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- using System;
- using UnityEngine;
-
- namespace UnityStandardAssets.Effects
- {
- [RequireComponent(typeof (SphereCollider))]
- public class AfterburnerPhysicsForce : MonoBehaviour
- {
- public float effectAngle = 15;
- public float effectWidth = 1;
- public float effectDistance = 10;
- public float force = 10;
-
- private Collider[] m_Cols;
- private SphereCollider m_Sphere;
-
-
- private void OnEnable()
- {
- m_Sphere = (GetComponent<Collider>() as SphereCollider);
- }
-
-
- private void FixedUpdate()
- {
- m_Cols = Physics.OverlapSphere(transform.position + m_Sphere.center, m_Sphere.radius);
- for (int n = 0; n < m_Cols.Length; ++n)
- {
- if (m_Cols[n].attachedRigidbody != null)
- {
- Vector3 localPos = transform.InverseTransformPoint(m_Cols[n].transform.position);
- localPos = Vector3.MoveTowards(localPos, new Vector3(0, 0, localPos.z), effectWidth*0.5f);
- float angle = Mathf.Abs(Mathf.Atan2(localPos.x, localPos.z)*Mathf.Rad2Deg);
- float falloff = Mathf.InverseLerp(effectDistance, 0, localPos.magnitude);
- falloff *= Mathf.InverseLerp(effectAngle, 0, angle);
- Vector3 delta = m_Cols[n].transform.position - transform.position;
- m_Cols[n].attachedRigidbody.AddForceAtPosition(delta.normalized*force*falloff,
- Vector3.Lerp(m_Cols[n].transform.position,
- transform.TransformPoint(0, 0, localPos.z),
- 0.1f));
- }
- }
- }
-
-
- private void OnDrawGizmosSelected()
- {
- //check for editor time simulation to avoid null ref
- if(m_Sphere == null)
- m_Sphere = (GetComponent<Collider>() as SphereCollider);
-
- m_Sphere.radius = effectDistance*.5f;
- m_Sphere.center = new Vector3(0, 0, effectDistance*.5f);
- var directions = new Vector3[] {Vector3.up, -Vector3.up, Vector3.right, -Vector3.right};
- var perpDirections = new Vector3[] {-Vector3.right, Vector3.right, Vector3.up, -Vector3.up};
- Gizmos.color = new Color(0, 1, 0, 0.5f);
- for (int n = 0; n < 4; ++n)
- {
- Vector3 origin = transform.position + transform.rotation*directions[n]*effectWidth*0.5f;
-
- Vector3 direction =
- transform.TransformDirection(Quaternion.AngleAxis(effectAngle, perpDirections[n])*Vector3.forward);
-
- Gizmos.DrawLine(origin, origin + direction*m_Sphere.radius*2);
- }
- }
- }
- }
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