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GSDRigidBody.cs
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#region "Imports"
using UnityEngine;
#endregion
public class GSDRigidBody : MonoBehaviour
{
public float MinCollVelocity = 2f;
// bool bIsForcedSleeping = false;
private Rigidbody rigidBody; // Formerly RB // FH 29.01.19
// bool bIgnoreRB = false;
private void Awake()
{
rigidBody = transform.GetComponent<Rigidbody>();
if (rigidBody != null)
{
DestroyImmediate(rigidBody);
}
}
/*
private void OnCollisionEnter(Collision collision)
{
if ( bIgnoreRB || !bIsForcedSleeping )
{
return;
}
Debug.Log( collision.relativeVelocity.magnitude );
if ( rigidbody != null )
{
if ( collision.relativeVelocity.magnitude <= MinCollVelocity )
{
rigidbody.Sleep();
}
else
{
//RB.isKinematic = false;
bIsForcedSleeping = false;
//RB.AddForce(collision.relativeVelocity*collision.relativeVelocity.magnitude*(RB.mass*0.3f));
}
}
}
private void OnCollisionExit(Collision collisionInfo)
{
if ( bIgnoreRB || !bIsForcedSleeping )
{ return; }
if ( bIsForcedSleeping && rigidbody != null )
{
rigidbody.Sleep();
}
}
float TimerMax = 0.1f;
float TimerNow = 0f;
private void Update()
{
if ( bIsForcedSleeping )
{
TimerNow += Time.deltaTime;
if ( TimerNow > TimerMax )
{
if ( rigidbody != null && !rigidbody.IsSleeping() )
{
rigidbody.Sleep();
}
TimerNow = 0f;
}
}
}
*/
}