void FixedUpdate() { if (!dontAffectForce) { planet.Attract(transform); } else { planet.Attract(transform); } }
void FixedUpdate() { if (customForce) { planet.Attract(transform, customGravity, false, false); } else if (!dontAffectForce) { planet.Attract(transform); } else { planet.Attract(transform, 0, true, true); } }
void Update() { if (usePhysicsGravity) { return; } ; planet.Attract(transform, adjustment); if (!adjusted) { float bodyHeight = GetComponent <Collider>().bounds.size.y; float halfHeight = bodyHeight / 2; RaycastHit hit; Vector3 origin = transform.position; if (Physics.Raycast(origin, -transform.up.normalized, out hit, Mathf.Infinity, planetLayer)) { float distanceToAdjust = Vector3.Distance(origin - (transform.up.normalized * halfHeight), hit.point); if (distanceToAdjust > adjustmentMin && distanceToAdjust < adjustmentMax) { adjustment = distanceToAdjust; Adjust(adjustment); Debug.Log("adjusting " + transform.name + " by " + adjustment); } } } }
void FixedUpdate() { if (attractor) { attractor.Attract(myTransform, gravityMutiple); } }
void FixedUpdate() { if (!isPlayer || (isPlayer && !GetComponent <PlayerMovement>().LevelOver)) { bool pissOff = false; //i hate every bit of this fixed updates. Why did I have to have this many if statements just so the enemies and player can have the same script for physics. bool doAttract = true; if (isPlayer) { if (!GetComponent <PlayerMovement>().flying) { pissOff = true; if (attractor && !(attractor.planetType != GravityAttractor.planetTypes.rectangle || (isPlayer && attractor.planetType == GravityAttractor.planetTypes.rectangle && !GetComponent <PlayerMovement>().IsGrounded()))) { doAttract = false; } } } else { pissOff = true; } if (pissOff) { if (attractor) { attractor.Attract(myTransform); } if (doAttract) { rigidbody.AddForce(-transform.up * 250); //player gravity without the actual gravity. I don't know its weird } } } }
private void FixedUpdate() { if (attractor) { attractor.Attract(rigidBody); } }
//FixedUpdate gets called at a regular interval independent from the framerate void FixedUpdate() { if (planetGravity) { targetGravity = targetPlanet.GetComponent <GravityAttractor> (); targetGravity.Attract(transform); } else { // Apply downwards gravity to body transform.GetComponent <Rigidbody> ().AddForce(gravityUp * gravity); // Allign bodies up axis with the centre of planet Quaternion targetRotation = Quaternion.FromToRotation(transform.up, gravityUp) * transform.rotation; float angularSpeed = 3.0f; if (transform.rotation != targetRotation) { //transform.rotation = Quaternion.Lerp (transform.rotation, targetRotation, angularSpeed); transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, angularSpeed); //print("Player: " + transform.rotation + ", target: " + targetRotation); //transform.Rotate(0, yAmount, 0, Space.Self); } } //linear interpolation //Zielposition über Zeitraum }
void FixedUpdate() { if (planet && !beingControlled) { planet.Attract(thisRigidBody, gravityMultiplier); } }
void FixedUpdate() { if (attractor) { attractor.Attract(this); } }
private void FixedUpdate() { if (!settings.isPaused) { planet.Attract(this); } }
void FixedUpdate() { if (attractor) { attractor.Attract(myTransform); } }
void FixedUpdate() { // Allow this body to be influenced by planet's gravity if (rigidbody.gameObject.tag == "Player") { if (rigidbody.gameObject.GetComponent <Stats>().buffs[(int)buff.Gravityless] == 0) //if you don't have the gravityless buff, gravity applies { planet.Attract(rigidbody); } } else { planet.Attract(rigidbody); //all non players will face gravity } }
private void FixedUpdate() { GetComponent <Rigidbody>().MovePosition(GetComponent <Rigidbody>().position + transform.TransformDirection(moveDir) * moveSpeed * Time.deltaTime); if (_GravityAtrtractor) { _GravityAtrtractor.Attract(myTransform); } }
void FixedUpdate() { GetComponent <Rigidbody>().MovePosition(GetComponent <Rigidbody>().position + transform.TransformDirection(direction) * speed * Time.deltaTime); if (_FauxGravityAttractor) { _FauxGravityAttractor.Attract(myTransform); } }
void FixedUpdate() { // Allow this body to be influenced by planet's gravity if (rigidbody != null && planet != null) { planet.Attract(rigidbody); } }
void FixedUpdate() { ImpactMovementRoutine(); switch (m_State) { case "Default": m_CenterSphere.Attract(m_Rigidbody, m_Transform, 1.0f); VerticalInputHandler(); HorizontalInputHandler(); m_PlayerMesh.transform.position = m_Transform.position; m_PlayerMesh.transform.rotation = m_Transform.rotation; m_PlayerMesh.transform.Rotate(m_PlayerMesh.transform.forward, 180.0f, Space.World); m_PlayerMesh.transform.Rotate(m_PlayerMesh.transform.forward, m_TurnAngle, Space.World); break; case "Spinning": m_CenterSphere.Attract(m_Rigidbody, m_Transform, 1.0f); VerticalInputHandler(); HorizontalInputHandler(); m_PlayerMesh.transform.position = m_Transform.position; m_PlayerMesh.transform.rotation = m_Transform.rotation; m_PlayerMesh.transform.Rotate(m_PlayerMesh.transform.forward, 180.0f, Space.World); SpinningRoutine(); break; case "Loop": LoopRoutine(); m_PlayerMesh.transform.position = m_Transform.position; m_PlayerMesh.transform.rotation = m_Transform.rotation; m_PlayerMesh.transform.Rotate(m_PlayerMesh.transform.forward, 180.0f, Space.World); break; case "Damaged": m_CenterSphere.Attract(m_Rigidbody, m_Transform, 1.0f); m_PlayerMesh.transform.position = m_Transform.position; m_PlayerMesh.transform.rotation = m_Transform.rotation; m_PlayerMesh.transform.Rotate(m_PlayerMesh.transform.forward, 180.0f, Space.World); DamagedRoutine(); break; default: break; } RadarArrowRoutine(); }
void FixedUpdate() { // Allow this body to be influenced by planet's gravity if (planet == null) { Debug.Log("Planet is null"); } planet.Attract(this.rb); }
void FixedUpdate() { // Allow this body to be influenced by planet's gravity planet.Attract(rigidbody); if (fpc.grounded == true) { planet.React(rigidbody); } }
void FixedUpdate() { if (placeOnSurface) { attractor.PlaceOnSurface(rb); } else { attractor.Attract(rb); } }
void FixedUpdate() { if (attractor) { attractor.Attract(myTransform); } else if (orbit) { orbit.Attract(myTransform); } }
void FixedUpdate() { if (attract == null) { Physics.gravity = -Vector3.up * 9.8f; return; } //플레이어의 중력 및 회전계산 후 적용 attract.Attract(rigid); }
void FixedUpdate() { //Debug.Log(transform.position + " " + planet_.transform.position); Debug.Log(controller_script_.is_on_spring_); if (!controller_script_.is_on_spring_) { planet_script_.Attract(transform); rigidbody_.freezeRotation = true; } else { rigidbody_.useGravity = true; } }
//Rotate, move unit towards destination, affect gravity and animate public void Move(Vector3 destination) { //only rotate normal to the planet Vector3 projectedDestination = Vector3.ProjectOnPlane(destination, transform.up); Quaternion targetRotation = Quaternion.LookRotation(projectedDestination, Vector3.up); transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, Time.fixedDeltaTime * rotationSpeed); //move forward in the local axis rb.MovePosition(rb.position + transform.forward * Time.fixedDeltaTime * speed); //affect gravity planet.Attract(transform); //animate movement AnimateWalk(); }
public virtual void attract(bool applyForce) { //transform.parent = null; int closePlanets = 0; minimumPlanetDistance = float.MaxValue; foreach (GameObject planet in planets) { GravityAttractor gravityAttractor = planet.GetComponent <GravityAttractor> (); float distance = 0f; if (gravityAttractor.Attract(transform, out distance, applyForce, hasToChangeFacing, gravityMultiplyier)) { closePlanets++; } if (distance < minimumPlanetDistance) { minimumPlanetDistance = distance; } } }
void FixedUpdate() { // Allow this body to be influenced by planet's gravity if (planet != null && canAttract == true && planet.name == transform.name + " Hook") { if (lowGravity == true) { rigidbody.useGravity = false; } else { rigidbody.useGravity = true; } planet.Attract(rigidbody); } if (canAttract == false) { rigidbody.useGravity = true; } }
void Move() { Speed = _velocity.magnitude; _moveVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); _moveVector = FPCam.transform.localToWorldMatrix.MultiplyVector(_moveVector).normalized; body.AddForce(_moveVector * _movementModifier * MoveAcceleration * Time.deltaTime, ForceMode.VelocityChange); _moveVector = new Vector3(0, Input.GetAxis("Jump"), 0); body.AddForce(_moveVector * 1.6f * _movementModifier * MoveAcceleration * Time.deltaTime, ForceMode.VelocityChange); _moveVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Jump"), Input.GetAxis("Vertical")); if (!ToggleRun) { _movementModifier = (Input.GetButton("Run") ? RunModifier : 1); } if (body.velocity.magnitude > 0) { if (body.velocity.magnitude < Deceleration * Time.deltaTime) { body.AddForce(-body.velocity, ForceMode.VelocityChange); } else { _velocity = -body.velocity; _velocity.Normalize(); body.AddForce(_velocity * Deceleration * Time.deltaTime, ForceMode.VelocityChange); _velocity = body.velocity; } } if (body.velocity.magnitude > MaxSpeed && _movementModifier == 1 && !_runRecent) { body.AddForce(-body.velocity, ForceMode.VelocityChange); _velocity.Normalize(); _velocity *= MaxSpeed; body.AddForce(_velocity, ForceMode.VelocityChange); _velocity = body.velocity; } else if (body.velocity.magnitude > MaxSpeed * _movementModifier && _movementModifier > 1) { _runRecent = true; _runDown++; if (_movementModifier > 1) { _runDown = 0; } body.AddForce(-body.velocity, ForceMode.VelocityChange); _velocity.Normalize(); _velocity *= MaxSpeed * (_movementModifier - (_runDown * Time.deltaTime)); body.AddForce(_velocity, ForceMode.VelocityChange); _velocity = body.velocity; } else if (body.velocity.magnitude > MaxSpeed) { _runRecent = true; if (_movementModifier == 1) { body.AddForce(-_moveVector * MoveAcceleration * Time.deltaTime, ForceMode.VelocityChange); } _runDown++; if (_movementModifier > 1) { _runDown = 0; } } else if (_runRecent) { _runRecent = false; _runDown = 0; } if (State == CharacterState.Grounded && !_onPlanet) { planet.Attract(body, false); } }
void FixedUpdate() { // Allow this body to be influenced by planet's gravity planet.Attract(rb); }
void FixedUpdate() { // Allow this body to be influenced by sea's gravity sea.Attract(rigidBody); }
void FixedUpdate() { // Allow this body to be influenced by planet's gravity planet.Attract(rigBody, UpToNormal); }
void FixedUpdate() { planet.Attract(rigidbody); }