Esempio n. 1
0
    public override void OnWagonActivate(Wagon wagon, ActivateInfo info)
    {
        var localHit = wagon.transform.InverseTransformPoint(info.hit.point);
        var mag      = wagon.rigidbody.mass * trainImpulseSpeed * (1.0f / Time.deltaTime);

        if (localHit.z < 0)
        {
            mag = -mag;
        }
        // Push wagon
        wagon.ApplyForce(mag);
    }
Esempio n. 2
0
    private void Update()
    {
        if (other != null)
        {
            yawTransform.LookAt(other.yawTransform);

            // Apply impact forces at slack extremes
            var distanceBetween = Vector3.Distance(yawTransform.position, other.transform.position) - transform.localPosition.z;
            var factor          = other.wagon.isKinematic ? 1.0f : 2.0f;
            if (distanceBetween < 0)
            {
                // Push wagons away from each other
                // forward is towards the other wagon, however distancebetween is negative, so the force goes backwards
                wagon.ApplyForce(yawTransform.forward * (distanceBetween / (Time.deltaTime * factor)) * wagon.rigidbody.mass);
            }
            else if (distanceBetween > maxSlack)
            {
                // Pull wagons towards each other
                wagon.ApplyForce(yawTransform.forward * ((distanceBetween - maxSlack) / (Time.deltaTime * factor)) * wagon.rigidbody.mass);
            }
        }
    }