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28 changed files with 805 additions and 1636 deletions

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using System;
using UnityEngine;
public class Clock : MonoBehaviour
{
const float hoursToDegrees = -30.0f;
const float minutesToDegrees = -6.0f;
const float secondsToDegrees = -6.0f;
[SerializeField]
Transform hoursPivot = default;
[SerializeField]
Transform minutesPivot = default;
[SerializeField]
Transform secondsPivot = default;
private void Update()
{
var time = DateTime.Now.TimeOfDay;
hoursPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, hoursToDegrees * (float)time.TotalHours);
minutesPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, minutesToDegrees * (float)time.TotalMinutes);
secondsPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, secondsToDegrees * (float)time.TotalSeconds);
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using UnityEngine;
public class MovingSphere : MonoBehaviour
{
[SerializeField, Range(0f, 100f)]
private float maxSpeed = 10f;
[SerializeField, Range(0f, 100f)]
private float maxAcceleration = 10f;
[SerializeField, Range(0f, 1f)]
private float bounciness = 0.5f;
[SerializeField]
private Rect allowedArea = new Rect(-5f, -5f, 10f, 10f);
private Vector3 velocity;
private void Update()
{
Vector2 playerInput;
playerInput.x = Input.GetAxis("Horizontal");
playerInput.y = Input.GetAxis("Vertical");
playerInput = Vector2.ClampMagnitude(playerInput, 1f);
var desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
float maxSpeedChange = maxAcceleration * Time.deltaTime;
velocity.x = Mathf.MoveTowards(velocity.x, desiredVelocity.x, maxSpeedChange);
velocity.z = Mathf.MoveTowards(velocity.z, desiredVelocity.z, maxSpeedChange);
var displacement = velocity * Time.deltaTime;
var newPosition = transform.localPosition + displacement;
if (newPosition.x < allowedArea.xMin)
{
newPosition.x = allowedArea.xMin;
velocity.x = -velocity.x * bounciness;
}
else if (newPosition.x > allowedArea.xMax)
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velocity.x = -velocity.x * bounciness;
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velocity.z = -velocity.z * bounciness;
}
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{
newPosition.z = allowedArea.yMax;
velocity.z = -velocity.z * bounciness;
}
if (!allowedArea.Contains(new Vector2(newPosition.x, newPosition.z)))
{
newPosition.x = Mathf.Clamp(newPosition.x, allowedArea.xMin, allowedArea.xMax);
newPosition.z = Mathf.Clamp(newPosition.z, allowedArea.yMin, allowedArea.yMax);
}
transform.localPosition = newPosition;
}
}

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