public void SetName(string input) { IsTypeOfPlanet type = this.gameObject.GetComponent <IsTypeOfPlanet>(); if (type != null) { if (type.IsRocky) { var RockSetting = this.gameObject.GetComponent <MotherPlanet>().shapeGenerator.settings; textTranslation = RockSetting.radius + 0.1f; } if (type.IsGassy) { float GasValue = this.gameObject.transform.localScale.x; textTranslation = GasValue / 1.7f; } } name = input; if (name != null) { txt = Resources.Load("PlanetNameText/PlanetName") as GameObject; Vector3 newpos = this.gameObject.transform.position; //newpos = newpos + new Vector3(0f,0.2f,0f); txt = Instantiate(txt, newpos, this.gameObject.transform.rotation); //txt.transform.SetParent(this.gameObject.transform, false); txt.AddComponent <PlanetNameMovement>(); txt.GetComponent <PlanetNameMovement>().SetPlanet(this.gameObject, textTranslation); txt.GetComponent <TextMesh>().text = name; } }
public void SetMass() { IsTypeOfPlanet type = this.gameObject.GetComponent <IsTypeOfPlanet>(); if (type != null) { if (type.IsRocky) { weightMultiplier = 18f; var RockSetting = this.gameObject.GetComponent <MotherPlanet>().shapeGenerator.settings; //float interval = (0.599485f-0.3692803f); float scaling = 2f - (0.25f - RockSetting.radius) * 4f; scaling = scaling < 0f ? 0.1f : scaling; weightMultiplier *= scaling; Debug.Log("Rock" + weightMultiplier); } if (type.IsGassy) { //jupiter är genomsnittligt 1/4 av jordens densitet weightMultiplier = 5f; float GasInterval = 0.599485f - 0.786532f; float GasValue = this.gameObject.transform.localScale.x; print(GasValue); float scaling = Mathf.Exp((GasValue - GasInterval) / GasInterval) / 3f; weightMultiplier *= scaling * 400; Debug.Log("Gas" + weightMultiplier); } } rigidBody = this.gameObject.GetComponent <Rigidbody>(); if (rigidBody == null) { rigidBody = this.gameObject.AddComponent <Rigidbody>(); } rigidBody.useGravity = false; mass = rigidBody.mass; rigidBody.mass *= weightMultiplier; mass *= weightMultiplier; /* * print("Setmass:"); * print(mass); * print(rigidBody.mass); * print(weightMultiplier); */ }