// Use this for initialization void Start () { //Get a component reference to the Character's animator component animator = GetComponent<Animator>(); render = GetComponent<SpriteRenderer>(); //Get the rigid body on the prefab bullBody = GetComponent<Rigidbody2D>(); //Set our bullet strength and speed strength = 4; speed = 40; //Go after our player! player = GameObject.Find("Player").GetComponent<Player>(); //Get our Player current Direction if (player.getDirection () > 0 || (player.getDirection() == 0 && player.getLastDirection() > 0 )) { animator.SetInteger ("Direction", 1); playerRight = true; } else { playerRight = false; animator.SetInteger ("Direction", -1); } //Play our shooting sound shoot = GameObject.Find ("Shoot").GetComponent<AudioSource> (); shoot.Play (); //Get our camera script actionCamera = Camera.main.GetComponent<ActionCamera>(); }
void Start() { levelClock = GameObject.Find("gameBase").GetComponent<levelClock>(); spaceship = GameObject.Find("spaceship"); rb = spaceship.GetComponent<Rigidbody2D>(); body = spaceship.GetComponent<Transform>(); }
void Start() { transform = GetComponent<Transform> (); rb = GetComponent<Rigidbody2D> (); player = GameObject.FindGameObjectWithTag ("Player").GetComponent<Rigidbody2D> (); }
// Use this for initialization void Start() { if (playerNum == 0){ Debug.LogError("set playernum for" + gameObject.name); } r = GetComponent<Rigidbody2D>(); }
// Use this for initialization void Start() { target = GameObject.FindGameObjectWithTag ("Player"); temp = GetComponent<Rigidbody2D> (); GetComponent<Animator> ().SetBool ("punching", true); playerHealth = GameObject.FindGameObjectWithTag ("PlayerHealth"); }
// Use this for initialization void Start() { target = GameObject.Find ("player").transform; rb = GetComponent<Rigidbody2D>(); direction = ((Vector2)(target.position - transform.position)).normalized * 30; }
// Use this for initialization void Start() { //Hämtar bara referenser 1 gång, GetComponent är väldigt långsam!!! rb2d = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); ps = GetComponent<ParticleSystem>(); }
// Update is called once per frame void FixedUpdate () { if(testItem.testValue3 && stop.controlF == 1) { itemC = (Rigidbody2D)Instantiate(item, transform.position, transform.rotation); } }
// Use this for initialization void Start () { rbd2D = GetComponent<Rigidbody2D> (); anim = GetComponent<Animator> (); aL = (Arrow_Launch)FindObjectOfType (typeof(Arrow_Launch)); directEnemy = (Enemy_Controller)FindObjectOfType (typeof(Enemy_Controller)); pStatus = (Player_Status)FindObjectOfType (typeof(Player_Status)); }
// Use this for initialization void Start () { rb = GetComponent<Rigidbody2D>(); sr = GetComponent<SpriteRenderer>(); limits = Camera.main.ViewportToWorldPoint(Vector3.right).x - HalfWidth; time = shootTime; }
void Start() { instance = this; gameStart = false; r2d = GetComponent<Rigidbody2D>(); consecutivePaddleHits = consecutiveWallHits = 0; }
protected virtual void FixedUpdate() { if (rigidbody2d == null) rigidbody2d = GetComponent<Rigidbody2D>(); Velocity = rigidbody2d.velocity; AngularVelocity = rigidbody2d.angularVelocity; }
void Awake() { Object.DontDestroyOnLoad(gameObject); rb = gameObject.GetComponent<Rigidbody2D> (); Application.LoadLevel (1); inEndSequence = false; }
void Awake() { Transform canvas = transform.Find("Canvas"); Group = canvas.GetComponent<CanvasGroup>(); Text = canvas.Find("Text").GetComponent<Text>(); Rigidbody = GetComponent<Rigidbody2D>(); }
// Use this for initialization void Start() { rockGet = GetComponent<AudioSource>(); rb = GetComponent<Rigidbody2D>(); playerScore = 0; Moving = true; }
void Awake() { sprite = GetComponent<SpriteRenderer>(); body = GetComponent<Rigidbody2D>(); col = GetComponent<BoxCollider2D>(); parentBalista = transform.parent.gameObject; }
// Use this for initialization void Start () { //必要な情報の取得 rigid = GetComponent<Rigidbody2D>(); sprite = GetComponent<SpriteRenderer>(); }
private bool m_FacingRight = true; // For determining which way the player is currently facing. private void Awake() { // Setting up references. m_GroundCheck = transform.Find("GroundCheck"); m_CeilingCheck = transform.Find("CeilingCheck"); m_Anim = GetComponent<Animator>(); m_Rigidbody2D = GetComponent<Rigidbody2D>(); }
void Init(){ Player = GameObject.FindGameObjectWithTag("Player"); direction = Player.GetComponent<Player_Control>().VecDirection; rb = gameObject.GetComponent<Rigidbody2D>(); rb.AddForce(direction*moveSpeed); }
// Use this for initialization void Start () { myTransform = transform; originalPosition = myTransform.position; rigidBody = GetComponent<Rigidbody2D>(); }
// Use this for initialization void Start() { this.player = PlayerController.instance; this.rb2d = this.GetComponent<Rigidbody2D> (); this.melee = this.GetComponent<MeleeAttacker> (); this.animator = this.GetComponent<Animator> (); }
void Awake() { rb2d = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); aud = GetComponent<AudioSource>(); jps = transform.GetChild(2).GetComponent<ParticleSystem>(); }
// Use this for initialization void Start() { rigid = GetComponent<Rigidbody2D>(); box = GetComponent<BoxCollider2D>(); esperando = espera; anim = GetComponent<Animator>(); }
protected virtual void OnDestructibleSplit(D2D_SplitData splitData) { if (rigidbody2d == null) rigidbody2d = GetComponent<Rigidbody2D>(); rigidbody2d.velocity = Velocity; rigidbody2d.angularVelocity = AngularVelocity; }
public Vector3 getSteering(Rigidbody2D target, ICollection<Rigidbody2D> obstacles, out Vector3 bestHidingSpot) { //Find the closest hiding spot float distToClostest = Mathf.Infinity; bestHidingSpot = Vector3.zero; foreach(Rigidbody2D r in obstacles) { Vector3 hidingSpot = getHidingPosition(r, target); float dist = Vector3.Distance(hidingSpot, transform.position); if(dist < distToClostest) { distToClostest = dist; bestHidingSpot = hidingSpot; } } //If no hiding spot is found then just evade the enemy if(distToClostest == Mathf.Infinity) { return evade.getSteering(target); } //Debug.DrawLine(transform.position, bestHidingSpot); return steeringBasics.arrive(bestHidingSpot); }
void Start() { ThisBody = GetComponent<Rigidbody2D>(); Anim = GetComponent<Animator>(); TailLight = Light.GetComponent<Light>(); // SpriteRen = GetComponent<SpriteRenderer>(); }
// Use this for initialization void Start() { this.koopaShellScript = this.transform.parent.GetComponent<KoopaShellScript> (); this.player = GameObject.FindWithTag ("Player"); this.playerScript = this.player.GetComponent<PlayerScript>(); this.playerRb = this.player.GetComponent<Rigidbody2D>(); }
// Use this for initialization void Start() { cameraRigidbody = GetComponent<Rigidbody2D> (); cameraRigidbody.gravityScale = 0; //lastPosition = player.transform.position; }
void Awake() { this.rigidBody = this.GetComponent<Rigidbody2D>(); this.rigidBody.isKinematic = true; this.IsActive = false; }
public override void FireAbility() { playerBody = getRootComponent().rigidbody2D; int layerMask = 0; Vector3 direction = Vector3.down; if (IsArm) { grappleableLayers.ForEach(l => layerMask |= 1 << LayerMask.NameToLayer(l)); direction = forward.position - transform.position; direction.Normalize(); } else // leg { legClampLayers.ForEach(l => layerMask |= 1 << LayerMask.NameToLayer(l)); } if (!fired) { // Fire it like a projectile, until it hits something... projectile.FireProjectile(direction * projectileVelocity + playerBody.velocity.XY0(), layerMask); SFXSource.PlayOneShot(fireClip); // TODO - what about grabbing objects? fired = true; spriteRenderer.sprite = firedSprite; } else { RetractGrapple(); } }
static public int Distance(IntPtr l) { try { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.Collider2D a1; checkType(l, 2, out a1); var ret = self.Distance(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int GetRelativePointVelocity(IntPtr l) { try{ UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.Vector2 a1; checkType(l, 2, out a1); UnityEngine.Vector2 ret = self.GetRelativePointVelocity(a1); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static void Rigidbody2D_angularVelocity(JSVCall vc) { if (vc.bGet) { UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; var result = _this.angularVelocity; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; _this.angularVelocity = arg0; } }
static public int GetRelativePointVelocity(IntPtr l) { try { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.Vector2 a1; checkType(l, 2, out a1); var ret = self.GetRelativePointVelocity(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static void Rigidbody2D_collisionDetectionMode(JSVCall vc) { if (vc.bGet) { UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; var result = _this.collisionDetectionMode; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); } else { UnityEngine.CollisionDetectionMode2D arg0 = (UnityEngine.CollisionDetectionMode2D)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; _this.collisionDetectionMode = arg0; } }
static public int GetAttachedColliders(IntPtr l) { try { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.Collider2D[] a1; checkArray(l, 2, out a1); var ret = self.GetAttachedColliders(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static void Rigidbody2D_simulated(JSVCall vc) { if (vc.bGet) { UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; var result = _this.simulated; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); } else { System.Boolean arg0 = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg); UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; _this.simulated = arg0; } }
static void Rigidbody2D_velocity(JSVCall vc) { if (vc.bGet) { UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; var result = _this.velocity; JSApi.setVector2S((int)JSApi.SetType.Rval, result); } else { UnityEngine.Vector2 arg0 = (UnityEngine.Vector2)JSApi.getVector2S((int)JSApi.GetType.Arg); UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; _this.velocity = arg0; } }
static void Rigidbody2D_constraints(JSVCall vc) { if (vc.bGet) { UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; var result = _this.constraints; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); } else { UnityEngine.RigidbodyConstraints2D arg0 = (UnityEngine.RigidbodyConstraints2D)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; _this.constraints = arg0; } }
static void Rigidbody2D_interpolation(JSVCall vc) { if (vc.bGet) { UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; var result = _this.interpolation; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); } else { UnityEngine.RigidbodyInterpolation2D arg0 = (UnityEngine.RigidbodyInterpolation2D)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.Rigidbody2D _this = (UnityEngine.Rigidbody2D)vc.csObj; _this.interpolation = arg0; } }
// fields // properties static void Joint2D_connectedBody(JSVCall vc) { if (vc.bGet) { UnityEngine.Joint2D _this = (UnityEngine.Joint2D)vc.csObj; var result = _this.connectedBody; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); } else { UnityEngine.Rigidbody2D arg0 = (UnityEngine.Rigidbody2D)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.Joint2D _this = (UnityEngine.Joint2D)vc.csObj; _this.connectedBody = arg0; } }
static public int OverlapCollider(IntPtr l) { try { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.ContactFilter2D a1; checkValueType(l, 2, out a1); UnityEngine.Collider2D[] a2; checkType(l, 3, out a2); var ret = self.OverlapCollider(a1, a2); pushValue(l, ret); return(1); } catch (Exception e) { return(error(l, e)); } }
static int get_otherRigidbody(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Collision2D obj = (UnityEngine.Collision2D)o; UnityEngine.Rigidbody2D ret = obj.otherRigidbody; ToLua.PushSealed(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index otherRigidbody on a nil value")); } }
static int get_attachedRigidbody(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Collider2D obj = (UnityEngine.Collider2D)o; UnityEngine.Rigidbody2D ret = obj.attachedRigidbody; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index attachedRigidbody on a nil value" : e.Message)); } }
static int get_rigidbody2D(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Component obj = (UnityEngine.Component)o; UnityEngine.Rigidbody2D ret = obj.rigidbody2D; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index rigidbody2D on a nil value" : e.Message)); } }
public void Set(UnityEngine.Rigidbody2D source, bool kinematicForParticles) { bool kinematic = !Application.isPlaying || source.isKinematic || kinematicForParticles; rotation = Quaternion.AngleAxis(source.rotation, Vector3.forward); linearVelocity = source.velocity; // For some weird reason, in 2D angular velocity is measured in *degrees* per second, // instead of radians. Seriously Unity, WTF?? angularVelocity = new Vector4(0, 0, source.angularVelocity * Mathf.Deg2Rad, 0); // center of mass in unity is affected by local rotation and poistion, but not scale. We need it expressed in world space: centerOfMass = source.transform.position + source.transform.rotation * source.centerOfMass; inertiaTensor = kinematic ? Vector3.zero : new Vector3(0, 0, (source.constraints & RigidbodyConstraints2D.FreezeRotation) != 0?0:1 / source.inertia); inverseMass = kinematic ? 0 : 1 / source.mass; }
static int get_rigidbody2D(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.GameObject obj = (UnityEngine.GameObject)o; UnityEngine.Rigidbody2D ret = obj.rigidbody2D; ToLua.PushSealed(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index rigidbody2D on a nil value")); } }
void FixedUpdate() { if (manager.gameState == GameManager.GAMESTATE.kIngame) { // plane sine effect- by getting the angle using arctangent UnityEngine.Rigidbody2D rb = getRigidBody2d(); Vector2 direction = rb.velocity; direction += offsetVelocity; float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; rb.MoveRotation(angle); // Debug.Log ("direction: " + direction + " angle: " + angle + " velocity: " + rb.velocity); if (Mathf.Abs(rb.velocity.y) >= maxSpeedY) { rb.velocity = new Vector2(rb.velocity.x, Mathf.Sign(rb.velocity.y) * maxSpeedY); } } }
static public int IsTouching(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 3) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.Collider2D a1; checkType(l, 2, out a1); UnityEngine.ContactFilter2D a2; checkValueType(l, 3, out a2); var ret = self.IsTouching(a1, a2); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(UnityEngine.Collider2D))) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.Collider2D a1; checkType(l, 2, out a1); var ret = self.IsTouching(a1); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(UnityEngine.ContactFilter2D))) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.ContactFilter2D a1; checkValueType(l, 2, out a1); var ret = self.IsTouching(a1); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
public override void MovePlayer(UnityEngine.Rigidbody2D m_Rigidbody) { Vector3 cur_pos = m_Rigidbody.transform.position; float x = cur_pos.x; float y = cur_pos.y; cur_pos.Set(x, y - 0.1f, 0); if (Input.GetKeyDown(upKey) && flag) { cur_pos.Set(x, y + speed, 0); flag = false; } if (Input.GetKeyUp(upKey)) { flag = true; } m_Rigidbody.position = cur_pos; }
public void FromRigidbody(UnityEngine.Rigidbody2D rb, bool kinematicForParticles) { bool kinematic = !Application.isPlaying || rb.isKinematic || kinematicForParticles; velocity = rb.velocity; // For some weird reason, in 2D angular velocity is measured in *degrees* per second, // instead of radians. Seriously Unity, WTF?? angularVelocity = new Vector4(0, 0, rb.angularVelocity * Mathf.Deg2Rad, 0); // center of mass in unity is affected by local rotation and poistion, but not scale. We need it expressed in world space: com = rb.transform.position + rb.transform.rotation * rb.centerOfMass; Vector3 inertiaTensor = kinematic ? Vector3.zero : new Vector3(0, 0, (rb.constraints & RigidbodyConstraints2D.FreezeRotation) != 0 ? 0 : 1 / rb.inertia); Matrix4x4 rotation = Matrix4x4.Rotate(Quaternion.AngleAxis(rb.rotation, Vector3.forward)); inverseInertiaTensor = rotation * Matrix4x4.Scale(inertiaTensor) * rotation.transpose; inverseMass = kinematic ? 0 : 1 / rb.mass; }
static public int Cast(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 3) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.Vector2 a1; checkType(l, 2, out a1); UnityEngine.RaycastHit2D[] a2; checkArray(l, 3, out a2); var ret = self.Cast(a1, a2); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 4) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.Vector2 a1; checkType(l, 2, out a1); UnityEngine.RaycastHit2D[] a2; checkArray(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); var ret = self.Cast(a1, a2, a3); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function Cast to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int AddForceAtPosition(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 3) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.Vector2 a1; checkType(l, 2, out a1); UnityEngine.Vector2 a2; checkType(l, 3, out a2); self.AddForceAtPosition(a1, a2); pushValue(l, true); return(1); } else if (argc == 4) { UnityEngine.Rigidbody2D self = (UnityEngine.Rigidbody2D)checkSelf(l); UnityEngine.Vector2 a1; checkType(l, 2, out a1); UnityEngine.Vector2 a2; checkType(l, 3, out a2); UnityEngine.ForceMode2D a3; checkEnum(l, 4, out a3); self.AddForceAtPosition(a1, a2, a3); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function AddForceAtPosition to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
public override void OnEnable() => Component = gameObject.GetComponent <UnityEngine.Rigidbody2D>();
void Start() { rgBody2D = GetComponent<UnityEngine.Rigidbody2D>(); animator = GetComponent<Animator>(); }
public override void OnStart() { targetRigidbody2D = GetDefaultGameObject(targetGameObject.Value).GetComponent <UnityEngine.Rigidbody2D>(); }
static public int get_collisionDetectionMode(IntPtr l) { UnityEngine.Rigidbody2D o = (UnityEngine.Rigidbody2D)checkSelf(l); pushValue(l, o.collisionDetectionMode); return(1); }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.Rigidbody2D rigidbody2D = SaveGameType.CreateComponent <UnityEngine.Rigidbody2D> (); ReadInto(rigidbody2D, reader); return(rigidbody2D); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.Rigidbody2D rigidbody2D = (UnityEngine.Rigidbody2D)value; foreach (string property in reader.Properties) { switch (property) { case "position": rigidbody2D.position = reader.ReadProperty <UnityEngine.Vector2> (); break; case "rotation": rigidbody2D.rotation = reader.ReadProperty <System.Single> (); break; case "velocity": rigidbody2D.velocity = reader.ReadProperty <UnityEngine.Vector2> (); break; case "angularVelocity": rigidbody2D.angularVelocity = reader.ReadProperty <System.Single> (); break; case "useAutoMass": rigidbody2D.useAutoMass = reader.ReadProperty <System.Boolean> (); break; case "mass": rigidbody2D.mass = reader.ReadProperty <System.Single> (); break; case "sharedMaterial": if (rigidbody2D.sharedMaterial == null) { rigidbody2D.sharedMaterial = reader.ReadProperty <UnityEngine.PhysicsMaterial2D> (); } else { reader.ReadIntoProperty <UnityEngine.PhysicsMaterial2D> (rigidbody2D.sharedMaterial); } break; case "centerOfMass": rigidbody2D.centerOfMass = reader.ReadProperty <UnityEngine.Vector2> (); break; case "inertia": rigidbody2D.inertia = reader.ReadProperty <System.Single> (); break; case "drag": rigidbody2D.drag = reader.ReadProperty <System.Single> (); break; case "angularDrag": rigidbody2D.angularDrag = reader.ReadProperty <System.Single> (); break; case "gravityScale": rigidbody2D.gravityScale = reader.ReadProperty <System.Single> (); break; case "bodyType": rigidbody2D.bodyType = reader.ReadProperty <UnityEngine.RigidbodyType2D> (); break; case "useFullKinematicContacts": rigidbody2D.useFullKinematicContacts = reader.ReadProperty <System.Boolean> (); break; case "isKinematic": rigidbody2D.isKinematic = reader.ReadProperty <System.Boolean> (); break; case "freezeRotation": rigidbody2D.freezeRotation = reader.ReadProperty <System.Boolean> (); break; case "constraints": rigidbody2D.constraints = reader.ReadProperty <UnityEngine.RigidbodyConstraints2D> (); break; case "simulated": rigidbody2D.simulated = reader.ReadProperty <System.Boolean> (); break; case "interpolation": rigidbody2D.interpolation = reader.ReadProperty <UnityEngine.RigidbodyInterpolation2D> (); break; case "sleepMode": rigidbody2D.sleepMode = reader.ReadProperty <UnityEngine.RigidbodySleepMode2D> (); break; case "collisionDetectionMode": rigidbody2D.collisionDetectionMode = reader.ReadProperty <UnityEngine.CollisionDetectionMode2D> (); break; case "tag": rigidbody2D.tag = reader.ReadProperty <System.String> (); break; case "name": rigidbody2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": rigidbody2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
public void throttleUp() { UnityEngine.Rigidbody2D rb = getRigidBody2d(); rb.AddForce(Vector2.up * upwardForceToApply); }