Seven is the number.
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using System;
using UnityEngine;
namespace UnityStandardAssets.Effects
{
[RequireComponent(typeof (SphereCollider))]
public class AfterburnerPhysicsForce : MonoBehaviour
{
public float effectAngle = 15;
public float effectWidth = 1;
public float effectDistance = 10;
public float force = 10;
private Collider[] m_Cols;
private SphereCollider m_Sphere;
private void OnEnable()
{
m_Sphere = (GetComponent<Collider>() as SphereCollider);
}
private void FixedUpdate()
{
m_Cols = Physics.OverlapSphere(transform.position + m_Sphere.center, m_Sphere.radius);
for (int n = 0; n < m_Cols.Length; ++n)
{
if (m_Cols[n].attachedRigidbody != null)
{
Vector3 localPos = transform.InverseTransformPoint(m_Cols[n].transform.position);
localPos = Vector3.MoveTowards(localPos, new Vector3(0, 0, localPos.z), effectWidth*0.5f);
float angle = Mathf.Abs(Mathf.Atan2(localPos.x, localPos.z)*Mathf.Rad2Deg);
float falloff = Mathf.InverseLerp(effectDistance, 0, localPos.magnitude);
falloff *= Mathf.InverseLerp(effectAngle, 0, angle);
Vector3 delta = m_Cols[n].transform.position - transform.position;
m_Cols[n].attachedRigidbody.AddForceAtPosition(delta.normalized*force*falloff,
Vector3.Lerp(m_Cols[n].transform.position,
transform.TransformPoint(0, 0, localPos.z),
0.1f));
}
}
}
private void OnDrawGizmosSelected()
{
//check for editor time simulation to avoid null ref
if(m_Sphere == null)
m_Sphere = (GetComponent<Collider>() as SphereCollider);
m_Sphere.radius = effectDistance*.5f;
m_Sphere.center = new Vector3(0, 0, effectDistance*.5f);
var directions = new Vector3[] {Vector3.up, -Vector3.up, Vector3.right, -Vector3.right};
var perpDirections = new Vector3[] {-Vector3.right, Vector3.right, Vector3.up, -Vector3.up};
Gizmos.color = new Color(0, 1, 0, 0.5f);
for (int n = 0; n < 4; ++n)
{
Vector3 origin = transform.position + transform.rotation*directions[n]*effectWidth*0.5f;
Vector3 direction =
transform.TransformDirection(Quaternion.AngleAxis(effectAngle, perpDirections[n])*Vector3.forward);
Gizmos.DrawLine(origin, origin + direction*m_Sphere.radius*2);
}
}
}
}