// /* * void ApplyGravity(RageCircle A, RageCircle B) * { * //This is how to get the distance vector between two objects. * Vector3 dist = B.Tf.position - A.Tf.position; * float r = dist.sqrMagnitude; * * float force = (GravityConstant * A.Mass * B.Mass) / r; * * //Then, just apply the forces * A.Rb2D.AddForce (dist.normalized * force); * B.Rb2D.AddForce (-dist.normalized * force); * }*/ //deprecated public RageCircle AddGenericPlanet() { Transform genericPlanet = Resources.Load("CircleMono", typeof(Transform)) as Transform; if (genericPlanet != null) { Transform t = Instantiate(genericPlanet, Vector3.zero, Quaternion.identity) as Transform; if (t) { RageCircle r = t.GetComponent <RageCircle>(); if (r) { planets.Add(r); return(r); } else { return(null); } } else { return(null); } } else { Debug.Log("Cannot find Circle prefab"); return(null); } }
void Awake() { _p = this.GetComponent <RageCircle>(); }