void FixedUpdate() { if (Attractor) { Attractor.Attract(this); } }
// Update is called once per frame void FixedUpdate() { Vector2 force = a.Attract(m.body); // Apply the attraction from the Attractor on the Mover m.ApplyForce(force); m.Update(); a.Update(); }
void Update(ICanvasAnimatedControl sender, CanvasAnimatedUpdateEventArgs args) { foreach (var ball in bouncingBalls) { var vv = attractor.Attract(ball); ball.Force(vv); ball.Update(sender.Size); } }
// Update is called once per frame void FixedUpdate() { Vector3 force = a.Attract(m.body); // Apply the attraction from the Attractor on the Mover Vector3 repelForce = a.Repelling(m.body); a.ApplyRepel(repelForce); m.ApplyForce(force); m.Update(); a.Update(); }
// Update is called once per frame void Update() { if (attractor != null) { attractor.Attract(gameObject.transform); } else { // GetComponent<Rigidbody2D>().velocity = new Vector2(0, 0); } }
void Update() { if (isOnAttactor) { print("is on attractor"); attractor.Attract(m_transform); } else { print("is off"); } }
private void FixedUpdate() { attractor.Attract(rb); }
// Update is called once per frame void Update() { attractor.Attract(myTransform); }