Added extra sliders for audio (not audio logic not yet implemented) and got elevator outer buttons firing.
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using UnityEngine;
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[RequireComponent(typeof(Rigidbody))]
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public class SpringyButtonPhysics : MonoBehaviour {
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public Transform buttonDirectionRoot;
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public float minX = 0f;
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public float maxX = 0f;
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public float minY = 0f;
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public float maxY = 0f;
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public float minZ = 0.005f;
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public float maxZ = 0f;
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[Header("Spring Settings")]
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public float springForce = 300f; // how strong it returns
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public float damping = 8f; // prevents vibration
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private Rigidbody rb;
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private Vector3 restLocalPos;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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rb.useGravity = false;
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// initial local rest position
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restLocalPos = buttonDirectionRoot.InverseTransformPoint(transform.position);
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}
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void FixedUpdate()
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{
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// 1. Local pos
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Vector3 localPos = buttonDirectionRoot.InverseTransformPoint(transform.position);
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// 2. Spring in LOCAL space
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Vector3 spring = (restLocalPos - localPos) * springForce;
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// 3. Damping also must be in LOCAL space!!
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Vector3 localVelocity = buttonDirectionRoot.InverseTransformDirection(rb.velocity);
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localVelocity *= damping;
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spring -= localVelocity;
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// 4. Convert spring to WORLD space
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Vector3 worldSpring = buttonDirectionRoot.TransformDirection(spring);
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// 5. Apply
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rb.AddForce(worldSpring, ForceMode.Acceleration);
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// --- 3. Compute new local pos after physics ---
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Vector3 newLocalPos = buttonDirectionRoot.InverseTransformPoint(transform.position);
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//Debug.Log(spring);
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// --- 4. Clamp to allowed ranges ---
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newLocalPos.x = Mathf.Clamp(newLocalPos.x, minX, maxX);
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newLocalPos.y = Mathf.Clamp(newLocalPos.y, minY, maxY);
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newLocalPos.z = Mathf.Clamp(newLocalPos.z, minZ, maxZ);
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// --- 5. Convert back to world and move via Rigidbody ---
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Vector3 worldPos = buttonDirectionRoot.TransformPoint(newLocalPos);
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rb.MovePosition(worldPos);
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}
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}
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