Made player launch to center on death
This commit is contained in:
@@ -15,7 +15,7 @@ public class PlayerController : OrbitalPositionBehaviour
|
||||
GlobalOrbitalPositionManager.SetPlayer(m_OrbitalPosition);
|
||||
|
||||
m_OrbitalPosition.m_ObjectRadius = 0.4f;
|
||||
m_OrbitalPosition.m_SpinSpeed = 0.1f;
|
||||
m_OrbitalPosition.m_SpinSpeed = 0.2f;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
@@ -24,14 +24,24 @@ public class PlayerController : OrbitalPositionBehaviour
|
||||
{
|
||||
m_OrbitalPosition.m_AttachedRing += 1;
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.R))
|
||||
{
|
||||
OnCollision(null); // Fake collision
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnCollision(OrbitalPositionBehaviour other)
|
||||
{
|
||||
GlobalOrbitalPositionManager.RestartSimulation();
|
||||
|
||||
if (!m_OrbitalPosition.m_IsAttachedToRings)
|
||||
return;
|
||||
|
||||
m_OrbitalPosition.m_IsAttachedToRings = false;
|
||||
m_Body.AddForce(Vector2.up * 6, ForceMode2D.Impulse);
|
||||
Vector3 direction = (-transform.position).normalized;
|
||||
m_Body.AddForce(direction * 5f, ForceMode2D.Impulse);
|
||||
|
||||
}
|
||||
|
||||
public override void OnReachCentre()
|
||||
|
||||
Reference in New Issue
Block a user