void Start() { if (Camera == null) { Camera = Camera.main; } body = GetComponent <CustomRigidBody>(); }
public void DropFly() { //Fly will start dropping when notified CustomRigidBody rb = this.GetComponent <CustomRigidBody> (); rb.useGravity = true; rb.useWind = false; rb.bounceOnImpact = true; }
public void OnCollide(SCollisionInfo collInfo) { CustomRigidBody rb = collInfo.otherObj.GetComponent <CustomRigidBody> (); if (rb != null) { rb.SetWindVelocity(m_currentWind); } }
// Projectile force is non verlet due to the fact, we are not acting acceleration to it, we want a steady speed. We will cause initial speed at first, // and let newtons 2nd law act for a steady speed with no acceleration aka no wind resistance public void Euler() { CustomRigidBody P = this; float Vx = P.angVelocity.x; float Vz = P.angVelocity.z; float Vy = P.angVelocity.y; // slows down the velocity, but the gravity is still not actiing on it Vector3 newAngVelocity = new Vector3(Vx, Vy, Vz); // distance = change in velocity * change in time, the distance is being travelled in linearly without any hinderance P.position = P.position + P.angVelocity * Time.deltaTime; // assuming a constant velocity and no wind resistance P.transform.position = (P.position); // use delta time for the gravity effect }
// Add reaction the the turkey on the ball. increase the newforcey to see better results public void addballforce(CustomRigidBody c) { float newforcex = c.forcex; float newforcey = c.forcey; newforcex = newforcex * 5f; // lower the x newforcey = newforcey * 5f;; float f = (c.oldposition.y / (c.transform.position.y + c.oldposition.y)); // if falling from above // if (c.transform.position.y - c.oldposition.y <=0) // { //applyforce(new Vector3(-newforcex, -newforcey, 0)); // } // if (c.transform.position.y - c.oldposition.y > 0) // { acc = new Vector3(acc.x, 0, 0); applyforce(new Vector3(-newforcex, -newforcey, 0)); // } }
// Use this for initialization void Start() { frisbee = GameObject.Find("RecordingFrisbee"); frisbeeScript = frisbee.GetComponent <CustomRigidBody> (); firstThrow = true; }