From Sliding a Sphere
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58
Assets/Scripts/MovingSphere.cs
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58
Assets/Scripts/MovingSphere.cs
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using UnityEngine;
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public class MovingSphere : MonoBehaviour
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{
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[SerializeField, Range(0f, 100f)]
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private float maxSpeed = 10f;
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[SerializeField, Range(0f, 100f)]
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private float maxAcceleration = 10f;
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[SerializeField, Range(0f, 1f)]
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private float bounciness = 0.5f;
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[SerializeField]
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private Rect allowedArea = new Rect(-5f, -5f, 10f, 10f);
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private Vector3 velocity;
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private void Update()
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{
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Vector2 playerInput;
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playerInput.x = Input.GetAxis("Horizontal");
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playerInput.y = Input.GetAxis("Vertical");
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playerInput = Vector2.ClampMagnitude(playerInput, 1f);
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var desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
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float maxSpeedChange = maxAcceleration * Time.deltaTime;
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velocity.x = Mathf.MoveTowards(velocity.x, desiredVelocity.x, maxSpeedChange);
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velocity.z = Mathf.MoveTowards(velocity.z, desiredVelocity.z, maxSpeedChange);
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var displacement = velocity * Time.deltaTime;
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var newPosition = transform.localPosition + displacement;
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if (newPosition.x < allowedArea.xMin)
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{
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newPosition.x = allowedArea.xMin;
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velocity.x = -velocity.x * bounciness;
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}
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else if (newPosition.x > allowedArea.xMax)
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{
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newPosition.x = allowedArea.xMax;
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velocity.x = -velocity.x * bounciness;
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}
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if (newPosition.z < allowedArea.yMin)
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{
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newPosition.z = allowedArea.yMin;
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velocity.z = -velocity.z * bounciness;
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}
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else if (newPosition.z > allowedArea.yMax)
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{
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newPosition.z = allowedArea.yMax;
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velocity.z = -velocity.z * bounciness;
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}
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if (!allowedArea.Contains(new Vector2(newPosition.x, newPosition.z)))
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{
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newPosition.x = Mathf.Clamp(newPosition.x, allowedArea.xMin, allowedArea.xMax);
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newPosition.z = Mathf.Clamp(newPosition.z, allowedArea.yMin, allowedArea.yMax);
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}
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transform.localPosition = newPosition;
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}
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}
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11
Assets/Scripts/MovingSphere.cs.meta
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11
Assets/Scripts/MovingSphere.cs.meta
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fileFormatVersion: 2
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guid: 50beb4685c906ba49b7db3438cc30dfc
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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