// Use this for initialization void Start() { startPosition = transform.position; startRotation = transform.rotation; rb = GetComponentInChildren <CustomRigidbody>(); localHeadPos = rb.transform.localPosition; }
// Use this for initialization void Awake() { DebugTestManager = GetComponent <PhysicsManager>(); physicsText = GameObject.Find("DebugPhysicsText").GetComponent <Text>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <CustomRigidbody>(); debugPath = DebugTestManager.dPath; }
public ProjectileODEData(CustomRigidbody rb) { this.rb = rb; Position = rb.transform.position; Velocity = rb.Properties.Velocity; Mass = rb.Properties.Mass; Area = rb.Properties.Area; DragCoefficient = rb.Properties.DragCoefficient; }
public bool IsColliding(CustomRigidbody rb) { // check that an entity is colliding with the attack area for (int j = 0; j < entityBoundingBoxes.Count; j++) { colliderTest1 = rb.GetComponent <AABB>(); colliderTest2 = areaOfEffect; if (TestAABBOverlap(colliderTest1, colliderTest2)) { //Debug.Log("collision"); isTargetInside = true; return(true); } } return(false); }
private void OnCollisionEnter(Collision collision) { Sleep = true; return; CustomRigidbody rigid = collision.gameObject.GetComponent <CustomRigidbody>(); if (rigid) { rigid.AddForce(Mass * _acceleration); AddForce(rigid.Mass * rigid._acceleration - _currentForce); } else { } //_acceleration = Vector3.zero; AddForce(-_currentForce);// = -Gravity; }
public Vector2 GetDirection(CustomRigidbody rb) { Vector2 t = rb.attackDirection; return(t); }
void Update() { // start game if (Input.GetMouseButtonDown(1)) { Color c = beginText.color; c.a = 0f; beginText.color = c; debugText.color = c; Time.timeScale = 1f; } if (Input.GetKeyDown("left alt")) { UnityEngine.SceneManagement.SceneManager.LoadScene(2); } int score = 0; // calc all physics for this frame first physicsManager.PhysicsUpdate(); /*if (playerHealth <= 0) * { * UnityEditor.EditorApplication.isPlaying = false; * }*/ //check if player and/or enemy has hit a boundary and been removed // reset rigidbodies, camera targets if (!physicsManager.isPlayerActive) { m_Targets.Remove(player.transform); GameObject newPlayer = Instantiate(Resources.Load("player")) as GameObject; player.transform.position = playerSpawn.transform.position; physicsManager.entityBoundingBoxes.Add(newPlayer.GetComponent <AABB>()); physicsManager.rigidBodiesInScene.Add(newPlayer.GetComponent <CustomRigidbody>()); rb = newPlayer.GetComponent <CustomRigidbody>(); rb.InitBody(); rb.m_MaterialType.m_StaticFriction = 0f; rb.m_MaterialType.m_DynamicFriction = 0f; rb.m_Mass = 1f; // take away one life from player // and check player current health for game state playerHealth--; if (playerHealth == 2 || rb.m_PlayerHasBeenHit) { Color temp = heart1.color; temp.a = 0f; heart1.color = temp; } if (playerHealth == 1) { Color temp = heart2.color; temp.a = 0f; heart2.color = temp; } if (playerHealth <= 0) { Color temp = heart3.color; temp.a = 0f; heart3.color = temp; Time.timeScale = 0f; temp.a = 255f; beginText.color = temp; beginText.text = "Your score was: " + playerScore; debugText.color = temp; debugText.text = "Press Escape To Quit."; } m_Targets.Add(newPlayer.transform); player = newPlayer; physicsManager.isPlayerActive = true; } // respawn enemies that have been removed if (!physicsManager.isEnemyActive) { m_Targets.Remove(enemy.transform); int rand = Random.Range(0, enemySpawn.Count); GameObject newEnemy = Instantiate(Resources.Load("enemy")) as GameObject; newEnemy.transform.position = enemySpawn[rand].transform.position; physicsManager.entityBoundingBoxes.Add(newEnemy.GetComponent <AABB>()); physicsManager.rigidBodiesInScene.Add(newEnemy.GetComponent <CustomRigidbody>()); rb = newEnemy.GetComponent <CustomRigidbody>(); rb.InitBody(); rb.m_MaterialType.m_StaticFriction = 0f; rb.m_MaterialType.m_DynamicFriction = 0f; rb.m_Mass = 1f; m_Targets.Add(newEnemy.transform); enemy = newEnemy; physicsManager.isEnemyActive = true; } //update UI score = (int)Time.timeSinceLevelLoad; playerScoreText.text = "Score: " + score; playerScore = score; FindAveragePosition(); // Update camera position based on positions of entities m_Camera.transform.position = physicsManager.UpdateCameraPos(m_Camera.transform.position, m_DesiredPosition); }
private void OnEnable() { sprite = GetComponent <SpriteRenderer>(); rb = GetComponent <CustomRigidbody>(); }
// Start is called before the first frame update void Start() { customRigidbody = GetComponent <CustomRigidbody>(); }