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- if (blackHole.active) {
- Vector3 gravityVector = blackHole.transform.position - thisTransform.position;
- float gravityDistance = Vector3.Distance(blackHole.transform.position, thisTransform.position);
- Vector3 gravityStrength = Vector3.zero; // if (gravityDistance < gravityRadius) HERE??
- gravityStrength.x = gravityConstant / Mathf.Pow(gravityDistance, 2);
- gravityStrength.z = gravityConstant / Mathf.Pow(gravityDistance, 2);
- if (gravityDistance < gravityRadius)
- currentVelocity = currentVelocity + (Vector3.Scale(gravityStrength, gravityVector));
- }
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