Created
April 20, 2010 20:37
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| class Ship extends SpaceObject { | |
| // Degrees per second | |
| var turnRate:float = 90; | |
| // velocity change per second | |
| var thrustForce:float = 200; | |
| var thrusterPos:Vector3 = Vector3.zero; | |
| var thrusterPrefab:GameObject; | |
| private var thrusterParticleEmitter:ParticleEmitter; | |
| private var thrusterPeakEmission:float; | |
| // Init | |
| virtual function Start() { | |
| super.Start(); | |
| var thrusterObject:GameObject = Instantiate(thrusterPrefab, Vector3.zero, Quaternion.identity); | |
| thrusterObject.transform.parent = this.transform; | |
| thrusterObject.transform.localPosition = thrusterPos; | |
| thrusterParticleEmitter = thrusterObject.particleEmitter; | |
| thrusterPeakEmission = thrusterParticleEmitter.maxEmission; | |
| } | |
| // Updates | |
| virtual function Update () { | |
| super.Update(); | |
| UpdateThruster(); | |
| } | |
| virtual function UpdateRotation() { | |
| super.UpdateRotation(); | |
| transform.Rotate(0, turnRate * Input.GetAxis("Horizontal") * Time.deltaTime, 0); | |
| } | |
| virtual function UpdateAccel() { | |
| super.UpdateAccel(); | |
| accel = transform.forward * thrustForce * Input.GetAxis("Vertical"); | |
| } | |
| virtual function UpdateThruster() { | |
| var isForwardThrust = (accel.normalized - transform.forward).magnitude < 0.1; | |
| thrusterParticleEmitter.emit = accel.magnitude > 0 && isForwardThrust; | |
| var emission:float = accel.magnitude/thrustForce * thrusterPeakEmission; | |
| thrusterParticleEmitter.minEmission = emission; | |
| thrusterParticleEmitter.maxEmission = emission; | |
| } | |
| // Editor | |
| function OnDrawGizmosSelected() { | |
| Gizmos.color = Color.yellow; | |
| var localThrusterPos:Vector3 = transform.position + Vector3.Scale(thrusterPos, transform.localScale); | |
| Gizmos.DrawWireCube(localThrusterPos, Vector3(1,1,1)); | |
| } | |
| } |
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| class SpaceObject extends MonoBehaviour { | |
| var mass:float = 1; | |
| var maxSpeed:float = 200; | |
| protected var accel:Vector3 = Vector3.zero; | |
| protected var vel:Vector3 = Vector3.zero; | |
| virtual function Start() { | |
| // Stub | |
| } | |
| virtual function Update () { | |
| UpdateRotation(); | |
| UpdateAccel(); | |
| UpdateVel(); | |
| UpdatePos(); | |
| } | |
| virtual function UpdateRotation() { | |
| // Stub | |
| } | |
| virtual function UpdateAccel() { | |
| // Stub | |
| } | |
| virtual function UpdateVel() { | |
| vel += accel * Time.deltaTime; | |
| if (vel.magnitude > maxSpeed) { | |
| vel *= maxSpeed / vel.magnitude; | |
| } | |
| } | |
| virtual function UpdatePos() { | |
| transform.position += vel * Time.deltaTime; | |
| } | |
| } |
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