public override Vector3 GetGravityForObject(UCObject target) { Vector3 gravity = (transform.position - target.transform.position).normalized * strength; if (fadeAtEdgeOfRange) gravity *= 1 - (Vector3.Distance(transform.position, target.transform.position) / range); // if (target.debugMessages) Debug.Log("Gravity: (" + gravity.x + ", " + gravity.y + ", " + gravity.z + ")"); return gravity; }
public abstract Vector3 GetGravityForObject(UCObject target);
public override Vector3 GetGravityForObject(UCObject target) { return force; }