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* Apparently there was a minor big in my random selecting code. I don't understand it, really, but apparently at has something to do with Random.Range. Works now. Random logo should show when game starts. Additionally I added a line of code so that, if someone wants to they cane use the code to select a random Logo at will, but it's currently not set up like that. * Initial implementation of flippers. I also mucked about with the bumpers in table2 a little. * Now using a prefab. Probably needs more than one, though. left and right paddles have different property values in the inspector and one one side is red and one side is blue. Makes saving one prefab and propagating changes to all 4 objects very difficult. Kind of defeats the purpose of the prefab. Maybe I wasted a lot of time doing the same things over and over? There might be something we can do in code that remedy that. Like if(paddle == "left") etc. I dunno. Additionally, testing minor changes is made moderately more difficult because the scene you want to load to test them is not the same scene as the one you're making changes to.
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Assets/entities/variant-kgunn/Materials/redTeam_MAT_kgunn.mat.meta
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class FlipperController : MonoBehaviour | ||
{ | ||
public float restPosition = 0F; | ||
public float pressedPosition = 45F; | ||
public float flipperStrength = 2000f; | ||
public float flipperDamper = 5f; | ||
public string inputButtonName = "LeftFlipper"; | ||
private HingeJoint paddleHingeJoint; | ||
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private JointLimits limits; | ||
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void Awake (){ | ||
GetComponent<HingeJoint>().useSpring = true; | ||
} | ||
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void Update (){ | ||
JointSpring spring = new JointSpring(); | ||
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spring.spring = flipperStrength; | ||
spring.damper = flipperDamper; | ||
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if (Input.GetButton(inputButtonName)) | ||
{ | ||
spring.targetPosition = pressedPosition; | ||
} | ||
else | ||
{ | ||
spring.targetPosition = restPosition; | ||
} | ||
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GetComponent<HingeJoint>().spring = spring; | ||
GetComponent<HingeJoint>().useLimits = true; | ||
limits = GetComponent<HingeJoint>().limits; | ||
limits.min = restPosition; | ||
limits.max = pressedPosition; | ||
GetComponent<HingeJoint>().limits = limits; | ||
} | ||
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|
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} |
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