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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GravitySphere : GravitySource
{
[SerializeField]
float gravity = 0.981f;
[SerializeField, Min(0f)]
float outerRadius = 10f;
[SerializeField, Min(0f)]
float outerFalloffRadius = 15f;
float outerFalloffFactor;
[SerializeField, Min(0f)]
float innerFalloffRadius = 1f;
[SerializeField, Min(0f)]
float innerRadius = 5f;
float innerFalloffFactor;
public override Vector3 GetGravity(Vector3 position)
{
Vector3 vector = transform.position - position;
float distance = vector.magnitude;
if(distance > outerFalloffRadius || distance < innerFalloffRadius)
{
return Vector3.zero;
}
float g = gravity / distance;
if(distance > outerRadius)
{
g *= 1f - (distance - outerRadius) * outerFalloffFactor;
}
else if(distance < innerRadius)
{
g *= -(1f - (distance - innerRadius) * innerFalloffFactor);
}
return g * vector;
}
void OnDrawGizmos()
{
Vector3 p = transform.position;
if((innerFalloffRadius > 0f) && (innerFalloffRadius < innerRadius))
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(p, innerFalloffRadius);
}
Gizmos.color = Color.yellow;
if(innerRadius > 0f && innerRadius < outerRadius)
{
Gizmos.DrawWireSphere(p, innerRadius);
}
Gizmos.DrawWireSphere(p, outerRadius);
if(outerFalloffRadius > outerRadius)
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(p, outerFalloffRadius);
}
}
void Awake()
{
OnValidate();
}
void OnValidate()
{
innerRadius = Mathf.Max(innerRadius, innerFalloffRadius);
innerFalloffRadius = Mathf.Max(innerFalloffRadius, 0f);
outerRadius = Mathf.Max(outerRadius, innerRadius);
outerFalloffRadius = Mathf.Max(outerFalloffRadius, outerRadius);
innerFalloffFactor = 1f / (innerFalloffRadius - innerRadius);
outerFalloffFactor = 1f / (outerFalloffRadius - outerRadius);
}
}
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