void Start() { source = GetComponent <AudioSource>(); ball_rigidbody = GetComponent <Rigidbody2D>(); // u know what it do baby //starting_force = new Vector2(1.0f,Mathf.Sqrt(3)); overall_starting_force = (force_magnitude * starting_force / starting_force.magnitude); //ball_rigidbody.AddForce(overall_starting_force, ForceMode2D.Impulse); GameObject ship = GameObject.Find("ship"); ship_controller ship_controller = ship.GetComponent <ship_controller>(); canfire = ship_controller.can_fire; }
// Start is called before the first frame update void Awake() { device_rigidbody = GetComponent <Rigidbody2D>(); // grab that rigidbody device_position = device_rigidbody.position; // store position based on rigidbody position //GameObject ball = GameObject.Find("Ball"); orbital_gravity orbital_gravity = ball.GetComponent <orbital_gravity>(); range = orbital_gravity.outer_range; GameObject ship = GameObject.Find("ship"); ship_controller ship_controller = ship.GetComponent <ship_controller>(); mouse_position = ship_controller.mouseWorldPos; dir = mouse_position - device_position; device_rigidbody.AddForce(speed * (dir / dir.magnitude), ForceMode2D.Impulse); device_rigidbody.AddTorque(-1 * my_torque, ForceMode2D.Impulse); }