void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.tag != "Player" && other.gameObject.tag != "RopeSegment") { Rigidbody2D otherBody = other.transform.GetComponent <Rigidbody2D>(); if (otherBody != null) { float angleAmount = AngleDir(other.transform.position, centerPiece.position); otherBody.AddForce(Vector2.up * bounceForce * (gameCon.PlayerDistance() - gameCon.minPlayerDistance)); otherBody.AddForce(Vector2.right * angleForce * (gameCon.PlayerDistance() - gameCon.minPlayerDistance) * angleAmount * -1); if (!bounceSource.isPlaying) { bounceSource.Play(); } } } }
// Update is called once per frame void Update() { playerDistance = gameCon.PlayerDistance(); InputContoller(); }