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Author SHA1 Message Date
df6a989977 ball movement (#2)
the things I manually changed were adding Ball Impulse.cs and Bounce.PhysicalMaterial. I added rigidBody components to the ball and collision components to the ball and court. I also added a trail to the ball for visual aid. Ball Impulse is a script that just creates a 3d vector for momentum. I'm using the default gravity that came with the ball's rigidBody component, and I can find out later what the values for drag, impulse, or bounce are in real world units.

Reviewed-on: #2
Reviewed-by: Blizzard Finnegan <blizzardfinnegan@gmail.com>
Co-authored-by: Wesley Madden <wmadden314@gmail.com>
Co-committed-by: Wesley Madden <wmadden314@gmail.com>
2024-04-01 12:03:25 -04:00
546 changed files with 18136 additions and 8509 deletions

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@ -0,0 +1,8 @@
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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BallImpulse : MonoBehaviour
{
public Rigidbody rb;
public float forceAmountUp = 10;
public float forceAmountForward = 10;
public float forceAmountRight = 10;
// Start is called before the first frame update
void Start()
{
rb.AddForce(Vector3.up * forceAmountUp, ForceMode.Impulse);
rb.AddForce(Vector3.forward * forceAmountForward, ForceMode.Impulse);
rb.AddForce(Vector3.right * forceAmountRight, ForceMode.Impulse);
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,11 @@
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@ -40,21 +40,12 @@ public class Server : MonoBehaviour {
disconnectIndex = new List<int>();
try {
IPHostEntry hostEntry = Dns.GetHostEntry(Dns.GetHostName());
IPAddress localAddress = IPAddress.Any;
foreach(IPAddress ip in hostEntry.AddressList){
if(ip.AddressFamily==System.Net.Sockets.AddressFamily.InterNetwork){
localAddress = ip;
break;
}
}
server = new TcpListener(localAddress, Port);
server = new TcpListener(IPAddress.Any, Port);
server.Start();
Startlistening();
serverStarted = true;
Debug.Log("Server has started on port:" + Port.ToString());
Debug.Log("Server has started on IP:" + localAddress.ToString());
}
catch (Exception e) {
Debug.Log("Socket Error " + e.Message);
@ -283,4 +274,4 @@ public class ServerClient {
tcp = clientSocket;
ClientObj = new List<GameObject>();
}
}
}

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