private void Awake() { var particleModels = new Model.Particle[_particlesToCreate]; _particleViews = new Particle[_particlesToCreate]; Transform myTransform = transform; var random = new System.Random(); for (int i = 0; i < _particlesToCreate; i++) { var particleModel = new Model.Particle(random); var particleView = Instantiate(_particlePrefab, myTransform); particleView.Init(particleModel); particleModels[i] = particleModel; _particleViews[i] = particleView; } _model = new Model.CollisionSystem(particleModels); StartCoroutine(_model.Simulate(10000, _hz)); }
public WorldBuilder AddParticle(int sx, int sy, int vx, int vy) { var particle = new Model.Particle(new Vector2D(sx, sy), new Vector2D(vx, vy)); if (vx == 0 && vy == 0) particle.Stop(); _particles.Add(particle); return this; }
internal void Init(Model.Particle particle) { _model = particle; _transform = transform; _transform.localScale = Vector3.one * 2 * (float)_model._radius; }