Aetheria/Assets/Scripts/Zone Display/SnapToGrid.cs
Reinier Vens 11a9365f91 Trailer Stuff & More
Changed title font to Montserrat
Added trailer-specific camera transitions
Added key to hide UI
Fixed input listening while console is open
Added animated zone reveal effect in galaxy map
Added Ping action for sensors
Added debug console commands (e.g. give command to get any item in legendary+ quality)
Temporarily disabled wwise
Fixed infinite loop in weapon penetration code
Guided missiles now predict target position
Fixed hitscan weapons
Fixed invisible enemies bug
Fixed various loadout generator issues (can now generate turrets!)
Fixed wormhole crash when enemy is targeted
Saving/loading current zone time when exiting game (planets keep their positions)
Created slime simulation in test scene - WIP
2021-03-27 10:03:24 +00:00

49 lines
1.5 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SnapToGrid : MonoBehaviour
{
public bool SnapPosition = false;
public bool SnapRotation = false;
public bool ApplyForces = false;
// public float RotationDamping = .5f;
// public float PositionDamping = .1f;
public float ForceScale = 1;
public float Offset = 0;
public float NormalMultiplier = 100;
public float GravityGradientStep = .01f;
private Rigidbody _body;
// Use this for initialization
void Start () {
_body = GetComponent<Rigidbody>();
}
// Update is called once per frame
void LateUpdate () {
var pos = new Vector2(transform.position.x,transform.position.z);
if(SnapPosition)
transform.position = new Vector3(pos.x, Gravity.GetHeight(pos) + Offset,pos.y);
if (SnapRotation)
{
var normal = Gravity.GetNormal(pos, GravityGradientStep, NormalMultiplier);
var forward = Vector3.Cross(transform.right, normal);
transform.rotation = Quaternion.LookRotation(forward, normal);
}
if (ApplyForces)
{
//var currentVelocity = _body.velocity;
var force = Gravity.GetForce(pos) * ForceScale;
_body.AddForce(force.x,0,force.y,ForceMode.Acceleration);
}
}
}