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Jun 20th, 2018
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5. public class SpaceshipController : MonoBehaviour {
  6.  
  7.     public float rotationSpeed = 200f;
  8.     public float thrustForce = 5f;
  9.     private Rigidbody2D _rigidBody2d;
  10.  
  11.     public float maxLandVelocity = 1.0f;
  12.     public float minAligmnentCollissionRatio = 0.97f;
  13.  
  14.     // Use this for initialization
  15.     void Start () {
  16.         _rigidBody2d = GetComponent<Rigidbody2D>();
  17.     }
  18.  
  19.     private void OnCollisionEnter2D(Collision2D collision) {
  20.         Vector2 colVector = collision.contacts[0].point - (Vector2)collision.collider.transform.position;
  21.         float alignmentCollisionRatio = Vector2.Dot(colVector.normalized, transform.rotation * Vector2.up);
  22.         if (_rigidBody2d.velocity.magnitude <= maxLandVelocity && alignmentCollisionRatio > minAligmnentCollissionRatio) {
  23.             _rigidBody2d.velocity = Vector3.zero;
  24.             _rigidBody2d.angularVelocity = 0.0f;
  25.         }
  26.         else {
  27.             _rigidBody2d.velocity = Vector3.zero;
  28.             _rigidBody2d.angularVelocity = 0.0f;
  29.             transform.position = new Vector3(0, 0, 0);
  30.             Debug.Log("morreu jovem, volte pro meio do mapa");
  31.         }
  32.     }
  33.    
  34.     void Update () {
  35.         // turn the ship
  36.         if (_rigidBody2d.velocity.magnitude > 0) {
  37.             transform.Rotate(0, 0, -Input.GetAxis("Horizontal") * rotationSpeed * Time.deltaTime);
  38.         }
  39.  
  40.         GetComponent<Rigidbody2D>().
  41.             AddForce(transform.up * thrustForce *
  42.                 Mathf.Max(0, Input.GetAxis("Vertical")));
  43.     }
  44. }
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