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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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