//Create Particle Link
    public Particle2DLink CreateLink(GameObject object1, GameObject object2, float maxLength)
    {
        ParticleRod particleRod = object1.AddComponent <ParticleRod>();

        particleRod.Initialize(object1, object2, maxLength);
        return(object1.GetComponent <ParticleRod>());
    }
Beispiel #2
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    // Start is called before the first frame update
    void Start()
    {
        GameObject obj1 = GameObject.Find("Rod1");
        GameObject obj2 = GameObject.Find("Rod2");

        GameObject  particleLinkObj = new GameObject("Link" + obj1.name + " " + obj2.name);
        ParticleRod newParticleRod  = particleLinkObj.AddComponent <ParticleRod>();

        newParticleRod.Initialize(obj1, obj2, 2);
        mParticleLinks.Add(newParticleRod);
    }
Beispiel #3
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    // Start is called before the first frame update
    void Start()
    {
        GameObject  particleLinkObject = new GameObject("LINK " + GameObject.Find("RodAnchor").name + " " + GameObject.Find("RodPlatform").name);
        ParticleRod newParticleRod     = particleLinkObject.AddComponent <ParticleRod>();

        newParticleRod.Initialize(GameObject.Find("RodPlatform"), GameObject.Find("RodAnchor"), 10);
        ContactResolver.Instance.mParticleLinks.Add(newParticleRod);

        //Swing Platform
        GameObject  particleLinkObject2 = new GameObject("LINK " + GameObject.Find("SwingAnchor").name + " " + GameObject.Find("SwingPlatform").name);
        ParticleRod particleRod         = particleLinkObject.AddComponent <ParticleRod>();

        particleRod.Initialize(GameObject.Find("SwingPlatform"), GameObject.Find("SwingAnchor"), 10);
        ContactResolver.Instance.mParticleLinks.Add(particleRod);
    }
Beispiel #4
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetKey(KeyCode.Alpha1))
        {
            transform.Rotate(Vector3.forward * 1.0f);
        }
        if (Input.GetKey(KeyCode.Alpha2))
        {
            transform.Rotate(Vector3.back * 1.0f);
        }

        if (Input.GetKeyDown(KeyCode.W))
        {
            mCurrentProjectile += 1;
            if (mCurrentProjectile == ProjectileType.NumberOfTypes)
            {
                mCurrentProjectile = 0;
            }
        }

        if (Input.GetKeyDown(KeyCode.Return))
        {
            if (mCurrentProjectile == 0)
            {
                //rod weapon
                GameObject Projectile1 = Instantiate(bulletPrefab);
                Projectile1.transform.position = transform.position;
                Projectile1.transform.rotation = transform.rotation;
                Projectile1.tag = "Projectile";
                Particle2D Projectile1Data = Projectile1.AddComponent <Particle2D>();
                Projectile1Data.Mass               = rodEndMass1;
                Projectile1Data.Velocity           = transform.up * rodEndVelocity1;
                Projectile1Data.Acceleration       = rodEndAcceleration1;
                Projectile1Data.DampingConstant    = rodEndDampingConstant1;
                Projectile1Data.shouldIgnoreForces = rodEndshouldIgnoreForces1;
                ParticleManager.Instance.mParticles.Add(Projectile1Data);

                GameObject Projectile2 = Instantiate(bulletPrefab);
                Projectile2.transform.position = transform.position + new Vector3(0, 1, 0);;
                Projectile2.transform.rotation = transform.rotation;
                Projectile2.tag = "Projectile";
                Particle2D Projectile2Data = Projectile2.AddComponent <Particle2D>();
                Projectile2Data.Mass               = rodEndMass2;
                Projectile2Data.Velocity           = transform.up * rodEndVelocity2;
                Projectile2Data.Acceleration       = rodEndAcceleration2;
                Projectile2Data.DampingConstant    = rodEndDampingConstant2;
                Projectile2Data.shouldIgnoreForces = rodEndshouldIgnoreForces2;
                ParticleManager.Instance.mParticles.Add(Projectile2Data);

                GameObject  particleLinkObject = new GameObject("LINK " + Projectile1.name + " " + Projectile2.name);
                ParticleRod newParticleRod     = particleLinkObject.AddComponent <ParticleRod>();
                newParticleRod.Initialize(Projectile1, Projectile2, 2);
                ContactResolver.Instance.mParticleLinks.Add(newParticleRod);
            }
            else
            {
                //spring weapon
                GameObject Projectile1 = Instantiate(bulletPrefab);
                Projectile1.transform.position = transform.position;
                Projectile1.transform.rotation = transform.rotation;
                Projectile1.tag = "Projectile";
                Particle2D Projectile1Data = Projectile1.AddComponent <Particle2D>();
                Projectile1Data.Mass               = springEndMass1;
                Projectile1Data.Velocity           = transform.up * springEndVelocity1;
                Projectile1Data.Acceleration       = springEndAcceleration1;
                Projectile1Data.DampingConstant    = springEndDampingConstant1;
                Projectile1Data.shouldIgnoreForces = springEndshouldIgnoreForces1;
                ParticleManager.Instance.mParticles.Add(Projectile1Data);

                GameObject Projectile2 = Instantiate(bulletPrefab);
                Projectile2.transform.position = transform.position + new Vector3(0, 1, 0);
                Projectile2.transform.rotation = transform.rotation;
                Projectile2.tag = "Projectile";
                Particle2D Projectile2Data = Projectile2.AddComponent <Particle2D>();
                Projectile2Data.Mass               = springEndMass2;
                Projectile2Data.Velocity           = transform.up * springEndVelocity2;
                Projectile2Data.Acceleration       = springEndAcceleration2;
                Projectile2Data.DampingConstant    = springEndDampingConstant2;
                Projectile2Data.shouldIgnoreForces = springEndshouldIgnoreForces2;
                ParticleManager.Instance.mParticles.Add(Projectile2Data);

                ForceManager.Instance.CreateSpringForceGenerator(Projectile1, Projectile2, springConstant, restLength);
            }
        }
    }