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void SetMass(int newMass) | |
{ | |
_mass = newMass; | |
m_Mass = newMass; | |
float scale = newMass * 0.01f; | |
transform.localScale = new Vector3(scale, scale, 1); | |
rb.sharedMaterial = frictionMaterial; | |
if (newMass >= 250) | |
{ | |
angularVelocity = 250 - newMass * 0.35f; | |
if (angularVelocity < 130 && newMass <= 300) | |
angularVelocity = 130; | |
else if (angularVelocity < 80) | |
angularVelocity = 80; | |
} | |
else if (newMass >= 180) | |
{ | |
angularVelocity = 400 - newMass; | |
} | |
else if (newMass >= 100) | |
{ | |
angularVelocity = 600 - newMass; | |
} | |
else | |
{ | |
rb.sharedMaterial = highFrictionMaterial; | |
// I don't know what I'm doing because I suck at math | |
// so I just gave up and just decided to do the above | |
/*float moreSpeed = 0; | |
int remainingMass = newMass; | |
while (remainingMass > 0) | |
{ | |
// idk what I'm doing I suck at math lol | |
moreSpeed += 1000 / remainingMass; | |
if (remainingMass > 80) | |
remainingMass -= 4; | |
else if (remainingMass > 55) | |
remainingMass -= 2; | |
else | |
remainingMass -= 1; | |
}*/ | |
angularVelocity = 4000 - newMass * 40; | |
} | |
// Make sure dice spin in correct direction | |
angularVelocity *= -1; | |
} |
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