Applies both linear and angular (torque) forces continuously to the rigidbody each physics update.

Inheritance: PhysicsUpdateBehaviour2D
 static public int get_relativeForce(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.ConstantForce2D self = (UnityEngine.ConstantForce2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.relativeForce);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.ConstantForce2D constantForce2D = (UnityEngine.ConstantForce2D)value;
     writer.WriteProperty("force", constantForce2D.force);
     writer.WriteProperty("relativeForce", constantForce2D.relativeForce);
     writer.WriteProperty("torque", constantForce2D.torque);
     writer.WriteProperty("enabled", constantForce2D.enabled);
     writer.WriteProperty("tag", constantForce2D.tag);
     writer.WriteProperty("name", constantForce2D.name);
     writer.WriteProperty("hideFlags", constantForce2D.hideFlags);
 }
Ejemplo n.º 3
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 static public int get_torque(IntPtr l)
 {
     try {
         UnityEngine.ConstantForce2D self = (UnityEngine.ConstantForce2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.torque);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
	static public int constructor(IntPtr l) {
		try {
			UnityEngine.ConstantForce2D o;
			o=new UnityEngine.ConstantForce2D();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
Ejemplo n.º 5
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 static public int get_torque(IntPtr l)
 {
     try {
         UnityEngine.ConstantForce2D self = (UnityEngine.ConstantForce2D)checkSelf(l);
         pushValue(l, self.torque);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Ejemplo n.º 6
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 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.ConstantForce2D o;
         o = new UnityEngine.ConstantForce2D();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.ConstantForce2D o;
         o = new UnityEngine.ConstantForce2D();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 8
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 static public int set_torque(IntPtr l)
 {
     try {
         UnityEngine.ConstantForce2D self = (UnityEngine.ConstantForce2D)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.torque = v;
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Ejemplo n.º 9
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 static public int set_torque(IntPtr l)
 {
     try {
         UnityEngine.ConstantForce2D self = (UnityEngine.ConstantForce2D)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.torque = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 10
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 static void ConstantForce2D_torque(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.ConstantForce2D _this = (UnityEngine.ConstantForce2D)vc.csObj;
         var result = _this.torque;
         JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result));
     }
     else
     {
         System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
         UnityEngine.ConstantForce2D _this = (UnityEngine.ConstantForce2D)vc.csObj;
         _this.torque = arg0;
     }
 }
Ejemplo n.º 11
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 static void ConstantForce2D_relativeForce(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.ConstantForce2D _this = (UnityEngine.ConstantForce2D)vc.csObj;
         var result = _this.relativeForce;
         JSApi.setVector2S((int)JSApi.SetType.Rval, result);
     }
     else
     {
         UnityEngine.Vector2         arg0  = (UnityEngine.Vector2)JSApi.getVector2S((int)JSApi.GetType.Arg);
         UnityEngine.ConstantForce2D _this = (UnityEngine.ConstantForce2D)vc.csObj;
         _this.relativeForce = arg0;
     }
 }
    void Start()
    {
        body = GetComponent<Rigidbody2D>();       
        force = GetComponent<ConstantForce2D>();

        float alpha = GameUtils.Instance.DegreeToRadian(transform.rotation.eulerAngles.z);
        force.force = new Vector2(maxForce * Mathf.Cos(alpha), maxForce * Mathf.Sin(alpha));

        body.velocity = force.force;

        int rand = Random.Range(0, listParticle.Length);
        listParticle[rand].SetActive(true);
        particle = listParticle[rand].GetComponent<ParticleSystem>();
        particle.Play();

        SoundManager.Instance.playSound(ESound.Rocket);
    }
	void Start ()
    {
        body = GetComponent<Rigidbody2D>();
        collider = GetComponent<Collider2D>();
        force = GetComponent<ConstantForce2D>();

        float alpha = GameUtils.Instance.DegreeToRadian(transform.rotation.eulerAngles.z);
        force.force = new Vector2(maxForce * Mathf.Cos(alpha), maxForce * Mathf.Sin(alpha));

        body.velocity = force.force;

        // Network
        playerId = photonView.ownerId;
        radar.playerId = playerId;

        SoundManager.Instance.playSound(ESound.Fire);
    }
Ejemplo n.º 14
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        /// <summary>
        /// Read the data into the specified value.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="reader">Reader.</param>
        public override void ReadInto(object value, ISaveGameReader reader)
        {
            UnityEngine.ConstantForce2D constantForce2D = (UnityEngine.ConstantForce2D)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "force":
                    constantForce2D.force = reader.ReadProperty <UnityEngine.Vector2> ();
                    break;

                case "relativeForce":
                    constantForce2D.relativeForce = reader.ReadProperty <UnityEngine.Vector2> ();
                    break;

                case "torque":
                    constantForce2D.torque = reader.ReadProperty <System.Single> ();
                    break;

                case "enabled":
                    constantForce2D.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "tag":
                    constantForce2D.tag = reader.ReadProperty <System.String> ();
                    break;

                case "name":
                    constantForce2D.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    constantForce2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
Ejemplo n.º 15
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 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.ConstantForce2D constantForce2D = SaveGameType.CreateComponent <UnityEngine.ConstantForce2D> ();
     ReadInto(constantForce2D, reader);
     return(constantForce2D);
 }
Ejemplo n.º 16
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 void Awake()
 {
     cf = GetComponent<ConstantForce2D>();
     cf.enabled = false;
 }
    static int _CreateConstantForce2D(IntPtr L)
    {
        int count = LuaDLL.lua_gettop(L);

        if (count == 0)
        {
            ConstantForce2D obj = new ConstantForce2D();
            LuaScriptMgr.Push(L, obj);
            return 1;
        }
        else
        {
            LuaDLL.luaL_error(L, "invalid arguments to method: ConstantForce2D.New");
        }

        return 0;
    }
Ejemplo n.º 18
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    // Use this for initialization
    void Start()
    {
        Player = GameObject.Find ("Player");
        BarrelPivot = transform.FindChild ("BarrelPivot").gameObject; //get child GameObject BarrelPivot
        Barrel = BarrelPivot.transform.FindChild ("Barrel").gameObject;
        pivotForce = BarrelPivot.GetComponent<ConstantForce2D> (); //get ConstantForce2D on BarrelPivot
        pivotRB = BarrelPivot.GetComponent<Rigidbody2D> (); //get Rigidbody2D on BarrelPivot
        pivotForce.torque = -1 * initialTurnSpeed; //initial turret rotation
        //InvokeRepeating ("angleCap", 0, angleCheckRate);

        //firing setup
        if (homig) shotsperburst = 1;
    }
Ejemplo n.º 19
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    void Awake()
    {
        chassis = GetComponent<Rigidbody2D>();
        force = GetComponent<ConstantForce2D>();

        drag = chassis.drag;

        ChangeGear((int)currentGear);
    }