static public int AddTorque(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 2) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); System.Single a1; checkType(l, 2, out a1); self.AddTorque(a1); pushValue(l, true); return(1); } else if (argc == 3) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); System.Single a1; checkType(l, 2, out a1); UnityEngine.ForceMode2D a2; checkEnum(l, 3, out a2); self.AddTorque(a1, a2); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function AddTorque to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int AddTorque(IntPtr l) { try{ if (matchType(l, 2, typeof(float), typeof(UnityEngine.ForceMode2D))) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); System.Single a1; checkType(l, 2, out a1); UnityEngine.ForceMode2D a2; checkEnum(l, 3, out a2); self.AddTorque(a1, a2); return(0); } else if (matchType(l, 2, typeof(float))) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); System.Single a1; checkType(l, 2, out a1); self.AddTorque(a1); return(0); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
void Start() { aiai = GetComponent<Rigidbody2D> (); Vector2 dytt = new Vector2 (Random.Range (-100.0f, 100.0f), Random.Range (-100.0f, 100.0f)); aiai.AddTorque(Random.Range(-100.0f, 100.0f)); aiai.AddForce (dytt, ForceMode2D.Impulse); }
public virtual void Die(Rigidbody2D rb) { rb.fixedAngle = false; // rb.AddForce (new Vector2(Random.Range(3,4),Random.Range(40,80))); // rb.AddForce (new Vector2(4,50f)); rb.gravityScale = 7; rb.AddTorque(30f); gameObject.GetComponent<CircleCollider2D> ().isTrigger = true; // Invoke ("DestroyObject",5f); }
// Use this for initialization void Start() { // Set random motion at start. float torque = Random.Range(100, 1000); float sign = Mathf.Sign(Random.value - 0.5f); Vector2 vector = Random.insideUnitCircle; _rigidbody = GetComponent<Rigidbody2D>(); _rigidbody.AddTorque(torque * sign, ForceMode2D.Force); _rigidbody.AddForce(vector * 100, ForceMode2D.Force); }
public override void OnEnable() { base.OnEnable(); m_rigidbody2D = GetComponent<Rigidbody2D>(); m_rigidbody2D.AddTorque(Random.Range(-100, 100)); CurrentHealth = MaxHealth; if(sprites.Length > 0) GetComponent<SpriteRenderer>().sprite = sprites[Random.Range(0, sprites.Length)]; }
public override TaskStatus OnUpdate() { if (targetRigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return(TaskStatus.Failure); } targetRigidbody2D.AddTorque(torque.Value); return(TaskStatus.Success); }
// Use this for initialization void Start() { attitudeControllers = new List<GameObject>(); physicsBody = GetComponent<Rigidbody2D>(); physicsBody.AddTorque(10000); foreach (Transform child in transform) { if (child.gameObject.name == "Attitude") { attitudeControllers.Add(child.gameObject); } } }
// Use this for initialization void Start() { r2d = GetComponent<Rigidbody2D>(); r2d.AddForce(-Vector2.right.Rotate(Random.Range(-minYAngle, -maxYAngle)) * Random.Range(minImpulse, maxImpulse), ForceMode2D.Impulse); r2d.AddTorque(Random.Range(minTorque, maxTorque)); startY = transform.position.y; gravity = true; if (sprites != null && sprites.Length > 0) { GetComponent<SpriteRenderer>().sprite = Random2.RandomArrayElement(sprites); } }
void Start() { m_randomOffset = Random.Range(0.0f, 1.0f); float parenty = transform.parent.localPosition.y; m_targetY = Random.Range(transform.localPosition.y - 2.0f, transform.localPosition.y); if(m_targetY + parenty > -2.0f) { m_targetY = Random.Range(-10.0f - parenty, -4.0f - parenty); } m_rigidbody = GetComponent<Rigidbody2D>(); m_rigidbody.AddForce(new Vector2(Random.Range(-10.0f, 10.0f), Random.Range(1.0f, 10.0f)), ForceMode2D.Impulse); m_rigidbody.AddTorque(Random.Range(10.0f, 100.0f)); }
void Awake() { hpScript = GetComponent<HealthScript> (); sprite = GetComponent<SpriteRenderer> (); player = GameObject.FindGameObjectWithTag ("Player"); WorldGen = GameObject.Find ("WorldGenerator").GetComponent<WorldGenerator>(); float size = Random.Range (minSize, maxSize); float torque = Random.Range (minTorque, maxTorque); float force = Random.Range (minForce, maxForce); transform.Rotate(0.0f, 0.0f, Random.Range(0.0f, 360.0f)); transform.localScale = new Vector3 (size, size, size); rb = GetComponent<Rigidbody2D> (); rb.mass = size * 2000; rb.AddTorque (torque, ForceMode2D.Impulse); rb.AddForce (transform.up * force, ForceMode2D.Impulse); hpScript.maxHp = Mathf.RoundToInt(30 * size); hpScript.hp = Mathf.RoundToInt(hpScript.maxHp - Random.Range (0, hpScript.maxHp)); }
void OnTriggerEnter2D(Collider2D other) { //DEAD DEBUG BELOW if (other.gameObject.tag == "Goal") { goalHit=true; GameObject.FindWithTag("Timer").GetComponent<Timer>().Stop(); if(useHelmet){ GameObject.FindWithTag("Helmet").SetActive(false); } GetComponent<PinguNoises>().shouldMakeSound = false; GetComponent<OlafSigh>().dead = true; GameObject.FindWithTag("JetPackSounds").GetComponent<JetpackSound>().levelDone = true; } if (other.gameObject.tag == "Laser" && debug == false) { //play explosions and 2 sec later restart? feels nice with insta restart. mby sound Dead(); } //Activate Physics objects if (other.gameObject.tag == "PhysicsObject" && other.GetComponent<Rigidbody2D>().isKinematic == true) { pObjectToActivate = other.GetComponent<Rigidbody2D>(); pObjectToActivate.isKinematic = false; torqueToAdd = UnityEngine.Random.Range(-7f, 7f); pObjectToActivate.AddTorque(torqueToAdd, ForceMode2D.Force); } if (other.gameObject.tag == "Fuel") { Fuel += 100; Destroy (other.gameObject); print ("FEUL DAMNIT"); if (Fuel > maxFuel) Fuel = maxFuel; } if (other.gameObject.tag == "ZoneHide") { detectable = false; print("HIDE"); }/* else if (other.gameObject.tag == "Bouncer") { //bounces pingu Vector2 pos= new Vector2(0,0); pos.x = Mathf.Abs(rigidbody2D.position.x) - Mathf.Abs(other.transform.position.x); pos.y = Mathf.Abs(rigidbody2D.position.y) - Mathf.Abs(other.transform.position.y); if(Mathf.Abs(pos.x)<Mathf.Abs(pos.y)){ print ("ByttY"); print (rigidbody2D.velocity.y); Vector2 v =rigidbody2D.velocity; v.y = Mathf.Round(rigidbody2D.velocity.y); v.y = -v.y; if(v.y>0 && v.y<7.0f) v.y=8.3f; else if(v.y<0 && v.y>-7.0f) v.y=-8.3f; rigidbody2D.velocity = v; print (rigidbody2D.velocity.y); } else if(Mathf.Abs(pos.x)>Mathf.Abs(pos.y)){ Vector2 v = rigidbody2D.velocity; v.x = Mathf.Round(rigidbody2D.velocity.x); v.x = -v.x; if(v.x>0 && v.x<7.0f) v.y=8.3f; else if(v.x<0 && v.x>-7.0f) v.y=-8.3f; rigidbody2D.velocity = v; print ("ByttX"); } else{ Vector2 v = rigidbody2D.velocity; v = -v; rigidbody2D.velocity = v; } }*/ }
// Use this for initialization void Start () { myRigidBody = GetComponent<Rigidbody2D>(); myRigidBody.AddRelativeForce(Vector3.right * projectileSpeed); myRigidBody.AddTorque(torque); }
// Use this for initialization void Start() { incol = false; invis = false; mainstate = GameObject.FindGameObjectWithTag ("GameController").GetComponent<GameController> (); curasteroidstate = GetComponentInParent<AsteroidManager> (); curRig = GetComponent<Rigidbody2D> (); // Scaling // Get main camera component main = Camera.main; // Main camera height and width camheight = main.orthographicSize * 2; camwidth = camheight * main.aspect; // Set temp to ship sprite temp = GetComponent<SpriteRenderer> ().sprite; // How big bg1 is in world units unitWidth = temp.textureRect.width / temp.pixelsPerUnit; //unitHeight = temp.textureRect.height / temp.pixelsPerUnit; // Asteroid Details randomscale = Random.Range (7, 12); speed.x = 0; speed.y = Random.Range (curasteroidstate.speedmin, curasteroidstate.speedmax); turnspeed = Random.Range (-4, 4); // Scale ship according to camera size transform.localScale = new Vector3 (camwidth / (unitWidth * randomscale), camwidth / (unitWidth * randomscale)); //Asteroid Initial speeds curRig.velocity = speed; curRig.AddTorque (turnspeed); }
// Use this for initialization void Start() { rb = GetComponent<Rigidbody2D>(); // Create some states stateFree = AddState ("Free"); stateCaptured = AddState ("Captured"); stateFlushed = AddState ("Flushed"); StartState.AddTransition (stateFree).AddTransition (stateCaptured).AddTransition (stateFlushed); // Get a list of all audio sources on children audioSources = new Dictionary<string, AudioSource> (); foreach (AudioSource s in GetComponentsInChildren<AudioSource> ()) { audioSources.Add (s.gameObject.name, s); } Transition (stateFree); // Apply a random velocity to the ball rb.velocity = new Vector2 (Random.value * 3, Random.value * 3); rb.AddTorque(Random.Range(1,3)); }
private void Start() { _Rigidbody = GetComponent<Rigidbody2D>(); float magnitude = Random.Range (MinForce, MaxForce); float x = Random.Range (-1f, 1f); float y = Random.Range (-1f, 1f); _Rigidbody.AddForce (magnitude * new Vector2 (x,y)); float torque = Random.Range (MinTorque, MaxTorque); _Rigidbody.AddTorque (torque); // TO-DO: complete this class }