//

    /*
     * 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);
        }
    }
Example #2
0
 void Awake()
 {
     _p = this.GetComponent <RageCircle>();
 }