void Start()
    {
        part.setInverseMassWithMass(0.5f);
        part.affectedByGravity(true);
        part.checkGravity();

        testReg.add(part, grav);
        _gobject = Instantiate(gobject, pos.convertToVector3(), Quaternion.identity, gameObject.transform) as GameObject;
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        part1.setPosition(transform.position.x, transform.position.y, transform.position.z);
        part2.setPosition(transform.position.x, transform.position.y + 1.5f, transform.position.z);           //same position as green ball but not the positon of green ball
        //part1.setMass (25);
        part1.setInverseMassWithMass(0.5f);
        print("Part1 inverse mass: " + part1.getInverseMass());
        part1.affectedByGravity(true);
        //setGravity (0, -1, 0);
        //part1.setVelocity (12, 10, -1);
        //part1.setAcceleration (0, 20, 0);
        part1.checkGravity();
        //part1.setAcceleration ((float)gravity.getComponentX(), (float)gravity.getComponentY(), (float)gravity.getComponentZ());

        /*
         *      You could mess around with creating fireworks later page 84 in millington though not in the current form
         */
    }
Example #3
0
    //static ParticleDrag drag = new ParticleDrag (0.01f,0.01f);

    void Start()
    {
        part1.setPosition(GameObject.Find("Particle1").transform.position.x, GameObject.Find("Particle1").transform.position.y, GameObject.Find("Particle1").transform.position.z);
        part2.setPosition(GameObject.Find("Particle2").transform.position.x, GameObject.Find("Particle2").transform.position.y, GameObject.Find("Particle2").transform.position.z);
        //print ("Positions set");

        part1.setInverseMassWithMass(0.5f);
        part1.affectedByGravity(true);
        part1.checkGravity();

        part2.setInverseMassWithMass(0.5f);
        part2.affectedByGravity(true);
        part2.checkGravity();
        MyForceReg.add(part1, gravity1);
        MyForceReg.add(part2, gravity2);
        //MyForceReg.add (part1, drag);
        //MyForceReg.add (part2, drag);
    }