Esempio n. 1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        foreach (Particle2DLink it in linkList)
        {
            it.CreateContacts(particleList[it.id1], particleList[it.id2]);
        }
        ContactResolver resolver = new ContactResolver();

        resolver.resolveContacts(contacts);
        for (int i = 0; i < particleList.Count; i++)
        {
            if (particleList[i] != null)
            {
                if (Vector2.Distance(particleList[i].transform.position, target.transform.position) <= .5)
                {
                    particleList[i].GetComponent <Particle2D>().Remove();
                    target.GetComponent <Target>().GetHit();
                }
                Integrator.Integrate(particleList[i]);
            }
        }
        foreach (int itr in destroyList)
        {
            Destroy(particleList[itr]);
            particleList[itr] = null;
        }
        destroyList.Clear();
    }
Esempio n. 2
0
    // Update is called once per frame
    void FixedUpdate()
    {
        foreach (Particle2DLink it in linkList)
        {
            it.CreateContacts(particleManager.GetParticle(it.id1), particleManager.GetParticle(it.id2), contactPrefab);
        }


        resolver.resolveContacts(contacts);
        particleManager.ParticleUpdate();
        for (int i = 0; i < particleManager.GetCount(); i++)
        {
            if (particleManager.GetParticle(i) != null)
            {
                if (Vector2.Distance(particleManager.GetParticle(i).transform.position, target.transform.position) <= .5)
                {
                    particleManager.GetParticle(i).GetComponent <Particle2D>().Remove();
                    target.GetComponent <Target>().GetHit();
                }
                Integrator.Integrate(particleManager.GetParticle(i));
            }
        }
        foreach (int itr in destroyList)
        {
            particleManager.RemoveParticle(itr);
        }
        destroyList.Clear();
        frame += .016f;
        if (frame >= .25)
        {
            MakeRandomProjectile(randomParticle);
            frame = 0;
        }
    }