//private ParticleRenderer _particleRenderer;

    void Start()
    {
        BallisticsSettings globalBallisticsSettings = GlobalSettings.Instance.ballisticsSettings;

        _terminalVelocity = globalBallisticsSettings.windVelocity + buoyancyVelocity;

        _position      = transform.position;
        _localPosition = transform.localPosition;

        //var particleAnimator = GetComponent<ParticleAnimator>();
        //particleAnimator.force = 0.5f * (1 / particleAnimator.damping - 1) * _terminalVelocity;

        //_particleRenderer = GetComponent<ParticleRenderer>();
    }
Ejemplo n.º 2
0
    // Start moving the projectile over the trajectory using UsedBallisticsSettings,
    // the current GameObject's position, the rotationTransform's orientation, and
    // the velocity vector.
    public void Start()
    {
        BallisticsSettings ballistics = UsedBallisticsSettings;

        _time             = 0.0f;
        _isActive         = true;
        _trajectory3D     = new Trajectory3D(Projectile3D, transform.position, velocity);
        _headingFrequency = Mathf.Sqrt(_trajectory3D.k) * ballistics.rotationStiffness;
        _headingDamping   = ballistics.rotationDamping;
        _windVelocity     = ballistics.windVelocity;

        if (rotationTransform == null)
        {
            rotationTransform = transform;
        }
        AdvanceTime(0.0f);
    }
Ejemplo n.º 3
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    private static void WindowFunction(int windowID)
    {
        BallisticsSettings ballistics = GlobalSettings.Instance.ballisticsSettings;

        float yStep = 50, y = 10 - yStep;

        ballistics.gravity.y = -AddSlider("Gravity", "{0:0.0} m/s^2",
                                          -ballistics.gravity.y, 1, 20, y += yStep);

        ballistics.terminalVelocity = AddSlider("Terminal velocity", "{0:0} m/s",
                                                ballistics.terminalVelocity, 5, 100, y += yStep);

        ballistics.windVelocity.x = AddSlider("West wind", "{0:0} m/s",
                                              ballistics.windVelocity.x, -25, 25, y += yStep);

        ballistics.windVelocity.z = AddSlider("South wind", "{0:0} m/s",
                                              ballistics.windVelocity.z, -25, 25, y += yStep);

        ballistics.rotationStiffness = AddSlider("Rotation stiffness", "{0:0.0}",
                                                 ballistics.rotationStiffness, 0, 10, y += yStep);

        ballistics.rotationDamping = AddSlider("Rotation damping", "{0:0.0}",
                                               ballistics.rotationDamping, 0, 2, y += yStep);
    }