void Start() { GameObject capsule = GameObject.CreatePrimitive(PrimitiveType.Capsule); capsule.transform.position.Set(1, 5, 2); capsule.AddComponent("Ridgidbody"); PhysicMaterial material = new PhysicMaterial(); material.bounciness = 1; capsule.collider.material = material; }
public PhysicMaterialReplacer(Transform anchor, InteractionMaterial material) { _colliders = anchor.GetComponentsInChildren<Collider>(true); _originalMaterials = _colliders.Select(c => c.sharedMaterial).ToArray(); switch (material.PhysicMaterialMode) { case InteractionMaterial.PhysicMaterialModeEnum.NoAction: _replacementMaterials = null; break; case InteractionMaterial.PhysicMaterialModeEnum.DuplicateExisting: _replacementMaterials = _originalMaterials.Select(m => { PhysicMaterial newMat; if (m == null) { newMat = new PhysicMaterial(); newMat.name = "Grasping Material"; } else { newMat = Object.Instantiate(m); newMat.name = m.name + " (Grasping Instance)"; } newMat.bounciness = 0; return newMat; }).ToArray(); break; case InteractionMaterial.PhysicMaterialModeEnum.Replace: _replacementMaterials = _originalMaterials.Select(m => material.ReplacementPhysicMaterial).ToArray(); break; } }
public GameObject[] CollideWorld(Vector3 centre,float d, PhysicMaterial mat) { Vector3 pos = centre; Vector3 size = new Vector3(1f,1f,1f); float angle = 0; float step = Mathf.PI/360f*2f; GameObject[] objects = new GameObject[360]; GameObject parent = new GameObject("parent"); BoxCollider boxCollider = null; Vector3 sizeOfColl = new Vector3(1f,5f,3.5f); for(int i=0; i<360f; i++) { pos.x = centre.x + d* Mathf.Cos(angle); pos.z = centre.z + d* Mathf.Sin(angle); angle +=step; GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube); obj.transform.localScale = size; obj.transform.position = pos; ((BoxCollider)obj.transform.collider).size = sizeOfColl; ((BoxCollider)obj.transform.collider).material = mat; obj.transform.parent = parent.transform; objects[i] = obj; } return objects; }
static public int get_dynamicFriction(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); pushValue(l, true); pushValue(l, self.dynamicFriction); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
public static int constructor(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); UnityEngine.PhysicMaterial o; if(argc==1){ o=new UnityEngine.PhysicMaterial(); pushValue(l,true); pushValue(l,o); return 2; } else if(argc==2){ System.String a1; checkType(l,2,out a1); o=new UnityEngine.PhysicMaterial(a1); pushValue(l,true); pushValue(l,o); return 2; } return error(l,"New object failed."); } catch(Exception e) { return error(l,e); } }
static public int set_bounciness(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); float v; checkType(l, 2, out v); self.bounciness = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int constructor(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); UnityEngine.PhysicMaterial o; if (argc == 1) { o = new UnityEngine.PhysicMaterial(); pushValue(l, true); pushValue(l, o); return(2); } else if (argc == 2) { System.String a1; checkType(l, 2, out a1); o = new UnityEngine.PhysicMaterial(a1); pushValue(l, true); pushValue(l, o); return(2); } return(error(l, "New object failed.")); } catch (Exception e) { return(error(l, e)); } }
void OnEnable() { // get relevant components playerRigidbody = GameObject.FindWithTag ("Player").GetComponent<Rigidbody> (); playerMovement = GameObject.FindWithTag ("Player").GetComponent<Movement> (); playerPMat = (PhysicMaterial) Resources.Load ("PhysicMaterials/Ball"); }
static public int set_frictionCombine(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); UnityEngine.PhysicMaterialCombine v; v = (UnityEngine.PhysicMaterialCombine)LuaDLL.luaL_checkinteger(l, 2); self.frictionCombine = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
private void Awake() { // Create frictionless physmaterial for walls var material = new PhysicMaterial("Frictionless"); material.staticFriction = 0f; material.dynamicFriction = 0f; material.frictionCombine = PhysicMaterialCombine.Minimum; material.bounceCombine = PhysicMaterialCombine.Minimum; material.bounciness = 0f; var surfaces = new BoxCollider[6]; for (var i = 0; i < 6; i++) { var obj = new GameObject(); obj.transform.SetParent(transform, false); var collider = obj.AddComponent<BoxCollider>(); collider.sharedMaterial = material; surfaces[i] = collider; } var size = thickness / transform.localScale.magnitude; var offset = 0.5f + size / 2f; // Floor surfaces[0].size = new Vector3(1f, size, 1f); surfaces[0].transform.localPosition = new Vector3(0f, -offset, 0f); surfaces[0].name = "Floor"; // Ceiling surfaces[1].size = new Vector3(1f, size, 1f); surfaces[1].transform.localPosition = new Vector3(0f, offset, 0f); surfaces[1].name = "Ceiling"; // Wall Z- surfaces[2].size = new Vector3(1f, 1f, size); surfaces[2].transform.localPosition = new Vector3(0f, 0f, -offset); surfaces[2].name = "Wall Z-"; // Wall Z+ surfaces[3].size = new Vector3(1f, 1f, size); surfaces[3].transform.localPosition = new Vector3(0f, 0f, offset); surfaces[3].name = "Wall Z+"; // Wall X- surfaces[4].size = new Vector3(size, 1f, 1f); surfaces[4].transform.localPosition = new Vector3(-offset, 0f, 0f); surfaces[4].name = "Wall X-"; // Wall X+ surfaces[5].size = new Vector3(size, 1f, 1f); surfaces[5].transform.localPosition = new Vector3(offset, 0f, 0f); surfaces[5].name = "Wall X+"; if (useLayer) { for (int i = 0; i < surfaces.Length; i++) { surfaces[i].gameObject.layer = gameObject.layer; } } }
static public int set_frictionDirection2(IntPtr l) { UnityEngine.PhysicMaterial o = (UnityEngine.PhysicMaterial)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); o.frictionDirection2 = v; return(0); }
static public int set_bounceCombine(IntPtr l) { UnityEngine.PhysicMaterial o = (UnityEngine.PhysicMaterial)checkSelf(l); UnityEngine.PhysicMaterialCombine v; checkEnum(l, 2, out v); o.bounceCombine = v; return(0); }
public bool UpdateCollider(CGColliderEnum mode, bool convex, PhysicMaterial material) { if (Collider == null) { switch (mode) { case CGColliderEnum.Mesh: if (canAddMeshCollider(Filter.sharedMesh.bounds)) { var mc = gameObject.AddComponent<MeshCollider>(); mc.convex = convex; mCollider = mc; } break; case CGColliderEnum.Box: gameObject.AddComponent<BoxCollider>(); break; case CGColliderEnum.Sphere: gameObject.AddComponent<SphereCollider>(); break; } } if (Collider != null) { switch (mode) { case CGColliderEnum.Mesh: var mc = Collider as MeshCollider; mc.sharedMesh = null; if (!canAddMeshCollider(Filter.sharedMesh.bounds)) return false; try { mc.sharedMesh = Filter.sharedMesh; } catch { return false; } break; case CGColliderEnum.Box: var bc = Collider as BoxCollider; bc.center = Filter.sharedMesh.bounds.center; bc.size = Filter.sharedMesh.bounds.size; break; case CGColliderEnum.Sphere: var sc = Collider as SphereCollider; sc.center = Filter.sharedMesh.bounds.center; sc.radius = Filter.sharedMesh.bounds.extents.magnitude; break; } Collider.material = material; } return true; }
static public int set_staticFriction(IntPtr l) { UnityEngine.PhysicMaterial o = (UnityEngine.PhysicMaterial)checkSelf(l); float v; checkType(l, 2, out v); o.staticFriction = v; return(0); }
static public int set_bounciness(IntPtr l) { UnityEngine.PhysicMaterial o = (UnityEngine.PhysicMaterial)checkSelf(l); float v; checkType(l, 2, out v); o.bounciness = v; return(0); }
public override void InitPhysics() { bodyCollider = gameObject.AddComponent<BoxCollider>(); bodyCollider.size=new Vector3(Size.x * FPhysics.POINTS_TO_METERS,Size.y * FPhysics.POINTS_TO_METERS,64); PhysicMaterial mat = new PhysicMaterial(); mat.bounciness = Bounciness; mat.dynamicFriction = FrictionDyn; mat.staticFriction = FrictionSta; mat.frictionCombine = PhysicMaterialCombine.Maximum; }
public void Start() { Controller = gameObject.AddComponent<CharacterController>(); Controller.radius = .25f; Controller.height = 1; MainCamera = Camera.main; MainCamera.nearClipPlane = .1f; gameObject.AddComponent<MouseLook>(); BouncyMaterial = (PhysicMaterial)Resources.Load("BouncySphereMaterial"); }
void Start() { LavaMaterial = Resources.Load<Material>("Lava_Color"); IceMaterial = Resources.Load<Material>("Ice_Color"); WaterMaterial = Resources.Load<Material>("Water_Color"); IcePhysics = Resources.Load<PhysicMaterial>("ice_physics"); this.renderer.material = IceMaterial; }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.PhysicMaterial physicMaterial = (UnityEngine.PhysicMaterial)value; writer.WriteProperty("dynamicFriction", physicMaterial.dynamicFriction); writer.WriteProperty("staticFriction", physicMaterial.staticFriction); writer.WriteProperty("bounciness", physicMaterial.bounciness); writer.WriteProperty("frictionCombine", physicMaterial.frictionCombine); writer.WriteProperty("bounceCombine", physicMaterial.bounceCombine); writer.WriteProperty("name", physicMaterial.name); writer.WriteProperty("hideFlags", physicMaterial.hideFlags); }
static public int get_bounceCombine(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); pushEnum(l, (int)self.bounceCombine); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_bounciness(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); pushValue(l, self.bounciness); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_frictionCombine(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); pushValue(l, true); pushEnum(l, (int)self.frictionCombine); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_staticFriction(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); pushValue(l, true); pushValue(l, self.staticFriction); return(2); } catch (Exception e) { return(error(l, e)); } }
public static SoundPrefab.Materials MaterialPhysicsToSound(PhysicMaterial mat) { SoundPrefab.Materials result; if (mat != null && materialNames.TryGetValue(mat.name, out result)) { return result; } else { return SoundPrefab.Materials.None; } }
private SurfaceSound _GetCurrentSurface(PhysicMaterial currentMaterial) { SurfaceSound surfaceSound; if(currentMaterial != null && surfaceTable != null && surfaceTable.TryGetValue(currentMaterial, out surfaceSound)) { return surfaceSound; } else { return DefaultSounds; } }
static public int get_staticFriction(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); pushValue(l, self.staticFriction); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_frictionCombine(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); pushEnum(l, (int)self.frictionCombine); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
// Use this for initialization void Start () { ServiceLocator.GetGameManager().winOnTimeOut = true; PhysicMaterial physicMat = new PhysicMaterial(); GetComponent<Collider>().material = physicMat; physicMat.bounciness = 0; physicMat.dynamicFriction = 0.2f; ServiceLocator.GetSoundSystem().PlayBackgroundMusic("runner"); ServiceLocator.GetSoundSystem().PlaySound("hintRunner"); rb = GetComponent<Rigidbody>(); }
void Start() { float bouncyAmount = 0.5f; Color myColor = Color.red; gameObject.AddComponent("Rigidbody"); PhysicMaterial material = new PhysicMaterial(); material.bounciness = bouncyAmount; gameObject.collider.material = material; gameObject.renderer.material.color = myColor; }
static public int set_staticFriction(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); float v; checkType(l, 2, out v); self.staticFriction = v; return(0); } catch (Exception e) { return(error(l, e)); } }
void Start() { //Set static variables wheelCastMaskStatic = wheelCastMask; groundMaskStatic = groundMask; damageMaskStatic = damageMask; ignoreWheelCastLayer = LayerMask.NameToLayer("Ignore Wheel Cast"); frictionlessMatStatic = frictionlessMat; tireMarkLengthStatic = Mathf.Max(tireMarkLength, 2); tireMarkGapStatic = tireMarkGap; tireMarkHeightStatic = tireMarkHeight; tireFadeTimeStatic = tireFadeTime; }
static public int ctor_s(IntPtr l) { try { UnityEngine.PhysicMaterial o; o = new UnityEngine.PhysicMaterial(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_bounceCombine(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); UnityEngine.PhysicMaterialCombine v; checkEnum(l, 2, out v); self.bounceCombine = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_frictionCombine(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); UnityEngine.PhysicMaterialCombine v; checkEnum(l, 2, out v); self.frictionCombine = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_frictionCombine(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); UnityEngine.PhysicMaterialCombine v; checkEnum(l, 2, out v); self.frictionCombine = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_bounciness(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); float v; checkType(l, 2, out v); self.bounciness = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_frictionDirection2(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.frictionDirection2 = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
void Start() { currentMass = gameObject.GetComponent<Rigidbody>().mass; playerPhyscMat = gameObject.GetComponent<Collider>().material; skinnedRenderer = gameObject.GetComponent<SkinnedMeshRenderer>(); plyrMaterial = skinnedRenderer.material; // Starting Color plyrMaterial.color = LightColor; // Get Ui Elements MassBar = GameObject.Find("MassBar").GetComponent<Image>(); BounceBar = GameObject.Find("BounceBar").GetComponent<Image>(); }
static public int set_dynamicFriction(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); float v; checkType(l, 2, out v); self.dynamicFriction = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_frictionDirection2(IntPtr l) { try { UnityEngine.PhysicMaterial self = (UnityEngine.PhysicMaterial)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.frictionDirection2 = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public VoxelSubstance( string name, Material renderMaterial, Material blendMaterial, PhysicMaterial physicsMaterial // float strength, float pliability, float conductivity ) { this.name = name; this.renderMaterial = renderMaterial; this.blendMaterial = blendMaterial; this.physicsMaterial = physicsMaterial; // this.strength = strength; // this.pliability = pliability; // this.conductivity = conductivity; }
static void PhysicMaterial_bounciness(JSVCall vc) { if (vc.bGet) { UnityEngine.PhysicMaterial _this = (UnityEngine.PhysicMaterial)vc.csObj; var result = _this.bounciness; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.PhysicMaterial _this = (UnityEngine.PhysicMaterial)vc.csObj; _this.bounciness = arg0; } }
static void Collider_material(JSVCall vc) { if (vc.bGet) { UnityEngine.Collider _this = (UnityEngine.Collider)vc.csObj; var result = _this.material; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); } else { UnityEngine.PhysicMaterial arg0 = (UnityEngine.PhysicMaterial)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.Collider _this = (UnityEngine.Collider)vc.csObj; _this.material = arg0; } }
static int QPYX_set_sharedMaterial_YXQP(IntPtr L_YXQP) { object QPYX_o_YXQP = null; try { QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1); UnityEngine.Collider QPYX_obj_YXQP = (UnityEngine.Collider)QPYX_o_YXQP; UnityEngine.PhysicMaterial QPYX_arg0_YXQP = (UnityEngine.PhysicMaterial)ToLua.CheckObject(L_YXQP, 2, typeof(UnityEngine.PhysicMaterial)); QPYX_obj_YXQP.sharedMaterial = QPYX_arg0_YXQP; return(0); } catch (Exception QPYX_e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index sharedMaterial on a nil value")); } }
static int QPYX_get_sharedMaterial_YXQP(IntPtr L_YXQP) { object QPYX_o_YXQP = null; try { QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1); UnityEngine.Collider QPYX_obj_YXQP = (UnityEngine.Collider)QPYX_o_YXQP; UnityEngine.PhysicMaterial QPYX_ret_YXQP = QPYX_obj_YXQP.sharedMaterial; ToLua.PushSealed(L_YXQP, QPYX_ret_YXQP); return(1); } catch (Exception QPYX_e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index sharedMaterial on a nil value")); } }
public override void InitPhysics() { Rigidbody rb = gameObject.AddComponent<Rigidbody>(); rb.constraints = RigidbodyConstraints.FreezeRotation; rb.angularDrag = AngularDrag; rb.mass = Mass; bodyCollider = gameObject.AddComponent<BoxCollider>(); bodyCollider.size=new Vector3(Size.x * FPhysics.POINTS_TO_METERS,Size.y* FPhysics.POINTS_TO_METERS,32); PhysicMaterial mat = new PhysicMaterial(); mat.bounciness = Bounciness; mat.dynamicFriction = FrictionDyn; mat.staticFriction = FrictionSta; mat.frictionCombine = PhysicMaterialCombine.Maximum; collider.material = mat; }
static void PhysicMaterial_bounceCombine(JSVCall vc) { if (vc.bGet) { UnityEngine.PhysicMaterial _this = (UnityEngine.PhysicMaterial)vc.csObj; var result = _this.bounceCombine; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); } else { UnityEngine.PhysicMaterialCombine arg0 = (UnityEngine.PhysicMaterialCombine)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.PhysicMaterial _this = (UnityEngine.PhysicMaterial)vc.csObj; _this.bounceCombine = arg0; } }
static void PhysicMaterial_frictionDirection2(JSVCall vc) { if (vc.bGet) { UnityEngine.PhysicMaterial _this = (UnityEngine.PhysicMaterial)vc.csObj; var result = _this.frictionDirection2; JSApi.setVector3S((int)JSApi.SetType.Rval, result); } else { UnityEngine.Vector3 arg0 = (UnityEngine.Vector3)JSApi.getVector3S((int)JSApi.GetType.Arg); UnityEngine.PhysicMaterial _this = (UnityEngine.PhysicMaterial)vc.csObj; _this.frictionDirection2 = arg0; } }
void Awake() { rgbody = GetComponent<Rigidbody>(); capsuleCollider = GetComponent<CapsuleCollider>(); animator = GetComponent<Animator>(); if (rgbody == null) throw new MissingReferenceException("Rigidbody tidak ditemukan"); if (capsuleCollider == null) throw new MissingReferenceException("Capsule Collider tidak ditemukan"); if (animator == null) throw new MissingReferenceException("Animator tidak ditemukan"); PhysicMaterial material = new PhysicMaterial(); material.bounciness = 0; material.staticFriction = 0; material.dynamicFriction = 0; capsuleCollider.material = material; }
//**********************************************************************************// // INITIAL SETUP // // prepare the initial information for capsule collider, physics materials, etc... // //**********************************************************************************// public void InitialSetup() { animator = GetComponent<Animator>(); shootables = new List<Transform>(); // better sync of animations like quickTurn180 animator.updateMode = AnimatorUpdateMode.AnimatePhysics; communication = new SerialCommunication(); tpCamera = TPCamera.instance; CollectShootableBodyParts(transform); if (hud == null) Debug.Log("Missing HUDController, please assign on ThirdPersonController"); // prevents the collider from slipping on ramps frictionPhysics = new PhysicMaterial(); frictionPhysics.name = "frictionPhysics"; frictionPhysics.staticFriction = 0.6f; frictionPhysics.dynamicFriction = 0.6f; // default physics defaultPhysics = new PhysicMaterial(); defaultPhysics.name = "defaultPhysics"; defaultPhysics.staticFriction = 0f; defaultPhysics.dynamicFriction = 0f; // rigidbody info _rigidbody = GetComponent<Rigidbody> (); // capsule collider capsuleCollider = GetComponent<CapsuleCollider>(); // save your collider preferences colliderCenter = GetComponent<CapsuleCollider>().center; colliderRadius = GetComponent<CapsuleCollider>().radius; colliderHeight = GetComponent<CapsuleCollider>().height; CreateBonesToCurve(); currentHealth = startingHealth; currentStamina = startingStamina; if(hud == null) return; hud.damageImage.color = new Color(0f, 0f, 0f, 0f); }
public static matID GetMaterialID( PhysicMaterial physMat ) { if ( physMat == null ) return matID.CONCRETE; Debug.Log ( physMat.name ); if ( physMat == null ) return matID.CONCRETE; else if ( string.Equals( physMat.name, "Concrete" ) ) return matID.CONCRETE; else if ( string.Equals( physMat.name, "Dirt" ) || string.Equals( physMat.name, "Grass" ) ) return matID.DIRT; else if ( string.Equals( physMat.name, "Sand" ) ) return matID.SAND; else if ( string.Equals( physMat.name, "Stone" ) ) return matID.STONE; else if ( string.Equals( physMat.name, "Brick" ) ) return matID.BRICK; else if ( string.Equals( physMat.name, "Mud" ) ) return matID.MUD; else if ( string.Equals( physMat.name, "Flesh" ) ) return matID.FLESH; else if ( string.Equals( physMat.name, "Foliage" ) ) return matID.FOLIAGE; else if ( string.Equals( physMat.name, "Glass" ) || string.Equals( physMat.name, "CarGlass" ) ) return matID.GLASS; else if ( string.Equals( physMat.name, "Metal" ) || string.Equals( physMat.name, "CarMaterial" ) ) return matID.METAL; else if ( string.Equals( physMat.name, "Paper" ) ) return matID.PAPER; else if ( string.Equals( physMat.name, "Plaster" ) ) return matID.PLASTER; else if ( string.Equals( physMat.name, "Plastic" ) ) return matID.PLASTIC; else if ( string.Equals( physMat.name, "Water" ) ) return matID.WATER; else if ( string.Equals( physMat.name, "Wood" ) ) return matID.WOOD; else return matID.CONCRETE; }
private void TestSpawn() { GameObject g = GameObject.CreatePrimitive(PrimitiveType.Cube); //Destroy(g.GetComponent<BoxCollider>()); g.name = "Test"; PhysicMaterial pm = new PhysicMaterial("BOUNCE"); pm.bounciness = 0.8f; g.GetComponent<BoxCollider>().material = pm; g.transform.SetParent(transform, false); g.transform.localPosition = RandomPos(); Rigidbody r = g.AddComponent<Rigidbody>(); r.velocity = new Vector3(0, 0, -5); r.useGravity = false; g.AddComponent<EnemyBase>(); Destroy(g, 20f); }
protected virtual void Start() { capsule = GetComponent<Collider>() as CapsuleCollider; r = GetComponent<Rigidbody>(); // Store the collider volume originalHeight = capsule.height; originalCenter = capsule.center; // Physics materials zeroFrictionMaterial = new PhysicMaterial(); zeroFrictionMaterial.dynamicFriction = 0f; zeroFrictionMaterial.staticFriction = 0f; zeroFrictionMaterial.frictionCombine = PhysicMaterialCombine.Minimum; zeroFrictionMaterial.bounciness = 0f; zeroFrictionMaterial.bounceCombine = PhysicMaterialCombine.Minimum; highFrictionMaterial = new PhysicMaterial(); // Making sure rigidbody rotation is fixed r.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; }
void Awake() { rigid = GetComponent<Rigidbody>(); //set up rigidbody constraints rigid.interpolation = RigidbodyInterpolation.Interpolate; if(sidescroller) rigid.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ; else rigid.constraints = RigidbodyConstraints.FreezeRotation; //add frictionless physics material if(GetComponent<Collider>().material.name == "Default (Instance)") { PhysicMaterial pMat = new PhysicMaterial(); pMat.name = "Frictionless"; pMat.frictionCombine = PhysicMaterialCombine.Multiply; pMat.bounceCombine = PhysicMaterialCombine.Multiply; pMat.dynamicFriction = 0f; pMat.staticFriction = 0f; GetComponent<Collider>().material = pMat; Debug.LogWarning("No physics material found for CharacterMotor, a frictionless one has been created and assigned", transform); } }
public void SetPhysicsMaterial(PhysicMaterial physicsMaterial, RageSpline caller) { if (this.physicsMaterial != physicsMaterial) { this.physicsMaterial = physicsMaterial; RefreshAllRageSplinesWithThisStyle(caller); } }
public void GetStyleFromRageSpline(RageSpline rageSpline) { this.antiAliasingWidth = rageSpline.antiAliasingWidth; this.colliderZDepth = rageSpline.colliderZDepth; this.createPhysicsInEditor = rageSpline.createPhysicsInEditor; this.emboss = rageSpline.emboss; this.embossAngle = rageSpline.embossAngle; this.embossColor1 = rageSpline.embossColor1; this.embossColor2 = rageSpline.embossColor2; this.embossCurveSmoothness = rageSpline.embossCurveSmoothness; this.embossOffset = rageSpline.embossOffset; this.embossSize = rageSpline.embossSize; this.fill = rageSpline.fill; this.fillColor1 = rageSpline.fillColor1; this.fillColor2 = rageSpline.fillColor2; this.gradientAngle = rageSpline.gradientAngle; this.gradientOffset = rageSpline.gradientOffset; this.gradientScale = rageSpline.gradientScale; this.outline = rageSpline.outline; this.outlineColor1 = rageSpline.outlineColor1; this.outlineColor2 = rageSpline.outlineColor2; this.outlineTexturingScale = rageSpline.outlineTexturingScale; this.outlineWidth = rageSpline.OutlineWidth; this.outlineGradient = rageSpline.outlineGradient; this.outlineNormalOffset = rageSpline.outlineNormalOffset; this.corners = rageSpline.corners; this.physics = rageSpline.physics; this.physicsColliderCount = rageSpline.physicsColliderCount; this.physicsMaterial = rageSpline.physicsMaterial; this.textureAngle = rageSpline.textureAngle; this.textureAngle2 = rageSpline.textureAngle2; this.textureOffset = rageSpline.textureOffset; this.textureOffset2 = rageSpline.textureOffset2; this.textureScale = rageSpline.textureScale; this.textureScale2 = rageSpline.textureScale2; this.UVMapping1 = rageSpline.UVMapping1; this.UVMapping2 = rageSpline.UVMapping2; this.vertexCount = rageSpline.vertexCount; }
/// <summary> /// Clears the cut materials. Called when user hits button on road editor inspector gui. /// </summary> public void ClearCuts(){ RoadCut_world_Mats = null; ShoulderCutR_world_Mats = null; ShoulderCutL_world_Mats = null; RoadCut_marker_Mats = null; ShoulderCutR_marker_Mats = null; ShoulderCutL_marker_Mats = null; RoadCut_PhysicMat = null; ShoulderCutR_PhysicMat = null; ShoulderCutL_PhysicMat = null; }
void OnLand(PhysicMaterial currentMaterial) { SurfaceSound surfaceSound = _GetCurrentSurface(currentMaterial); SECTR_AudioSystem.Play(surfaceSound.LandCue, transform.position, false); }
//**********************************************************************************// // INITIAL SETUP // // prepare the initial information for capsule collider, physics materials, etc... // //**********************************************************************************// public void InitialSetup() { animator = GetComponent<Animator>(); tpCamera = TPCamera.instance; // create a offset pivot to the character, to align camera position when transition to ragdoll var hips = animator.GetBoneTransform(HumanBodyBones.Hips); offSetPivot = Vector3.Distance(transform.position, hips.position); tpCamera.offSetPlayerPivot = offSetPivot; if (hud == null) Debug.Log("Missing HUDController, please assign on ThirdPersonController"); // prevents the collider from slipping on ramps frictionPhysics = new PhysicMaterial(); frictionPhysics.name = "frictionPhysics"; frictionPhysics.staticFriction = 0.6f; frictionPhysics.dynamicFriction = 0.6f; // default physics defaultPhysics = new PhysicMaterial(); defaultPhysics.name = "defaultPhysics"; defaultPhysics.staticFriction = 0f; defaultPhysics.dynamicFriction = 0f; // rigidbody info _rigidbody = GetComponent<Rigidbody>(); // capsule collider capsuleCollider = GetComponent<CapsuleCollider>(); // save your collider preferences colliderCenter = GetComponent<CapsuleCollider>().center; colliderRadius = GetComponent<CapsuleCollider>().radius; colliderHeight = GetComponent<CapsuleCollider>().height; currentHealth = startingHealth; currentStamina = startingStamina; if (hud == null) return; hud.damageImage.color = new Color(0f, 0f, 0f, 0f); }
public void SetPhysicsMaterial(PhysicMaterial physicsMaterial) { this.physicsMaterial = physicsMaterial; if (style != null) { style.SetPhysicsMaterial(physicsMaterial, this); } }