rise-and-swine/Assets/Scripts/Assembly-CSharp/BalloonBalancer.cs

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C#
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2023-02-25 23:04:03 -05:00
using UnityEngine;
public class BalloonBalancer : MonoBehaviour
{
private void Update()
{
if (this.m_joint)
{
this.m_joint.connectedAnchor = base.transform.position;
}
}
public void AddBalloon()
{
this.m_balloonCount++;
if (!this.m_joint)
{
ConfigurableJoint configurableJoint = base.gameObject.AddComponent<ConfigurableJoint>();
configurableJoint.configuredInWorldSpace = false;
configurableJoint.autoConfigureConnectedAnchor = false;
configurableJoint.anchor = Vector3.zero;
configurableJoint.axis = Vector3.forward;
configurableJoint.angularXMotion = ConfigurableJointMotion.Limited;
configurableJoint.angularYMotion = ConfigurableJointMotion.Locked;
configurableJoint.angularZMotion = ConfigurableJointMotion.Locked;
SoftJointLimit lowAngularXLimit = configurableJoint.lowAngularXLimit;
lowAngularXLimit.limit = -1f;
configurableJoint.lowAngularXLimit = lowAngularXLimit;
SoftJointLimitSpring angularXLimitSpring = configurableJoint.angularXLimitSpring;
angularXLimitSpring.spring = 100f;
configurableJoint.angularXLimitSpring = angularXLimitSpring;
configurableJoint.enablePreprocessing = false;
this.m_joint = configurableJoint;
}
}
public void RemoveBalloon()
{
this.m_balloonCount--;
if (this.m_joint && this.m_balloonCount == 0)
{
UnityEngine.Object.Destroy(this.m_joint);
this.m_joint = null;
}
}
public void Configure(float powerFactor)
{
if (this.m_joint)
{
SoftJointLimitSpring angularXLimitSpring = this.m_joint.angularXLimitSpring;
angularXLimitSpring.spring = (float)this.m_balloonCount * 20f * powerFactor;
this.m_joint.angularXLimitSpring = angularXLimitSpring;
}
}
private int m_balloonCount;
[SerializeField]
private ConfigurableJoint m_joint;
}