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using UnityEngine;
public class StayInPlace : MonoBehaviour
{
private InputHandler input;
public Rigidbody rig;
public float force;
private Vector3 stopPosition;
private bool isBroken;
private PlayerDeath death;
private Strength str;
private float strength = 1f;
private void Start()
{
str = GetComponent<Strength>();
input = GetComponent<InputHandler>();
death = GetComponent<PlayerDeath>();
stopPosition = rig.position;
}
private void FixedUpdate()
{
if (death.dead)
{
return;
}
strength = str.strength;
if (input.inputMovementDirection.magnitude > 0.1f)
{
stopPosition = rig.position + rig.velocity * 0.25f;
isBroken = false;
}
else if (!isBroken)
{
if (Vector3.Distance(stopPosition, rig.position) > 1f)
{
isBroken = true;
}
rig.AddForce((stopPosition - rig.position) * force * strength, ForceMode.Acceleration);
}
}
}
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