Untitled
unknown
plain_text
4 years ago
998 B
7
Indexable
if(true)
{
Vector3 velocity = Rigidbody.velocity;
Vector3 raycastDirection = transform.TransformDirection(-Vector3.up);
Vector3 digerVelocity = Vector3.zero;
Rigidbody raycastHitRigidbody = RaycastHit.rigidbody;
if (raycastHitRigidbody != null)
digerVelocity = raycastHitRigidbody.velocity;
float raycastDirectionVelocity = Vector3.Dot(raycastDirection, velocity);
float digerDirectionVelocity = Vector3.Dot(raycastDirection, digerVelocity);
float relativeVelocity = raycastDirectionVelocity - digerDirectionVelocity;
float x = RaycastHit.distance degeri - float vibrasyonHeight;
float springForce = (x * float vibrasyonSpringStrength) - (relativeVelocity * vibrasyonSpringDamper);
Debug.DrawLine(transform.position, transform.position + (raycastDirection * springForce), Color.yellow);
Rigidbody.AddForce(raycastDirection * springForce);
if (raycastHitRigidbody != null)
raycastHitRigidbody.AddForceAtPosition(raycastDirection * -springForce, RaycastHit.point);
}Editor is loading...