first track yeehaw cowboy
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@@ -11,7 +11,6 @@ public class CameraController : MonoBehaviour {
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void Update() {
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yaw += speedH * Input.GetAxis("Mouse X");
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pitch -= speedV * Input.GetAxis("Mouse Y");
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transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
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}
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}
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Executable → Regular
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+38158
-206
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+92
-110
@@ -1,150 +1,132 @@
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using UnityEngine;
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public class ShipControls : MonoBehaviour {
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enum ModeSwitching { Start, Impulse, Acceleration, Force, VelocityChange };
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ModeSwitching m_ModeSwitching;
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public Camera m_camera;
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Vector3 m_StartPos;
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Vector3 m_StartForce;
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Vector3 m_Thrust;
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float m_thrustBase;
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Rigidbody m_ridigBody;
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Vector3 m_initialPosition;
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Vector3 m_initialForce;
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Vector3 m_thrust;
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Vector3 m_strafe;
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float m_strafeMag;
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float m_thrustMag;
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float m_stabliseMag;
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ForceMode m_forceMode;
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Rigidbody m_Rigidbody;
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public GameObject ship;
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public Camera camera;
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void Start() {
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m_Rigidbody = GetComponent<Rigidbody>();
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m_Thrust = new Vector3(0.0f, 0.0f, 0.0f);
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m_StartPos = camera.transform.position;
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m_StartForce = m_Rigidbody.transform.forward;
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m_thrustBase = 10.0f;
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m_stabliseMag = 75.0f;
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Cursor.lockState = CursorLockMode.Locked;
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m_ridigBody = GetComponent<Rigidbody>();
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m_initialPosition = m_ridigBody.transform.position;
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m_initialForce = Vector3.zero;
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m_thrust = Vector3.zero;
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m_strafe = Vector3.zero;
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m_thrustMag = 50.0f;
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m_strafeMag = 25.0f;
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m_stabliseMag = 75.0f;
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m_forceMode = ForceMode.Acceleration;
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}
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void Update() {
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// update the thrust vector every frame
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m_Thrust = camera.transform.forward;
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// update the movement vectors every frame
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m_thrust = getThrust();
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m_strafe = getStrafe();
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Debug.Log(m_thrust);
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// do everything else input related on every frame too
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processInput();
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}
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void FixedUpdate() {
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float thrustMag = getThrustMagnitude();
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m_Rigidbody.AddForce(m_Thrust * thrustMag, ForceMode.Acceleration);
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// // the ship being propelled forward
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m_ridigBody.AddForce(m_thrust, m_forceMode);
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// moving side to side
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m_ridigBody.AddForce(m_strafe, m_forceMode);
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// stablise ship towards camera position
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// add relative force?
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// rotating towards the camera's orientation
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// not being done by a force because of strange behaviour
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// needs investigation
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float step = m_stabliseMag * Time.fixedDeltaTime;
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m_Rigidbody.rotation = Quaternion.RotateTowards(transform.rotation, camera.transform.rotation, step);
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m_ridigBody.rotation = Quaternion.RotateTowards(transform.rotation, m_camera.transform.rotation, step);
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}
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float getThrustMagnitude() {
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Vector3 getThrust() {
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// thrust
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if (Input.GetMouseButton(0))
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return 1.0f * m_thrustBase;
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return m_camera.transform.TransformDirection(Vector3.forward) * m_thrustMag;
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// brake
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if (Input.GetMouseButton(1))
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return -1.0f * m_thrustBase;
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return m_camera.transform.TransformDirection(Vector3.back) * m_thrustMag;
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return 0.0f;
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return Vector3.zero;
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}
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// 2D strafing
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// TODO add multiplier
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// combine
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Vector3 getStrafe() {
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Vector3 strafe = new Vector3(0.0f, 0.0f, 0.0f);
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if (Input.GetKey(KeyCode.W))
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strafe += m_strafeMag * m_camera.transform.TransformDirection(Vector3.up);
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if (Input.GetKey(KeyCode.S))
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strafe += m_strafeMag * m_camera.transform.TransformDirection(Vector3.down);
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if (Input.GetKey(KeyCode.A))
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strafe += m_strafeMag * m_camera.transform.TransformDirection(Vector3.left);
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if (Input.GetKey(KeyCode.D))
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strafe += m_strafeMag * m_camera.transform.TransformDirection(Vector3.right);
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return strafe;
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}
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void processInput() {
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if (Input.GetKey(KeyCode.Space))
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Respawn();
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if (Input.GetKey(KeyCode.Alpha1))
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m_forceMode = ForceMode.Acceleration;
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if (Input.GetKey(KeyCode.Alpha2))
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m_forceMode = ForceMode.Impulse;
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if (Input.GetKey(KeyCode.Alpha3))
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m_forceMode = ForceMode.Force;
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if (Input.GetKey(KeyCode.Alpha4))
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m_forceMode = ForceMode.VelocityChange;
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}
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void Respawn() {
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m_Thrust = new Vector3(0.0f, 0.0f, 0.0f);
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transform.position = m_StartPos;
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m_Rigidbody.transform.forward = m_StartForce;
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m_thrust = new Vector3(0.0f, 0.0f, 0.0f);
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transform.position = m_initialPosition;
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m_ridigBody.transform.forward = m_initialForce;
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m_ridigBody.velocity = new Vector3(0f, 0f, 0f);
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m_camera.transform.eulerAngles = Vector3.forward;
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}
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// {
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// //If the current mode is not the starting mode (or the GameObject is not reset), the force can change
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// if (m_ModeSwitching != ModeSwitching.Start)
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// {
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// //The force changes depending what you input into the text fields
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// m_NewForce = camera.transform.position;
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// }
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void OnDrawGizmosSelected() {
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Gizmos.color = Color.red;
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Vector3 direction = m_camera.transform.TransformDirection(Vector3.up) * 10;
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Gizmos.DrawRay(transform.position, direction);
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// //Here, switching modes depend on button presses in the Game mode
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// switch (m_ModeSwitching)
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// {
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// //This is the starting mode which resets the GameObject
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// case ModeSwitching.Startt
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// //This resets the GameObject and Rigidbody to their starting positions
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// transform.position = m_StartPos;
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// m_Rigidbody.transform.forward = m_StartForce;
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Gizmos.color = Color.green;
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Vector3 right = m_camera.transform.TransformDirection(Vector3.right) * 10;
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Gizmos.DrawRay(transform.position, right);
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// //This resets the velocity of the Rigidbody
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// m_Rigidbody.velocity = new Vector3(0f, 0f, 0f);
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// break;
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// //These are the modes ForceMode can force on a Rigidbody
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// //This is Acceleration mode
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// case ModeSwitching.Acceleration:
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// //Use Acceleration as the force on the Rigidbody
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// break;
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// //This is Force Mode, using a continuous force on the Rigidbody considering its mass
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// case ModeSwitching.Force:
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// //Use Force as the force on GameObject’s Rigidbody
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// break;
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// //This is Impulse Mode, which involves using the Rigidbody’s mass to apply an instant impulse force.
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// case ModeSwitching.Impulse:
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// //Use Impulse as the force on GameObject
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// break;
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// //This is VelocityChange which involves ignoring the mass of the GameObject and impacting it with a sudden speed change in a direction
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// case ModeSwitching.VelocityChange:
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// //Make a Velocity change on the Rigidbody
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// break;
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// }
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// }
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//The function outputs buttons, text fields, and other interactable UI elements to the Scene in Game view
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// void OnGUI()
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// {
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// //Press the button to reset the GameObject and Rigidbody
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// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
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// {
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// //This switches to the start/reset case
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// m_ModeSwitching = ModeSwitching.Start;
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// }
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// //When you press the Acceleration button, switch to Acceleration mode
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// if (GUI.Button(new Rect(100, 30, 150, 30), "Apply Acceleration"))
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// {
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// //Switch to Acceleration (apply acceleration force to GameObject)
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// m_ModeSwitching = ModeSwitching.Acceleration;
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// }
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// //If you press the Impulse button
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// if (GUI.Button(new Rect(100, 60, 150, 30), "Apply Impulse"))
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// {
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// //Switch to impulse (apply impulse forces to GameObject)
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// m_ModeSwitching = ModeSwitching.Impulse;
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// }
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// //If you press the Force Button, switch to Force state
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// if (GUI.Button(new Rect(100, 90, 150, 30), "Apply Force"))
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// {
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// //Switch to Force (apply force to GameObject)
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// m_ModeSwitching = ModeSwitching.Force;
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// }
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// //Press the button to switch to VelocityChange state
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// if (GUI.Button(new Rect(100, 120, 150, 30), "Apply Velocity Change"))
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// {
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// //Switch to velocity changing
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// m_ModeSwitching = ModeSwitching.VelocityChange;
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// }
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// }
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Gizmos.color = Color.yellow;
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Vector3 forward = m_camera.transform.TransformDirection(Vector3.forward) * 10;
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Gizmos.DrawRay(transform.position, forward);
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}
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}
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Whitespace-only changes.
Reference in new issue
Block a user