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- t += Time.deltaTime;
- float vz = Speed*t* Mathf.Cos (Angle2) * Time.deltaTime;
- float vy = Speed*t* Mathf.Sin (Angle)* Time.deltaTime-(9.8f*Mass*(t*t))/2* Time.deltaTime;
- Vector3 NextPos = new Vector3 (transform.localPosition.x, transform.localPosition.y + vy, transform.localPosition.z + vz);
- transform.rotation = Quaternion.LookRotation(transform.localPosition-NextPos);
- transform.localEulerAngles += new Vector3(0,transform.parent.eulerAngles.y,0);
- transform.localPosition = NextPos;
- RaycastHit hit;
- if (Physics.Linecast(LastPos, transform.position, out hit))
- {
- Destroy (transform.parent.gameObject);
- }
- LastPos = transform.position;
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