63 lines
2.0 KiB
C#

using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class SpringyButtonPhysics : MonoBehaviour {
public Transform buttonDirectionRoot;
public float minX = 0f;
public float maxX = 0f;
public float minY = 0f;
public float maxY = 0f;
public float minZ = 0.005f;
public float maxZ = 0f;
[Header("Spring Settings")]
public float springForce = 300f; // how strong it returns
public float damping = 8f; // prevents vibration
private Rigidbody rb;
private Vector3 restLocalPos;
void Start()
{
rb = GetComponent<Rigidbody>();
rb.useGravity = false;
// initial local rest position
restLocalPos = buttonDirectionRoot.InverseTransformPoint(transform.position);
}
void FixedUpdate()
{
// 1. Local pos
Vector3 localPos = buttonDirectionRoot.InverseTransformPoint(transform.position);
// 2. Spring in LOCAL space
Vector3 spring = (restLocalPos - localPos) * springForce;
// 3. Damping also must be in LOCAL space!!
Vector3 localVelocity = buttonDirectionRoot.InverseTransformDirection(rb.velocity);
localVelocity *= damping;
spring -= localVelocity;
// 4. Convert spring to WORLD space
Vector3 worldSpring = buttonDirectionRoot.TransformDirection(spring);
// 5. Apply
rb.AddForce(worldSpring, ForceMode.Acceleration);
// --- 3. Compute new local pos after physics ---
Vector3 newLocalPos = buttonDirectionRoot.InverseTransformPoint(transform.position);
//Debug.Log(spring);
// --- 4. Clamp to allowed ranges ---
newLocalPos.x = Mathf.Clamp(newLocalPos.x, minX, maxX);
newLocalPos.y = Mathf.Clamp(newLocalPos.y, minY, maxY);
newLocalPos.z = Mathf.Clamp(newLocalPos.z, minZ, maxZ);
// --- 5. Convert back to world and move via Rigidbody ---
Vector3 worldPos = buttonDirectionRoot.TransformPoint(newLocalPos);
rb.MovePosition(worldPos);
}
}