public void applyRepeller(particleChapter4_6 p, repellerChapter4Fig7 r) { Vector3 force = r.repel(p); applyForce(p, force); Debug.Log(force); }
public void applyForce(particleChapter4_6 pC46, Vector3 force) { Vector3 f = force; f /= mass; pC46.acceleration += f; }
public Vector3 repel(particleChapter4_6 mover) { Vector3 difference = location - mover.location; Debug.Log("difference" + difference); float dist = difference.magnitude; Vector3 gravityDirection = difference.normalized; float gravity = 6.7f * (mass * mover.mass) / (dist * dist); Vector3 gravityVector = (gravityDirection * gravity); return(gravityVector); }
IEnumerator createParticle() { yield return(new WaitForSeconds(2.0f)); particleChapter4_6 p = Instantiate(particle, origin, Quaternion.identity); if (p.gameObject.activeInHierarchy) { particles.Add(p); } else { Debug.Log("error"); } }