public class Test : MonoBehaviour

{

public float Power;

public float Angle;

public float TIme;


public Rigidbody2D TestBall;

private void Update()

{

if(Input.GetKeyDown(KeyCode.X))

{

TestBall.transform.position = new Vector2(0, 0);

TestBall.velocity = new Vector2(0, 0);

Vector2 Dir = new Vector2(Mathf.Cos(Angle * Mathf.PI / 180), Mathf.Sin(Angle * Mathf.PI / 180));

TestBall.AddForce(Dir * Power, ForceMode2D.Impulse);

}

}

private void OnDrawGizmos()

{

float Mass = TestBall.mass;

float Gravity = TestBall.gravityScale * 9.8f *Mass;

List<Vector2> vector = new List<Vector2>();

for(int i = 0; i < TIme; i += 1)

{

float time = (float)i / 10;

Vector2 vectorTest = new Vector2();

vectorTest.x = Power * Mathf.Cos(Angle * Mathf.PI / 180) * time;

vectorTest.y = Power * Mathf.Sin(Angle * Mathf.PI / 180) * time - (Gravity * time * time / 2);

vector.Add(vectorTest);

Debug.Log(Power * Mathf.Cos(Angle * Mathf.PI / 180));

if (i > 0)

Gizmos.DrawLine(vector[i - 1], vector[i]);

}

}

}


이거다 잘써라