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path: root/GameCode/PlayerVelocity.cs
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using UnityEngine;

public class PlayerVelocity : MonoBehaviour
{
	internal bool simulated = true;

	internal bool isKinematic;

	internal Vector2 velocity;

	internal float mass = 100f;

	internal float angularVelocity;

	private CharacterData data;

	public Vector2 position
	{
		get
		{
			return base.transform.position;
		}
		set
		{
			base.transform.position = value;
		}
	}

	internal void AddTorque(float v)
	{
	}

	private void Start()
	{
		data = GetComponent<CharacterData>();
	}

	private void FixedUpdate()
	{
		if (data.isPlaying)
		{
			if (isKinematic)
			{
				velocity *= 0f;
			}
			if (simulated && !isKinematic)
			{
				velocity += Vector2.down * Time.fixedDeltaTime * TimeHandler.timeScale * 20f;
				base.transform.position += Time.fixedDeltaTime * TimeHandler.timeScale * (Vector3)velocity;
				base.transform.position = new Vector3(base.transform.position.x, base.transform.position.y, 0f);
			}
		}
	}

	internal void AddForce(Vector2 force, ForceMode2D forceMode)
	{
		if (forceMode == ForceMode2D.Force)
		{
			force *= 0.02f;
		}
		else
		{
			force *= 1f;
		}
		velocity += force / mass;
	}

	internal void AddForce(Vector3 force, ForceMode2D forceMode)
	{
		AddForce((Vector2)force, forceMode);
	}

	internal void AddForce(Vector2 force)
	{
		AddForce(force, ForceMode2D.Force);
	}

	internal void AddForce(Vector3 force)
	{
		AddForce((Vector2)force, ForceMode2D.Force);
	}
}