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Tommé Nöll
seedling
Commits
0c74ca6c
Commit
0c74ca6c
authored
Jun 18, 2019
by
Tommé Nöll
Browse files
added wind zones
parent
c023f793
Changes
6
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Assets/Prefabs/WindZone.prefab
0 → 100644
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0c74ca6c
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Assets/Prefabs/WindZone.prefab.meta
0 → 100644
View file @
0c74ca6c
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0c74ca6c
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Assets/Scripts/WindZone2D.cs
0 → 100644
View file @
0c74ca6c
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
//using UnityEngine.ParticleSystemModule;
public
class
WindZone2D
:
MonoBehaviour
{
public
float
strength
=
10f
;
public
float
pulseDuration
=
5f
;
public
float
pauseDuration
=
3f
;
public
float
transitionDuration
=
1f
;
public
float
offset
=
0f
;
private
float
currentStrengthFactor
;
private
List
<
Collider2D
>
collidingObjects
;
private
Collider2D
collider
;
private
ParticleSystem
particleSystem
;
private
ParticleSystemForceField
particleForceField
;
// Start is called before the first frame update
void
Start
()
{
collidingObjects
=
new
List
<
Collider2D
>();
collider
=
GetComponent
<
Collider2D
>();
particleSystem
=
transform
.
GetChild
(
0
).
gameObject
.
GetComponent
<
ParticleSystem
>();
particleForceField
=
particleSystem
.
transform
.
GetChild
(
0
).
gameObject
.
GetComponent
<
ParticleSystemForceField
>();
UpdateParticleSystemSize
();
}
// Update is called once per frame
void
Update
()
{
float
cycleLength
=
pulseDuration
+
pauseDuration
;
float
currentTime
=
(
Time
.
time
+
offset
)
%
cycleLength
;
float
transitionPoint
;
if
(
currentTime
<
pulseDuration
)
{
float
timeInTransition
=
currentTime
-
(
pulseDuration
-
transitionDuration
);
transitionPoint
=
timeInTransition
/
transitionDuration
;
transitionPoint
=
1
-
transitionPoint
;
}
else
{
currentTime
-=
pulseDuration
;
float
timeInTransition
=
currentTime
-
(
pauseDuration
-
transitionDuration
);
transitionPoint
=
timeInTransition
/
transitionDuration
;
}
currentStrengthFactor
=
Mathf
.
Clamp
(
transitionPoint
,
0
,
1
);
ApplyStrength
();
}
private
void
ApplyStrength
()
{
foreach
(
Collider2D
other
in
collidingObjects
)
{
other
.
attachedRigidbody
.
AddForce
(
transform
.
right
*
strength
*
currentStrengthFactor
);
}
particleForceField
.
directionX
=
currentStrengthFactor
*
5
;
var
emission
=
particleSystem
.
emission
;
emission
.
rateOverTime
=
currentStrengthFactor
*
10
+
3
;
//particleMain.startSpeed = currentStrength * 2;
}
private
void
UpdateParticleSystemSize
()
{
Bounds
bounds
=
collider
.
bounds
;
ParticleSystem
.
ShapeModule
shape
=
particleSystem
.
shape
;
shape
.
scale
=
bounds
.
size
;
bounds
.
extents
+=
new
Vector3
(
0
,
0
,
0.1f
);
particleForceField
.
transform
.
localScale
=
bounds
.
extents
;
ParticleSystemForceField
dragField
=
particleSystem
.
transform
.
GetChild
(
1
).
gameObject
.
GetComponent
<
ParticleSystemForceField
>();
dragField
.
transform
.
localScale
=
bounds
.
extents
;
}
void
OnTriggerEnter2D
(
Collider2D
other
)
{
collidingObjects
.
Add
(
other
);
}
void
OnTriggerExit2D
(
Collider2D
other
)
{
collidingObjects
.
Remove
(
other
);
}
}
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0c74ca6c
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externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ProjectSettings/Physics2DSettings.asset
View file @
0c74ca6c
...
...
@@ -53,4 +53,4 @@ Physics2DSettings:
m_ColliderAsleepColor
:
{
r
:
0.5686275
,
g
:
0.95686275
,
b
:
0.54509807
,
a
:
0.36078432
}
m_ColliderContactColor
:
{
r
:
1
,
g
:
0
,
b
:
1
,
a
:
0.6862745
}
m_ColliderAABBColor
:
{
r
:
1
,
g
:
1
,
b
:
0
,
a
:
0.2509804
}
m_LayerCollisionMatrix
:
ffd9ffffffd8ffffffd8ffffffffffffffd8ffffffd8ffffffffffffffffffffc9feffffc8fdffffc8fbffffffffffffffffffffc8ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff3fffffffbf
\ No newline at end of file
m_LayerCollisionMatrix
:
ffdbffffffd8ffffffd8ffffffffffffffd8ffffffd8ffffffffffffffffffffc9feffffc9fdffffc8fbffffffffffffffffffffc8ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff3fffffffbf
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