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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;
}
}
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