTime = TimeHandler.deltaTime;
+ num *= simulationSpeed;
+ deltaTime *= simulationSpeed;
+ if (simulateGravity == 0)
+ {
+ velocity += gravity * Vector3.down * deltaTime * multiplier;
+ }
+ if ((velocity.magnitude > 2f || allowStop) && velocity.magnitude > dragMinSpeed)
+ {
+ velocity -= velocity * Mathf.Clamp(drag * num * Mathf.Clamp(multiplier, 0f, 1f), 0f, 1f);
+ }
+ base.transform.position += velocity * deltaTime * multiplier;
+ distanceTravelled += velocity.magnitude * deltaTime * multiplier;
+ base.transform.rotation = Quaternion.LookRotation(velocity, Vector3.forward);
+ }
+
+ public float GetUpwardsCompensation(Vector2 start, Vector2 end)
+ {
+ start.y = 0.5f;
+ end.y = 0.5f;
+ return Mathf.Pow(Vector3.Distance(start, end), 2.06f) * gravity / velocity.magnitude * 0.012f;
+ }
+}