public float bounds = 5f;
- public float position= -5;
+ public float position = -5;
public float velocityMax = 5f;
public float accelerationRate = 100f;
public float accelerationDirection = 1f;
public bool useKinematics = false;
Debug.Log(string.Format("{0} bounces on the {1} at {2}", useKinematics ? "Kinematics" : "Traditional", side, Time.time));
if (position > bounds && accelerationDirection > 0)
- accelerationDirection = -1;
+ accelerationDirection = -1;
else if (position < -bounds && accelerationDirection < 0)
accelerationDirection = 1;
- float acceleration = accelerationRate * accelerationDirection;
+ float acceleration = accelerationRate * accelerationDirection;
- velocity += acceleration * Time.deltaTime;
+ velocity += acceleration * Time.deltaTime;
velocity = Mathf.Clamp(velocity, -velocityMax, velocityMax);
- position += velocity * Time.deltaTime;
- position += (velocity * Time.deltaTime) + (acceleration * Time.deltaTime * Time.deltaTime / 2);
- velocity += acceleration * Time.deltaTime;
+ position += velocity * Time.deltaTime;
+ position += (velocity * Time.deltaTime) + (acceleration * Time.deltaTime * Time.deltaTime / 2);
+ velocity += acceleration * Time.deltaTime;
velocity = Mathf.Clamp(velocity, -velocityMax, velocityMax);
- Vector3 pos = transform.position;
- transform.position = pos;
+ Vector3 pos = transform.position;
+ transform.position = pos;