From a9097ee7747786f81fea5b5cc8c1d3c2dff6b2a7 Mon Sep 17 00:00:00 2001 From: AdamElf <55642322+AdamElf@users.noreply.github.com> Date: Wed, 20 Mar 2024 17:20:50 -0400 Subject: [PATCH] made velocity tracking better --- Assets/Scripts/Objects/ObjectHealth.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/Assets/Scripts/Objects/ObjectHealth.cs b/Assets/Scripts/Objects/ObjectHealth.cs index a20df3a..c31e49b 100644 --- a/Assets/Scripts/Objects/ObjectHealth.cs +++ b/Assets/Scripts/Objects/ObjectHealth.cs @@ -48,7 +48,8 @@ public void Damage(float damage) /// </summary> private void Shatter() { - + float multMin= 0.5f; + float multMax= 1.5f; //Make Object shatter here //get the two children of the object that is breaking broken1 = this.transform.GetChild(0).gameObject;//unbroken object @@ -63,7 +64,7 @@ private void Shatter() Debug.Log(velocity); foreach (Rigidbody rb in broken2.GetComponentsInChildren<Rigidbody>()) { - rb.velocity = new Vector3(velocity.x * Random.Range(0.75f,1.25f), velocity.y * Random.Range(0.75f, 1.25f), velocity.z * Random.Range(0.75f, 1.25f)); + rb.velocity = new Vector3(velocity.x * Random.Range(multMin,multMax), velocity.y * Random.Range(multMin, multMax), velocity.z * Random.Range(multMin, multMax)); Debug.Log(rb.velocity); } //Debug.Log("Shatter()"); -- GitLab