43 lines
1.0 KiB
C#
43 lines
1.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WeighingManager : MonoBehaviour
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{
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[SerializeField] private DraggableObject[] _balls;
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[SerializeField] private float _normalMass = 1f;
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[SerializeField] private float _heavyMass = 1.5f;
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private void Start()
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{
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AssignMasses();
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}
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public void AssignMasses()
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{
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foreach (var ball in _balls)
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{
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ball.mass = _normalMass;
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ball.isHeavy = false;
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ball.GetComponent<Rigidbody>().mass = _normalMass;
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}
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int heavyIndex = Random.Range(0, _balls.Length);
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_balls[heavyIndex].mass = _heavyMass;
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_balls[heavyIndex].isHeavy = true;
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_balls[heavyIndex].GetComponent<Rigidbody>().mass = _heavyMass;
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}
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public void ResetAllBalls()
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{
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foreach (var ball in _balls)
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ball.ResetToStart();
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}
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public void FullRestart()
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{
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foreach (var ball in _balls)
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ball.ResetToStart();
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AssignMasses();
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}
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}
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