Author SHA1 Message Date
Redstone1024 c7ad4d418f Constraining Position - Done! 2021-02-01 18:56:10 +08:00
Redstone1024 59d464eac4 Controlling Velocity 2021-02-01 18:26:46 +08:00
Redstone1024 ea974fca0d Controlling Position 2021-02-01 18:10:45 +08:00
Redstone1024 4981c397c0 Init URP 2021-02-01 17:08:14 +08:00
Redstone1024 fc48c473c5 init commit 2021-02-01 16:58:41 +08:00
24 changed files with 537 additions and 406 deletions
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using UnityEngine;
public class Graph : MonoBehaviour
{
[SerializeField]
Transform pointPrefab = default;
[SerializeField, Range(10, 100)]
int resolution = 10;
Transform[] points;
private void Awake()
{
var step = 2.0f / resolution;
var position = Vector3.zero;
var scale = Vector3.one * step;
points = new Transform[resolution];
for (int i = 0; i < points.Length; i++)
{
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position.x = (i + 0.5f) * step - 1.0f;
point.localPosition = position;
point.localScale = scale;
point.SetParent(transform, false);
points[i] = point;
}
}
private void Update()
{
var time = Time.time;
for (int i = 0; i < points.Length; i++)
{
Transform point = points[i];
Vector3 position = point.localPosition;
position.y = Mathf.Sin(Mathf.PI * (position.x + time));
point.localPosition = position;
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using UnityEngine;
public class MovingSphere : MonoBehaviour
{
[SerializeField, Range(0f, 100f)]
private float maxSpeed = 10f;
[SerializeField, Range(0f, 100f)]
private float maxAcceleration = 10f;
[SerializeField, Range(0f, 1f)]
private float bounciness = 0.5f;
[SerializeField]
private Rect allowedArea = new Rect(-5f, -5f, 10f, 10f);
private Vector3 velocity;
private void Update()
{
Vector2 playerInput;
playerInput.x = Input.GetAxis("Horizontal");
playerInput.y = Input.GetAxis("Vertical");
playerInput = Vector2.ClampMagnitude(playerInput, 1f);
var desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
float maxSpeedChange = maxAcceleration * Time.deltaTime;
velocity.x = Mathf.MoveTowards(velocity.x, desiredVelocity.x, maxSpeedChange);
velocity.z = Mathf.MoveTowards(velocity.z, desiredVelocity.z, maxSpeedChange);
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velocity.x = -velocity.x * bounciness;
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velocity.x = -velocity.x * bounciness;
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if (newPosition.z < allowedArea.yMin)
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newPosition.z = allowedArea.yMin;
velocity.z = -velocity.z * bounciness;
}
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velocity.z = -velocity.z * bounciness;
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newPosition.z = Mathf.Clamp(newPosition.z, allowedArea.yMin, allowedArea.yMax);
}
transform.localPosition = newPosition;
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