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using UnityEngine;
using Leap.Unity.Attributes;
using Leap.Unity;
using Leap.Unity.Interaction;
using Leap.Unity.Attachments;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Events;
namespace LeapSingleHandedShortcuts
{
public class GhostPaperAirPlane : MonoBehaviour
{
public Rigidbody AirplaneRigidbody;
public float CurrentVelocity;
private Vector3 previousPalmPosition;
private Vector3 Velocity;
//public Transform VelocityMarker;
private Vector3 lastTrackedPosition;
private Vector3 VelocitySnapShot;
private Queue<Vector3> velocityList = new Queue<Vector3>();
private Vector3 averageVelocity;
public float AimAngleSpeed = 3f;
public float AddTorqueMultiplier = 3f;
public float AddForceMultiplier = .005f;
public delegate void LaunchAction(PaperAirPlane airplance);
public event LaunchAction OnLaunch;
void Update()
{
Debug.Log("Ghost Update");
Quaternion targetRotation = Quaternion.LookRotation(AirplaneRigidbody.velocity, transform.up) * Quaternion.Euler(new Vector3(-1f, 0f, 0f) * AirplaneRigidbody.velocity.magnitude);
AirplaneRigidbody.rotation = Quaternion.Slerp(AirplaneRigidbody.rotation, targetRotation, AimAngleSpeed * AirplaneRigidbody.velocity.magnitude);
AirplaneRigidbody.AddTorque(transform.right * AirplaneRigidbody.velocity.magnitude * AddTorqueMultiplier);
AirplaneRigidbody.AddRelativeForce(Vector3.up * AirplaneRigidbody.velocity.magnitude * AddForceMultiplier);
}
}
}4e10c4f05This file is pinned to the selected release. Download the original to open it in your design tool.