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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class CoriolisEffect : MonoBehaviour | |||
{ | |||
// Start is called before the first frame update | |||
public GameObject center; | |||
private Rigidbody rb; | |||
private const float MAX_GRAVITY = 9.8f; | |||
public float maxCoriolisForce; | |||
public float coriolisForceMultiplier = 2f; | |||
void Start() | |||
{ | |||
rb = GetComponent<Rigidbody>(); | |||
} | |||
// Update is called once per frame | |||
void FixedUpdate() | |||
{ | |||
Vector3 direction = (transform.position - center.transform.position).normalized; | |||
Vector3 coriolisVector = Vector3.Cross(direction, new Vector3(0,0,1)).normalized; | |||
Debug.Log(LerpCoriolisForce()); | |||
float force = LerpCoriolisForce(); | |||
rb.AddForce(coriolisVector * force * coriolisForceMultiplier, ForceMode.Acceleration); | |||
Debug.DrawRay(transform.position, coriolisVector * force, Color.red); | |||
} | |||
float LerpGravity() | |||
{ | |||
return Mathf.Lerp(0, MAX_GRAVITY, Vector3.Distance(gameObject.transform.position, center.transform.position) / 12.75f); | |||
} | |||
float LerpCoriolisForce() | |||
{ | |||
Debug.Log(Vector3.Distance(gameObject.transform.position, center.transform.position)); | |||
return Mathf.Lerp(maxCoriolisForce, 0, Vector3.Distance(gameObject.transform.position, center.transform.position) / 12.75f); | |||
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