Browse Source

Merge branch 'feature-coriolis_script&skyboxes' into develop

develop
Joshua Reason 4 years ago
parent
commit
398f56e97c
149 changed files with 5482 additions and 3 deletions
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Vector3 direction = Ship.getDownDirection(transform.position, false); Vector3 direction = Ship.getDownDirection(transform.position, false);
float force = direction.magnitude * Mathf.Pow(2 * Mathf.PI / Ship.RotationPeriod, 2); float force = direction.magnitude * Mathf.Pow(2 * Mathf.PI / Ship.RotationPeriod, 2);
Debug.DrawRay(transform.position, transform.position + direction);
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if (!IsGrounded()) if (!IsGrounded())

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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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