Esempio n. 1
0
    void FixedUpdate()
    {
        //Get every object
        GameObject[] Objects = GameObject.FindGameObjectsWithTag("Planet");

        //the gravity between each couple of object is calculated
        foreach (GameObject ObjectA in Objects)
        {
            foreach (GameObject ObjectB in Objects)
            {
                //Objects must not self interact
                if (ObjectA == ObjectB)
                {
                    continue;
                }

                ApplyGravity(ObjectA.GetComponent <Rigidbody> (), ObjectB.GetComponent <Rigidbody> ());
            }
        }
    }
Esempio n. 2
0
    void FixedUpdate()
    {
        //Get every object
        //GameObject[] Objects = GameObject.FindGameObjectsWithTag("Player");
        List <GameObject> Objects = new List <GameObject>(GameObject.FindGameObjectsWithTag("Asteroid"));

        Objects.Add(GameObject.FindGameObjectWithTag("Sun"));

        //the gravity between each couple of object is calculated
        foreach (GameObject ObjectA in Objects)
        {
            foreach (GameObject ObjectB in Objects)
            {
                //Objects must not self interact
                if (ObjectA == ObjectB)
                {
                    continue;
                }

                ApplyGravity(ObjectA.GetComponent <Rigidbody2D>(), ObjectB.GetComponent <Rigidbody2D>());
            }
        }
    }