private void CascadeToNeighbour(GameObject measureDistanceTo, DartChainV2 targettocascade) { if (!_isStaticChain) { var distancetochain = Vector3.Distance(measureDistanceTo.transform.position, transform.position); if (distancetochain >= CurrentGun.Settings.HoseLength) { var direction = measureDistanceTo.transform.position - transform.position; MainRigidbody.AddForce(direction.normalized * _maxForce * distancetochain); targettocascade.CascadeForce(this, _maxForce * _mitigationFactor * distancetochain); } } }
private void CascadeToNeighbour(GameObject measureDistanceTo, DartChainV2 targettocascade) { if (!_isStaticChain) { var distancetochain = Vector3.Distance(measureDistanceTo.transform.position, transform.position); if (distancetochain >= CurrentGun.Settings.HoseLength) { var direction = measureDistanceTo.transform.position - transform.position; MainRigidbody.AddForce(direction.normalized*_maxForce*distancetochain); targettocascade.CascadeForce(this, _maxForce*_mitigationFactor*distancetochain); } } }