using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; [RequireComponent(typeof(Rigidbody2D))] public class Gravitation : MonoBehaviour { [Header("Config")] public bool isStatic; [Header("Forces")] protected Vector3 appliedForce; [Header("Internals")] public int positionInList; [Header("References")] protected new Rigidbody2D rigidbody; protected GameController gameController; public List SimulatedObjects { get { return gameController.simulatedObjects; } } public float Mass { get { return rigidbody.mass; } } public float GravitationConstant { get { return gameController.gravitationConstant; } } private void Awake() { rigidbody = GetComponent(); gameController = GameObject.Find("GameController").GetComponent(); } private void OnEnable() { positionInList = SimulatedObjects.Count; SimulatedObjects.Add(this); } private void OnDisable() { SimulatedObjects.Remove(this); } private void Start() { appliedForce = new Vector3(0f, 0f, 0f); } // O(n²) private void FixedUpdate() { foreach(Gravitation other in SimulatedObjects.Skip(positionInList + 1)) { if(other.positionInList <= this.positionInList) continue; float distance = Vector3.Distance(this.transform.position, other.transform.position); float force = GravitationConstant * this.Mass * other.Mass / Mathf.Clamp(Mathf.Pow(distance, 2), 0.1f, float.PositiveInfinity); Vector3 direction = (other.transform.position - this.transform.position).normalized; if(!this.isStatic) rigidbody.AddForce(direction * force); if(!other.isStatic) other.rigidbody.AddForce(-direction * force); } appliedForce = new Vector3(0, 0, 0); } }