# Conflicts: # Assets/Scenes/SampleScene.unitymaster
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class BlackHole : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private float Force = 5; | |||
private void OnTriggerStay(Collider other) | |||
{ | |||
var horse = other.GetComponent<PlayerController>(); | |||
if (horse != null) | |||
{ | |||
Vector3 direction = horse.transform.position - transform.position; | |||
horse.AddForce(direction.normalized * Force); | |||
} | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class HammerController : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private Vector2 AngleLimit; | |||
[SerializeField] | |||
private Vector3 RotationAxis; | |||
[SerializeField] | |||
private Vector3 HitDirection; | |||
[SerializeField] | |||
private float Force; | |||
[SerializeField] | |||
private float Speed; | |||
private Vector3 startDir; | |||
private void Start() | |||
{ | |||
transform.forward = Vector3.up; | |||
startDir = transform.forward; | |||
} | |||
// Update is called once per frame | |||
void FixedUpdate() | |||
{ | |||
float ratio = (Mathf.Sin(Time.time * Speed) + 1) / 2; | |||
transform.forward = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.InverseTransformDirection(RotationAxis)) * startDir; | |||
Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.InverseTransformDirection(RotationAxis)) * transform.parent.InverseTransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed)); | |||
Debug.DrawRay(transform.position, hitDirection * Force, Color.green); | |||
} | |||
private void OnTriggerStay(Collider other) | |||
{ | |||
var horse = other.GetComponent<PlayerController>(); | |||
if (horse != null) | |||
{ | |||
float ratio = (Mathf.Sin(Time.time * Speed) + 1) / 2; | |||
Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.InverseTransformDirection(RotationAxis)) * transform.parent.InverseTransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed)); | |||
horse.AddForce((hitDirection.normalized + Vector3.up) * Force); | |||
Debug.Log("Hitting horse"); | |||
} | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class BallController : MonoBehaviour | |||
{ | |||
public int HorseCount; | |||
public float size; | |||
public GameObject horsePrefab; | |||
// Start is called before the first frame update | |||
void Start() | |||
{ | |||
SpawnHorses(); | |||
} | |||
// Update is called once per frame | |||
void Update() | |||
{ | |||
} | |||
public void SpawnHorses() | |||
{ | |||
for (int i = 0; i < HorseCount; i++) | |||
{ | |||
Vector3 position = Random.onUnitSphere * size + transform.position; | |||
Instantiate(horsePrefab, position,Random.rotation , transform); | |||
} | |||
} | |||
} |
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