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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent(typeof(LineRenderer))] | |
public class Simulate : MonoBehaviour | |
{ | |
[SerializeField] Transform target; | |
[SerializeField] LineRenderer line; | |
[SerializeField][Range(0.001f, 10)] float maxTime = 5; | |
[SerializeField] [Range(0, 12)] int power = 5; | |
private List<Vector3> positions = new List<Vector3>(); | |
private Vector3 presposition = Vector3.zero; | |
private int prePower = -1; | |
private Transform startPosition; | |
private void Start() | |
{ | |
startPosition = transform; | |
} | |
void Update () | |
{ | |
Physics.autoSimulation = false; | |
if (presposition == transform.position && power == prePower) | |
return; | |
presposition = transform.position; | |
prePower = power; | |
positions.Clear(); | |
ResetRigidbody(); | |
AddForce(); | |
ProgressSimulate(); | |
line.positionCount = positions.Count; | |
line.SetPositions(positions.ToArray()); | |
} | |
private void OnDisable() | |
{ | |
Physics.autoSimulation = true; | |
ResetRigidbody(); | |
} | |
private void AddForce() | |
{ | |
var rig = target.GetComponent<Rigidbody>(); | |
rig.AddForce(new Vector3(1, 1, 0) * power, ForceMode.Impulse); | |
} | |
private void ProgressSimulate() | |
{ | |
float time = 0; | |
float deltaTime = Time.fixedDeltaTime; | |
while (time < maxTime) | |
{ | |
Physics.Simulate(deltaTime); | |
time += deltaTime; | |
positions.Add(target.position); | |
} | |
} | |
void ResetRigidbody() | |
{ | |
target.position = startPosition.position; | |
target.rotation = startPosition.rotation; | |
var rig = target.GetComponent<Rigidbody>(); | |
rig.velocity = Vector3.zero; | |
rig.angularVelocity = Vector3.zero; | |
} | |
} |
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