// Use this for initialization void Start() { initScale = transform.localScale; normal = CalNormal(); transform.localScale = scale * (initScale - Vector3.Dot(initScale, normal) * normal) + Vector3.Dot(initScale, normal) * normal; name = physicsManager.AddObject("plane", planeMass, normal); physicsManager.SetObject(name, normal); physicsManager.SetObject(name, bounciness, bounceCombineType); }
// Use this for initialization void Start() { initPos = transform.position; initVel = vel; started = false; name = physicsManager.AddObject("ball", mass, Vector3.zero); physicsManager.SetObject(name, mass, vel); physicsManager.SetObject(name, bounciness, bounceCombineType); physicsManager.AddForce(name, "Earth", ForceType.GRAVITY, physicsManager.CalGravity(mass)); StartCoroutine(UpdatePosition()); }
public void DropItem(Vector2 position, int dropType, float amount) { var itemDropObj = m_itemDropPool.CheckOutReturnNull(); if (itemDropObj == null) { return; } itemDropObj.ConvertDrop(dropType, amount); m_physicsManager.AddObject(itemDropObj); itemDropObj.Position = position; itemDropObj.AccelerationY = CDGMath.RandomFloat(-720f, -480f); itemDropObj.AccelerationX = CDGMath.RandomFloat(-120f, 120f); itemDropObj.Visible = true; itemDropObj.IsWeighted = true; itemDropObj.IsCollidable = true; itemDropObj.AnimationDelay = 0.05f; itemDropObj.Opacity = 1f; itemDropObj.CollectionCounter = 0.2f; SoundManager.Play3DSound(itemDropObj, Game.ScreenManager.Player, "CoinCollect1", "CoinCollect2", "CoinCollect3"); }
// Use this for initialization void Start() { initScale = transform.localScale; scaleX = initScale.x; scaleZ = initScale.z; normal = CalNormal(); //transform.localScale = scale * (initScale - Vector3.Dot(initScale, normal) * normal)+ Vector3.Dot(initScale, normal) * normal; transform.localScale = new Vector3(scaleX, initScale.y, scaleZ); name = physicsManager.AddObject("plane", planeMass, normal); physicsManager.SetObject(name, normal); physicsManager.SetObject(name, bounciness, bounceCombineType); physicsManager.SetObject(name, friction, frictionCombineType); }
// Use this for initialization void Start() { initPosY = transform.localPosition.y; transform.localScale = new Vector3(transform.localScale.x, scale * Mathf.Tan(angle), scale); transform.localPosition = new Vector3(transform.position.x, initPosY * transform.localScale.y, transform.position.z); angle = Mathf.Atan2(transform.localScale.y, transform.localScale.z); normal = CalNormal(); name = physicsManager.AddObject("bevel", bevelMass, normal); physicsManager.SetObject(name, normal); physicsManager.SetObject(name, bounciness, bounceCombineType); }
// Use this for initialization void Start() { initScaleH = H.transform.localScale; initScaleL = L.transform.localScale; initScaleS = S.transform.localScale; height = initScaleH.y; length = initScaleL.y; //transform.localScale = new Vector3(transform.localScale.x, scale*Mathf.Tan(angle), scale); //transform.localPosition = new Vector3(transform.position.x, initPosY * transform.localScale.y, transform.position.z); //angle = Mathf.Atan2(transform.localScale.y,transform.localScale.z); normal = CalNormal(); name = physicsManager.AddObject("bevel", bevelMass, normal); physicsManager.SetObject(name, normal); physicsManager.SetObject(name, bounciness, bounceCombineType); physicsManager.SetObject(name, friction, frictionCombineType); }