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using System;
using UnityEngine;
namespace UnityStandardAssets.Vehicles.Ball
{
public class Ball : MonoBehaviour
{
[SerializeField] private float m_MovePower = 5; // The force added to the ball to move it.
[SerializeField] private bool m_UseTorque = true; // Whether or not to use torque to move the ball.
[SerializeField] private float m_MaxAngularVelocity = 25; // The maximum velocity the ball can rotate at.
[SerializeField] private float m_JumpPower = 2; // The force added to the ball when it jumps.
private const float k_GroundRayLength = 1f; // The length of the ray to check if the ball is grounded.
private Rigidbody m_Rigidbody;
private void Start()
{
m_Rigidbody = GetComponent<Rigidbody>();
// Set the maximum angular velocity.
GetComponent<Rigidbody>().maxAngularVelocity = m_MaxAngularVelocity;
}
public void Move(Vector3 moveDirection, bool jump)
{
// If using torque to rotate the ball...
if (m_UseTorque)
{
// ... add torque around the axis defined by the move direction.
m_Rigidbody.AddTorque(new Vector3(moveDirection.z, 0, -moveDirection.x)*m_MovePower);
}
else
{
// Otherwise add force in the move direction.
m_Rigidbody.AddForce(moveDirection*m_MovePower);
}
// If on the ground and jump is pressed...
if (Physics.Raycast(transform.position, -Vector3.up, k_GroundRayLength) && jump)
{
// ... add force in upwards.
m_Rigidbody.AddForce(Vector3.up*m_JumpPower, ForceMode.Impulse);
}
}
}
}