Unity Project
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80
Assets/_Content/Scripts/Rocket.cs
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80
Assets/_Content/Scripts/Rocket.cs
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using UnityEngine;
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using UnityEngine.WSA;
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public class Rocket : MonoBehaviour
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{
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[System.Serializable]
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public class References
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{
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public Rigidbody Rigidbody;
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public ParticleSystem Fire;
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public GameObject Explosion;
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}
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[System.Serializable]
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public class Settings
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{
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public bool LaunchOnEnable = false;
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public float Speed = 20;
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public float Duration = 5;
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}
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[System.Serializable]
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public class State
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{
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public bool Launched = false;
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public bool Disabled = false;
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public float FlightTime = 0;
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}
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[SerializeField] private References _references;
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[SerializeField] private Settings _settings;
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[SerializeField] private State _state;
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void OnEnable()
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{
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if (_settings.LaunchOnEnable)
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{
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Launch();
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}
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}
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void Update()
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{
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if (_state.Launched && _state.FlightTime < _settings.Duration)
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{
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Vector3 force = transform.up * _settings.Speed * Time.deltaTime * 100;
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_references.Rigidbody.AddForce(force);
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_state.FlightTime += Time.deltaTime;
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}
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else if (!_state.Disabled)
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{
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_state.Disabled = true;
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_references.Fire.Stop();
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}
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}
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void OnCollisionEnter(Collision col)
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{
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if (_state.Launched && _state.FlightTime > .5f)
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{
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GameObject explosion = Instantiate(_references.Explosion);
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explosion.transform.position = transform.position;
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Destroy(gameObject);
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}
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}
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[ContextMenu("Launch")]
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public void Launch()
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{
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_state.Launched = true;
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_state.Disabled = false;
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_state.FlightTime = 0;
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_references.Fire.Play();
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}
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}
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