moar shit
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204
New Unity Project/Assets/Scripts/Forces/Force.cs
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204
New Unity Project/Assets/Scripts/Forces/Force.cs
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Forces
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{
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public class Force : System.Object
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{
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public ForceProps properties;
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protected Vector2 goal_vector = Vector2.up;
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protected Vector2 last_velocity = Vector2.zero;
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protected Vector2 init_in = Vector2.zero;
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protected Vector2 init_out = Vector2.zero;
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protected Vector2 current_output = Vector2.zero;
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protected float init_time = 0.0f;
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/// <summary>
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/// last call from velocity method
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/// </summary>
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protected float last_step_time = 0.0f;
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/// <summary>
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/// last call from user (like AddForce) to now when start fading out
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/// </summary>
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protected float last_call_time = 0.0f;
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protected float current_delta_step = 0.0f;
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protected float current_delta_call = 0.0f;
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protected float current_delta_notCall = 0.0f;
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/// <summary>
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/// time since init calling
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/// </summary>
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protected float time_calling = 0.0f;
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/// <summary>
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/// absolute time since init
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/// </summary>
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protected float time_stepping = 0.0f;
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/// <summary>
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/// time since left calling
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/// </summary>
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protected float time_notCalling = 0.0f;
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protected bool killed = false;
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public Force(string id, Vector2 target_direction, float target_speed, float inertia_in = 1.0f, float inertia_out = 1.0f, float impulse = 0.0f)
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{
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properties = new ForceProps(id, target_speed, inertia_in, inertia_out, impulse);
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Call(target_direction);
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}
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public Force(ForceProps props, Vector2 target_direction)
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{
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properties = props;
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Call(target_direction);
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}
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public Vector2 Velocity()
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{
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Vector2 delta = Vector2.zero;
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Vector2 current_target_velocity = Vector2.zero;
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if (init_time == 0.0f) Initialize();
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StartStep();
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current_target_velocity = FadeIn() + FadeOut();
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delta = current_target_velocity;
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current_output = Clamp(last_velocity + delta, goal_vector);
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EndStep();
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return current_output;
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}
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/// <summary>
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/// called by user to add force
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/// </summary>
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public void Call(Vector2 new_goal_vector)
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{
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if (properties.forceMode == ForceMode.Impulse)
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Initialize();
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last_call_time = Time.time;
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goal_vector = new_goal_vector.normalized * properties.target_speed;
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}
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/// <summary>
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/// Determines if the force is being used after reaching zero force
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/// </summary>
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/// <returns></returns>
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public bool Using()
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{
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//Wait half a second to check if the velocity is null
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return ((Time.time - last_call_time) < 0.5f || last_velocity != Vector2.zero) && !killed;
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}
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public void Kill ()
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{
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last_call_time = 0.0f;
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current_delta_call = 0.0f;
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current_delta_notCall = 0.0f;
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last_velocity = Vector2.zero;
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killed = true;
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}
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/// <summary>
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/// Returns the value of the last call
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/// </summary>
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/// <returns></returns>
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public Vector2 LastVelocity()
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{
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return last_velocity;
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}
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protected void Initialize()
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{
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init_time = Time.time;
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}
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protected void StartStep()
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{
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///Is the force acting like an impulse? if it is, then stop calling if impulse time < currentTime
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bool impulse = (properties.impulse > 0.0f && Time.time - init_time < properties.impulse);
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current_delta_step = last_step_time == 0.0f ? 0.0f : Time.time - last_step_time;
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if (last_call_time == 0.0f)
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{
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current_delta_call = 0.0f;
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current_delta_notCall = 0.0f;
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}
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else
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{
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if (last_step_time - last_call_time > current_delta_step && !impulse)
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{
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current_delta_notCall = current_delta_step;
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///set a start point to fade velocity
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init_out = last_velocity;
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current_delta_call = 0.0f;
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time_calling = 0.0f;
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}
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else
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{
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current_delta_call = current_delta_step;
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///set a start point to fade velocity
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init_in = last_velocity;
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current_delta_notCall = 0.0f;
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time_notCalling = 0.0f;
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}
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}
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time_calling += current_delta_call;
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time_stepping += current_delta_step;
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}
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protected Vector2 FadeIn()
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{
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// float fade_in_fact = 0.0f;
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Vector2 output = Vector2.zero;
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if (current_delta_call <= 0.0f) return Vector2.zero;
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//fade_in_fact = Mathf.Clamp01(time_calling / inertia_in);
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output = (goal_vector - last_velocity) * (current_delta_call / properties.inertia_in);
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return output;
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}
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protected Vector2 FadeOut()
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{
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//float fade_out_fact = 0.0f;
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Vector2 output = Vector2.zero;
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if (current_delta_notCall <= 0.0f) return Vector2.zero;
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//fade_out_fact = Mathf.Clamp01(time_notCalling / inertia_in);
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output = (Vector2.zero - last_velocity) * (current_delta_notCall / properties.inertia_out);
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return output;
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}
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protected Vector2 Clamp(Vector2 vector, Vector2 max)
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{
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float max_magnitude = max.magnitude;
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float currentMagnitude = vector.magnitude;
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float dot = Vector2.Dot(vector, max);
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Vector2 output = vector;
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//check if it is calling to clamp
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if (currentMagnitude > max_magnitude && dot > 0.0f && current_delta_call != 0.0f)
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{
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output = max;
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}
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//checl if is not calling to clamp to zero
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else if (dot <= 0.0f && current_delta_call == 0.0f)
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{
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output = Vector2.zero;
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}
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return output;
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}
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protected void EndStep()
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{
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last_step_time = Time.time;
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last_velocity = current_output;
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}
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}
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}
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12
New Unity Project/Assets/Scripts/Forces/Force.cs.meta
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12
New Unity Project/Assets/Scripts/Forces/Force.cs.meta
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fileFormatVersion: 2
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guid: 57b436089801943408c989af783a9a85
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timeCreated: 1455409843
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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93
New Unity Project/Assets/Scripts/Forces/ForceController.cs
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93
New Unity Project/Assets/Scripts/Forces/ForceController.cs
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using UnityEngine;
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using System.Collections.Generic;
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namespace Forces
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{
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/// <summary>
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/// Controls forces to be esay for the user to use
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/// </summary>
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public class ForceController : System.Object
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{
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protected Dictionary<string, Force> active_forces = new Dictionary<string, Force>();
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protected List<Force2Call> call_forces = new List<Force2Call>();
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protected List<string> null_forces_index = new List<string>();
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protected Vector2 lastFinalVel;
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public void AddForce(ForceProps forceProps, Vector3 direction)
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{
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Force target = Target(forceProps, direction);
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call_forces.Add(new Force2Call(direction, target));
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}
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public void DestroyForce (ForceProps forceProps)
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{
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Force f = GetForce(forceProps);
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if (f == null) return;
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f.Kill();
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null_forces_index.Add(forceProps.Name);
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}
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public Force GetForce(ForceProps force)
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{
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if (active_forces.ContainsKey(force.Name))
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return active_forces[force.Name];
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return null;
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}
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public Vector2 Update()
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{
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Vector2 final_velocity = Vector2.zero;
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///ADD AND CALL STEP
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foreach (Force2Call f in call_forces)
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{
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f.force.Call(f.direction);
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}
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///APPLY STEP
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foreach (string key in active_forces.Keys)
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{
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Force f = active_forces[key];
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///Add to null forces if the force isnt using
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if (!f.Using())
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{
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null_forces_index.Add(f.properties.Name);
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continue;
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}
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Vector2 add = f.Velocity();
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final_velocity += add;
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}
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///CLEAR STEP
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foreach (string i in null_forces_index)
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{
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active_forces.Remove(i);
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}
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call_forces.Clear();
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null_forces_index.Clear();
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Vector2 final = final_velocity * Time.deltaTime * 100.0f;
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Vector3 out_ = final - lastFinalVel;
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lastFinalVel = final;
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return out_;
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}
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protected Force Target(ForceProps force, Vector3 direction)
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{
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Force out_ = GetForce(force);
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if (out_ == null)
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{
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out_ = new Force(force, direction);
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active_forces.Add(out_.properties.Name, out_);
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}
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return out_;
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}
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 114545d266452cb4b96fd2ef86902650
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timeCreated: 1456794068
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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63
New Unity Project/Assets/Scripts/Forces/ForceStruct.cs
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63
New Unity Project/Assets/Scripts/Forces/ForceStruct.cs
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using UnityEngine;
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using System.Collections;
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namespace Forces
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{
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public enum ForceMode { Force, Impulse, Aceleration }
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/// <summary>
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/// Label force static information
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/// </summary>
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[System.Serializable]
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public struct ForceProps
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{
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/// <summary>
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/// indetify instance id
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/// </summary>
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public string Name;
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/// <summary>
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/// inertia value when starts in seconds (fade in)
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/// </summary>
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public float inertia_in;
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/// <summary>
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/// inertia value when ends in seconds (fade out)
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/// </summary>
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public float inertia_out;
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/// <summary>
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/// time calling without Update
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/// </summary>
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public float impulse;
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/// <summary>
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/// goal speed
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/// </summary>
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public float target_speed;
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/// <summary>
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/// mode of applying this force
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/// </summary>
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public ForceMode forceMode;
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public ForceProps(string Name, float target_speed, float inertia_in = 1.0f, float inertia_out = 1.0f, float impulse = 0.0f)
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{
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this.Name = Name;
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this.target_speed = target_speed;
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this.inertia_in = inertia_in;
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this.inertia_out = inertia_out;
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this.impulse = impulse;
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this.forceMode = impulse > 0.0f ? ForceMode.Impulse : ForceMode.Force;
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}
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}
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/// <summary>
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/// Target force and new vector to apply
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/// </summary>
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public struct Force2Call
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{
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public Vector3 direction;
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public Force force;
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public Force2Call(Vector3 direction, Force force)
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{
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this.direction = direction;
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this.force = force;
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}
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}
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}
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12
New Unity Project/Assets/Scripts/Forces/ForceStruct.cs.meta
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12
New Unity Project/Assets/Scripts/Forces/ForceStruct.cs.meta
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 2f6cb937bd9326148b7ab27db4d1d775
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timeCreated: 1456794126
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
|
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assetBundleVariant:
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