Merge branch 'movement-controller' into 'master'

Update master with latest data from movement controller

See merge request fums/ofb!2
This commit is contained in:
Nicholas Novak 2023-04-21 22:45:31 +00:00
commit d5e687a578
91 changed files with 19858 additions and 2744 deletions

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@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMovement : MonoBehaviour {
public GameObject player;
[Header("Movement Shifting")]
[SerializeField] float xOffset;
[SerializeField] float yOffset;
[SerializeField] float smoothing;
[Header("Locking")]
[SerializeField] bool xLocked;
[SerializeField] bool yLocked;
void Awake() {
FindPlayer();
}
// Update is called once per frame
void Update()
{
if (player != null) {
float xPos = transform.position.x;
float yPos = transform.position.y;
if (!xLocked) {
xPos = Mathf.Lerp(transform.position.x, player.transform.position.x + xOffset, Time.deltaTime * smoothing);
}
if (!yLocked) {
yPos = Mathf.Lerp(transform.position.y, player.transform.position.y + yOffset, Time.deltaTime * smoothing);
}
this.gameObject.transform.position = new Vector3 (xPos, yPos, transform.position.z);
}
}
public void FindPlayer() {
player = GameObject.FindGameObjectWithTag("Player");
if (player == null) {
print("null player!");
}
}
}

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@ -10,6 +10,11 @@ public class EnemyPatrol : MonoBehaviour {
public float xRight;
public Vector2 movementVector = Vector2.right;
public float moveSpeed;
Animator animator;
void Awake() {
animator = GetComponent<Animator>();
}
// Start is called before the first frame update
void Start() {
@ -23,11 +28,21 @@ public class EnemyPatrol : MonoBehaviour {
if (!pinned) {
if (transform.position.x >= xRight || transform.position.x <= xLeft) {
movementVector = -movementVector;
GetComponent<SpriteRenderer>().flipX = !GetComponent<SpriteRenderer>().flipX;
}
transform.position += new Vector3(movementVector.x, 0, 0) * Time.deltaTime;
}
}
public void TogglePin(bool isPinned) {
if (isPinned) {
animator.speed = 0;
} else {
animator.speed = 1;
}
}
void OnDrawGizmos() {
Gizmos.color = Color.green;
Gizmos.DrawLine(new Vector3(transform.position.x - range, transform.position.y, transform.position.z), new Vector3(transform.position.x + range, transform.position.y, transform.position.z));

View File

@ -9,7 +9,7 @@ public class Launch : MonoBehaviour {
[SerializeField] private float horizSpeed;
[SerializeField] private float vertSpeed;
public void ThrowTambourine(int facing) {
public void ThrowTambourine(float facing) {
GameObject newTambourine = Instantiate(tambourine, this.gameObject.transform.position, this.gameObject.transform.rotation);
// multiply horizSpeed by facing if not using moving launch point
newTambourine.GetComponent<Rigidbody2D>().AddForce(new Vector2(horizSpeed * facing, vertSpeed), ForceMode2D.Impulse);

View File

@ -3,132 +3,160 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerBehavior : MonoBehaviour {
public class PlayerBehavior : MonoBehaviour
{
[Header("Physics:")]
public float moveSpeed;
public float jumpSpeed;
public float airSpeed;
private float _hInput;
private Rigidbody2D _rb;
private int forward = 1;
public PlayerInput playerInput;
public LayerMask groundLayer;
public Vector2 boxSize;
public float maxDistanceFromGround;
[Header("Tambourine:")]
[SerializeField] private Launch launcher;
[HideInInspector] public bool hasTambourine = true;
GameObject tambourine;
[Header("Grappling:")]
[SerializeField] public Tutorial_GrapplingGun grapplingGun;
[SerializeField] public Tutorial_GrapplingRope grapplingRope;
private GameObject grappleSurface;
[Header("State Control:")]
private StateController stateController;
[Header("Controllers:")]
[SerializeField] private PlayerMovement playerController;
[SerializeField] private StateController stateController;
Animator animator;
void Start() {
void Start()
{
_rb = GetComponent<Rigidbody2D>();
airSpeed = .5f * moveSpeed;
stateController = GameObject.Find("StateController").GetComponent<StateController>();
animator = GetComponent<Animator>();
GameObject.Find("Main Camera").GetComponent<CameraMovement>().player = this.gameObject;
}
void Update() {
// jump
// if (Input.GetKeyDown(KeyCode.Space)) {
if (playerInput.actions["Jump"].WasPressedThisFrame() && IsGrounded()) {
_rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
}
void Update()
{
// throw tambourine
// if (Input.GetKeyDown(KeyCode.K)) {
if (playerInput.actions["ThrowTambourine"].WasPressedThisFrame()) {
if (hasTambourine && !grapplingRope.isGrappling) {
launcher.ThrowTambourine(forward);
hasTambourine = false;
}
if (playerInput.actions["ThrowTambourine"].WasPressedThisFrame())
{
ThrowTambourine();
}
// grapple
GameObject tambourine = GameObject.FindGameObjectWithTag("tambourine");
tambourine = GameObject.FindGameObjectWithTag("tambourine");
// if (Input.GetKeyDown(KeyCode.L)) {
if (playerInput.actions["Grapple"].WasPressedThisFrame()) {
if (tambourine != null) { // grapple to tambourine
if (!grapplingRope.isGrappling && tambourine.GetComponent<TambourineBehavior>().pinned) {
grapplingGun.GrappleToTambourine(tambourine);
grapplingRope.isGrappling = true;
}
} else {
if (grappleSurface != null) {
grapplingGun.GrappleToSurface(grappleSurface.transform.position);
grapplingRope.isGrappling = true;
}
}
if (playerInput.actions["Grapple"].WasPressedThisFrame())
{
AttemptGrapple();
}
// if (Input.GetKeyUp(KeyCode.L)) {
if (playerInput.actions["Grapple"].WasReleasedThisFrame()) {
if (tambourine != null && grapplingRope.isGrappling) {
if (playerInput.actions["Grapple"].WasReleasedThisFrame())
{
LetGoOfGrapple();
}
Animate();
}
void Animate() {
// start walking
if (playerInput.actions["Move"].WasPressedThisFrame()) {
animator.SetBool("Walking", true);
}
// return to idle animation
if (playerInput.actions["Move"].WasReleasedThisFrame()) {
animator.SetBool("Walking", false);
}
}
void OnMove(InputValue value)
{
_hInput = value.Get<Vector2>().x;
if (_hInput < 0)
{
if (forward != -1) { // if character hasnt already flipped
FlipRenderer();
}
forward = -1;
}
else if (_hInput > 0)
{
if (forward != 1) { // if character hasnt already flipped
FlipRenderer();
}
forward = 1;
}
}
void FlipScale() { // DOENST WORK RIGHT
Vector3 currentScale = this.gameObject.transform.localScale;
currentScale.x *= -1;
this.gameObject.transform.localScale = currentScale;
}
void FlipRenderer() {
GetComponent<SpriteRenderer>().flipX = !GetComponent<SpriteRenderer>().flipX;
}
void ThrowTambourine() {
if (hasTambourine && !grapplingRope.isGrappling)
{
launcher.ThrowTambourine(forward);
hasTambourine = false;
}
}
void AttemptGrapple() {
if (tambourine != null)
{ // grapple to tambourine
if (!grapplingRope.isGrappling && tambourine.GetComponent<TambourineBehavior>().pinned)
{
grapplingGun.GrappleToTambourine(tambourine);
grapplingRope.isGrappling = true;
}
}
else
{
if (grappleSurface != null)
{
grapplingGun.GrappleToSurface(grappleSurface.transform.position);
grapplingRope.isGrappling = true;
}
}
}
void LetGoOfGrapple() {
if (tambourine != null && grapplingRope.isGrappling)
{
tambourine.GetComponent<TambourineBehavior>().DestroySelf();
}
grapplingGun.ReleaseGrapple();
}
// if (Input.GetKey(KeyCode.L)) {
if (playerInput.actions["Grapple"].IsPressed()) {
Debug.DrawRay(transform.position, new Vector2(0.500f * forward, 0.866f), Color.green);
}
}
void OnMove(InputValue value) {
_hInput = value.Get<Vector2>().x;
if (_hInput < 0) {
forward = -1;
} else if (_hInput > 0) {
forward = 1;
}
}
void FixedUpdate() {
if (grapplingRope.isGrappling && _hInput != 0 && !IsGrounded()) {
// print("grappling force");
_rb.AddForce(new Vector2(_hInput * (airSpeed / 3), 0));
} else if (_hInput != 0 && !IsGrounded()) {
_rb.AddForce(new Vector2(_hInput * airSpeed, 0));
} else if (_hInput != 0) {
// print("normal movement");
_rb.AddForce(new Vector2(_hInput * moveSpeed, 0));
// _rb.velocity = new Vector2(_hInput * moveSpeed, _rb.velocity.y);
}
}
void OnTriggerEnter2D(Collider2D col) {
if (col.tag == "grappleSurface") {
void OnTriggerEnter2D(Collider2D col)
{
if (col.tag == "grappleSurface")
{
grappleSurface = col.gameObject;
} else if (col.tag == "instaDeath") {
stateController.ToggleDeathCanvas();
}
else if (col.tag == "instaDeath")
{
this.stateController.SetDeathCanvasActive(true);
Destroy(this.gameObject);
}
}
void OnTriggerExit2D(Collider2D col) {
if (col.tag == "grappleSurface") {
void OnTriggerExit2D(Collider2D col)
{
if (col.tag == "grappleSurface")
{
grappleSurface = null;
}
}
bool IsGrounded() {
if (Physics2D.BoxCast(transform.position, boxSize, 0, -transform.up, maxDistanceFromGround, groundLayer)) {
return true;
}
return false;
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawCube(transform.position-transform.up*maxDistanceFromGround,boxSize);
}
}
}

View File

@ -1,31 +1,123 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D rb;
Vector2 movementValue;
[SerializeField]
float speed;
public float maxRunSpeed;
public float runAcceleration;
public float snappiness = 1;
public float jumpSpeed;
[Range(0,1)] public float airSpeedMultiplier;
private bool onGround = false;
private float forward = 1;
float hangTimeThreshold = 0.1f;
float hangTimeAccel = 0;
float hangTimeSpeed = 0;
private Vector2 movement = Vector2.zero;
public LayerMask groundLayer;
public Vector2 boxSize;
public float maxDistanceFromGround;
[Header("State Control:")]
[SerializeField] private StateController stateController;
PlayerBehavior playerBehavior;
void OnValidate()
{
this.runAcceleration = Mathf.Clamp(runAcceleration, 0.1f, this.maxRunSpeed);
}
[SerializeField]
Rigidbody2D rb;
// Start is called before the first frame update
void Start()
{
playerBehavior = this.gameObject.GetComponent<PlayerBehavior>();
this.rb = this.GetComponent<Rigidbody2D>();
stateController = GameObject.Find("StateController").GetComponent<StateController>();
}
void OnMove(InputValue value)
{
this.movementValue = value.Get<Vector2>() * speed;
this.movement = value.Get<Vector2>();
//Debug.Log(this.movement);
}
// Update is called once per frame
void Update()
void OnJump() {
if (IsGrounded()) {
rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
}
}
void FixedUpdate()
{
this.rb.AddForce(new Vector3(this.movementValue.x, 0, this.movementValue.y));
Run(1);
}
float AccelerationRate()
{
return this.runAcceleration / this.maxRunSpeed;
}
private void Run(float lerpAmount)
{
float targetSpeed = this.movement.x * this.maxRunSpeed;
float speedDiff = targetSpeed - this.rb.velocity.x;
forward = Mathf.Sign(speedDiff);
float accel = AccelerationRate() * snappiness;
float accelRate = (Mathf.Abs(targetSpeed) > 0.1) ? accel : -accel;
float velPower = 1.0f;
float move = Mathf.Pow(Mathf.Abs(speedDiff) * accelRate, velPower) * forward;
this.onGround = IsGrounded();
float frictionAmount = 0.5f;
// accelerate
if (onGround && (Mathf.Abs(this.movement.x) > 0.1f)) { // regular acceleration
this.rb.AddForce(move * Vector2.right, ForceMode2D.Force);
} else if (!onGround && (Mathf.Abs(this.movement.x) > 0.1f) && !playerBehavior.grapplingRope.isGrappling) { // while in air
this.rb.AddForce(move * Vector2.right * airSpeedMultiplier, ForceMode2D.Force);
} else if (!playerBehavior.grapplingRope.isGrappling) { // while grappling
this.rb.AddForce(move * Vector2.right * airSpeedMultiplier * airSpeedMultiplier, ForceMode2D.Force);
}
// decelerate until stopped
if (onGround && Mathf.Abs(this.movement.x) < 0.1f)
{
if (Mathf.Abs(rb.velocity.x) > 0.1f) {
float amount = Mathf.Min(
Mathf.Abs(this.rb.velocity.x),
Mathf.Abs(frictionAmount)
);
amount *= Mathf.Sign(this.rb.velocity.x);
this.rb.AddForce(-amount * Vector2.right * snappiness, ForceMode2D.Impulse);
} else {
this.rb.velocity = new Vector2(0, rb.velocity.y);
}
}
}
bool IsGrounded()
{
if (Physics2D.BoxCast(transform.position, boxSize, 0, -transform.up, maxDistanceFromGround, groundLayer))
{
return true;
}
return false;
}
void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawCube(transform.position - transform.up * maxDistanceFromGround, boxSize);
}
}

View File

@ -0,0 +1,98 @@
using UnityEngine;
[CreateAssetMenu(menuName = "Player Data")] //Create a new playerData object by right clicking in the Project Menu then Create/Player/Player Data and drag onto the player
public class PlayerData : ScriptableObject
{
[Header("Gravity")]
[HideInInspector]
public float gravityStrength; //Downwards force (gravity) needed for the desired jumpHeight and jumpTimeToApex.
[HideInInspector]
public float gravityScale; //Strength of the player's gravity as a multiplier of gravity (set in ProjectSettings/Physics2D).
//Also the value the player's rigidbody2D.gravityScale is set to.
[Space(5)]
public float fallGravityMult; //Multiplier to the player's gravityScale when falling.
public float maxFallSpeed; //Maximum fall speed (terminal velocity) of the player when falling.
[Space(5)]
public float fastFallGravityMult; //Larger multiplier to the player's gravityScale when they are falling and a downwards input is pressed.
//Seen in games such as Celeste, lets the player fall extra fast if they wish.
public float maxFastFallSpeed; //Maximum fall speed(terminal velocity) of the player when performing a faster fall.
[Space(20)]
[Header("Run")]
public float runMaxSpeed; //Target speed we want the player to reach.
public float runAcceleration; //The speed at which our player accelerates to max speed, can be set to runMaxSpeed for instant acceleration down to 0 for none at all
[HideInInspector]
public float runAccelAmount; //The actual force (multiplied with speedDiff) applied to the player.
public float runDecceleration; //The speed at which our player decelerates from their current speed, can be set to runMaxSpeed for instant deceleration down to 0 for none at all
[HideInInspector]
public float runDeccelAmount; //Actual force (multiplied with speedDiff) applied to the player .
[Space(5)]
[Range(0f, 1)]
public float accelInAir; //Multipliers applied to acceleration rate when airborne.
[Range(0f, 1)]
public float deccelInAir;
[Space(5)]
public bool doConserveMomentum = true;
[Space(20)]
[Header("Jump")]
public float jumpHeight; //Height of the player's jump
public float jumpTimeToApex; //Time between applying the jump force and reaching the desired jump height. These values also control the player's gravity and jump force.
[HideInInspector]
public float jumpForce; //The actual force applied (upwards) to the player when they jump.
[Header("Both Jumps")]
public float jumpCutGravityMult; //Multiplier to increase gravity if the player releases thje jump button while still jumping
[Range(0f, 1)]
public float jumpHangGravityMult; //Reduces gravity while close to the apex (desired max height) of the jump
public float jumpHangTimeThreshold; //Speeds (close to 0) where the player will experience extra "jump hang". The player's velocity.y is closest to 0 at the jump's apex (think of the gradient of a parabola or quadratic function)
[Space(0.5f)]
public float jumpHangAccelerationMult;
public float jumpHangMaxSpeedMult;
[Header("Wall Jump")]
public Vector2 wallJumpForce; //The actual force (this time set by us) applied to the player when wall jumping.
[Space(5)]
[Range(0f, 1f)]
public float wallJumpRunLerp; //Reduces the effect of player's movement while wall jumping.
[Range(0f, 1.5f)]
public float wallJumpTime; //Time after wall jumping the player's movement is slowed for.
public bool doTurnOnWallJump; //Player will rotate to face wall jumping direction
[Space(20)]
[Header("Slide")]
public float slideSpeed;
public float slideAccel;
[Header("Assists")]
[Range(0.01f, 0.5f)]
public float coyoteTime; //Grace period after falling off a platform, where you can still jump
[Range(0.01f, 0.5f)]
public float jumpInputBufferTime; //Grace period after pressing jump where a jump will be automatically performed once the requirements (eg. being grounded) are met.
//Unity Callback, called when the inspector updates
private void OnValidate()
{
//Calculate gravity strength using the formula (gravity = 2 * jumpHeight / timeToJumpApex^2)
gravityStrength = -(2 * jumpHeight) / (jumpTimeToApex * jumpTimeToApex);
//Calculate the rigidbody's gravity scale (ie: gravity strength relative to unity's gravity value, see project settings/Physics2D)
gravityScale = gravityStrength / Physics2D.gravity.y;
//Calculate are run acceleration & deceleration forces using formula: amount = ((1 / Time.fixedDeltaTime) * acceleration) / runMaxSpeed
runAccelAmount = (50 * runAcceleration) / runMaxSpeed;
runDeccelAmount = (50 * runDecceleration) / runMaxSpeed;
//Calculate jumpForce using the formula (initialJumpVelocity = gravity * timeToJumpApex)
jumpForce = Mathf.Abs(gravityStrength) * jumpTimeToApex;
#region Variable Ranges
runAcceleration = Mathf.Clamp(runAcceleration, 0.01f, runMaxSpeed);
runDecceleration = Mathf.Clamp(runDecceleration, 0.01f, runMaxSpeed);
#endregion
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5ddb4766145463c75a48eeb29e77e0d3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -16,7 +16,7 @@ public class ProjectileEnemy : MonoBehaviour {
yield return new WaitForSeconds(3f);
GameObject newProjectile = Instantiate(projectile, firePoint.transform.position, firePoint.transform.rotation);
newProjectile.GetComponent<Rigidbody2D>().AddRelativeForce(new Vector2(80, 0));
newProjectile.transform.Rotate(new Vector3(0,0,45));
newProjectile.transform.Rotate(new Vector3(0,0,-90));
StartCoroutine(Fire());
}
}

View File

@ -14,11 +14,12 @@ public class StateController : MonoBehaviour {
}
public void RespawnPlayer() {
ToggleDeathCanvas();
SetDeathCanvasActive(false);
GameObject.Find("Main Camera").GetComponent<CameraMovement>().FindPlayer();
Instantiate(player, spawnPoint.transform.position, spawnPoint.transform.rotation);
}
public void ToggleDeathCanvas() {
deathCanvas.SetActive(!deathCanvas.activeSelf);
public void SetDeathCanvasActive(bool activeState) {
deathCanvas.SetActive(activeState);
}
}

View File

@ -16,6 +16,7 @@ public class TambourineBehavior : MonoBehaviour {
private GameObject player;
public bool pinned = false;
public AudioSource tambourineHitSound;
void Awake() {
@ -40,9 +41,10 @@ public class TambourineBehavior : MonoBehaviour {
// this.gameObject.transform.position = col.transform.position;
timeLerped += Time.deltaTime;
this.gameObject.transform.position = Vector2.Lerp(this.gameObject.transform.position, collidedObject.transform.position, timeLerped/timeToLerp);
if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y) {
if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y && !pinned) {
animator.SetBool("pinned", true);
pinned = true;
tambourineHitSound.Play();
} else {
// print("pinned, but not same position: " + this.gameObject.transform.position + " / " + collidedObject.transform.position);
}
@ -54,6 +56,7 @@ public class TambourineBehavior : MonoBehaviour {
if (collidedObject.tag == "Enemy") {
this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
collidedObject.GetComponent<EnemyPatrol>().pinned = true;
collidedObject.GetComponent<EnemyPatrol>().TogglePin(true);
} else if (collidedObject.tag == "Projectile") {
// print("pinned");
this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
@ -78,6 +81,7 @@ public class TambourineBehavior : MonoBehaviour {
public void DestroySelf() {
if (collidedObject != null && collidedObject.tag == "Enemy") {
collidedObject.GetComponent<EnemyPatrol>().pinned = false;
collidedObject.GetComponent<EnemyPatrol>().TogglePin(false);
} else if (collidedObject != null && collidedObject.tag == "Projectile") {
collidedObject.GetComponent<ProjectileBehavior>().Explode();
}

View File

@ -25,22 +25,12 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
[SerializeField] private bool rotateOverTime = true;
[Range(0, 60)][SerializeField] private float rotationSpeed = 4;
[Header("Distance:")]
[SerializeField] private bool hasMaxDistance = false;
[SerializeField] private float maxDistance = 20;
private enum LaunchType {
TransformLaunch,
PhysicsLaunch
}
[Header("Launching:")]
[SerializeField] private bool launchToPoint = true;
[SerializeField] private LaunchType launchType = LaunchType.PhysicsLaunch;
[SerializeField] private float launchSpeed = 1;
[Header("No Launch To Point")]
[SerializeField] private bool autoConfigureDistance = false;
[SerializeField] private float targetDistance = 3;
[SerializeField] private float targetFrequency = 1;
@ -60,34 +50,17 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
}
void Update() {
// if (Input.GetKeyDown(KeyCode.Mouse0)) {
// SetGrapplePoint();
// } else if (Input.GetKey(KeyCode.Mouse0)) {
// if (grappleRope.enabled) {
// RotateGun(grapplePoint, false);
// } else {
// Vector2 mousePos = m_camera.ScreenToWorldPoint(Input.mousePosition);
// RotateGun(mousePos, true);
// }
// if (launchToPoint && grappleRope.isGrappling) {
// if (launchType == LaunchType.TransformLaunch) {
// Vector2 firePointDistance = firePoint.position - gunHolder.localPosition;
// Vector2 targetPos = grapplePoint - firePointDistance;
// gunHolder.position = Vector2.Lerp(gunHolder.position, targetPos, Time.deltaTime * launchSpeed);
// }
// }
// } else if (Input.GetKeyUp(KeyCode.Mouse0)) {
// ReleaseGrapple();
// } else {
Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue());
RotateGun(mousePos, true);
// }
// Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue());
// RotateGun(mousePos, true);
if (grappleRope.isGrappling && !inDistanceRange && Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) < targetDistance) {
print(Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) + ", target: " + targetDistance);
// print(Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) + ", target: " + targetDistance);
inDistanceRange = true;
}
if (grappleRope.isGrappling) {
RotateGun(grapplePoint, true);
}
if (inDistanceRange) {
m_distanceJoint2D.enabled = true;
}
@ -105,68 +78,22 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
}
// void SetGrapplePoint() {
// Vector2 distanceVector = m_camera.ScreenToWorldPoint(Input.mousePosition) - gunPivot.position;
// // print("clicked" + m_camera.ScreenToWorldPoint(Input.mousePosition));
// // print("distance vector: " + distanceVector);
// if (Physics2D.Raycast(firePoint.position, distanceVector.normalized)) {
// RaycastHit2D _hit = Physics2D.Raycast(firePoint.position, distanceVector.normalized);
// print(_hit.transform.gameObject.name);
// if (_hit.transform.gameObject.layer == grappleLayerNumber || grappleToAll) {
// if (Vector2.Distance(_hit.point, firePoint.position) <= maxDistance || !hasMaxDistance) {
// // print("gunPivot " + gunPivot.position + ", grappling to: " + _hit.point);
// grapplePoint = _hit.point;
// grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
// grappleRope.enabled = true;
// }
// }
// }
// }
public void Grapple() {
print("grapple");
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
// print("grapple");
m_springJoint2D.autoConfigureDistance = false;
m_distanceJoint2D.autoConfigureDistance = false;
if(!launchToPoint && !autoConfigureDistance) {
m_springJoint2D.distance = targetDistance;
print("Sprint Joint Distance:" + m_springJoint2D.distance);
m_springJoint2D.frequency = targetFrequency;
}
if (!launchToPoint) {
if (autoConfigureDistance) {
m_springJoint2D.connectedAnchor = grapplePoint;
m_springJoint2D.enabled = true;
// print("Spring Joint Enabled");
print("Sprint Joint Distance:" + m_springJoint2D.distance);
m_springJoint2D.connectedAnchor = grapplePoint;
m_springJoint2D.enabled = true;
// print("Spring Joint Enabled");
// print("Sprint Joint Distance:" + m_springJoint2D.distance);
m_distanceJoint2D.connectedAnchor = grapplePoint;
}
} else {
switch (launchType) {
case LaunchType.PhysicsLaunch:
m_springJoint2D.connectedAnchor = grapplePoint;
m_distanceJoint2D.connectedAnchor = grapplePoint;
Vector2 distanceVector = firePoint.position - gunHolder.position;
m_springJoint2D.distance = distanceVector.magnitude;
m_springJoint2D.frequency = launchSpeed;
m_springJoint2D.enabled = true;
// m_distanceJoint2D.maxDistanceOnly = false;
m_distanceJoint2D.distance = targetDistance + .5f;
break;
case LaunchType.TransformLaunch:
m_rigidBody2D.gravityScale = 0;
m_rigidBody2D.velocity = Vector2.zero;
break;
}
}
m_distanceJoint2D.connectedAnchor = grapplePoint;
}
public void GrappleToTambourine(GameObject tambourine) {
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
grappleRope.enabled = true;
grapplePoint = tambourine.transform.position;
@ -184,6 +111,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
}
public void GrappleToSurface(Vector2 surfacePoint) {
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
grappleRope.enabled = true;
grapplePoint = surfacePoint;
@ -206,14 +134,8 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
m_distanceJoint2D.enabled = false;
inDistanceRange = false;
m_rigidBody2D.gravityScale = 1;
gunPivot.rotation = Quaternion.AngleAxis(90, Vector3.forward);
// print("disabled");
}
private void OnDrawGizmosSelected() {
if (firePoint != null && hasMaxDistance) {
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(firePoint.position, maxDistance);
}
}
}

View File

@ -25,6 +25,10 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
[HideInInspector] public bool isGrappling = true;
bool straightLine = false;
[Header("Spider")]
bool hasPlayedThwip = false;
[SerializeField] GameObject sirJacques;
private void OnEnable() {
@ -37,15 +41,19 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
LinePointsToFirePoint();
m_lineRenderer.enabled = true;
sirJacques.SetActive(true);
}
private void OnDisable() {
// print("on disabled called");
m_lineRenderer.enabled = false;
isGrappling = false;
hasPlayedThwip = false;
sirJacques.SetActive(false);
}
private void LinePointsToFirePoint() {
sirJacques.transform.position = grapplingGun.firePoint.position;
for (int i = 0; i < precision; i++) {
m_lineRenderer.SetPosition(i, grapplingGun.firePoint.position);
}
@ -53,6 +61,10 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
void Update() {
moveTime += Time.deltaTime;
if (!hasPlayedThwip) {
this.gameObject.GetComponent<AudioSource>().Play();
hasPlayedThwip = true;
}
DrawRope();
}
@ -60,10 +72,11 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
// print("drawing");
// print("isGrappling: " + isGrappling);
if (!straightLine) {
float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f;
float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f;
print(roundedLinePos + " / " + roundedGrapplePos);
if (roundedLinePos == roundedGrapplePos) {
// float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 100.0f) * .01f;
// float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 100.0f) * .01f;
// // print(roundedLinePos + " / " + roundedGrapplePos);
// if (roundedLinePos == roundedGrapplePos) {
if (m_lineRenderer.GetPosition(precision - 1).x == grapplingGun.grapplePoint.x) {
straightLine = true;
} else {
DrawRopeWaves();
@ -87,17 +100,20 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
}
void DrawRopeWaves() {
// print(moveTime);
for (int i = 0; i < precision; i++) {
float delta = (float)i / ((float)precision - 1f);
Vector2 offset = Vector2.Perpendicular(grapplingGun.grappleDistanceVector).normalized * ropeAnimationCurve.Evaluate(delta) * waveSize;
Vector2 targetPosition = Vector2.Lerp(grapplingGun.firePoint.position, grapplingGun.grapplePoint, delta) + offset;
Vector2 currentPosition = Vector2.Lerp(grapplingGun.firePoint.position, targetPosition, ropeProgressionCurve.Evaluate(moveTime) * ropeProgressionSpeed);
sirJacques.transform.position = currentPosition;
m_lineRenderer.SetPosition(i, currentPosition);
}
}
void DrawRopeNoWaves() {
sirJacques.transform.position = grapplingGun.grapplePoint;
m_lineRenderer.SetPosition(0, grapplingGun.firePoint.position);
m_lineRenderer.SetPosition(1, grapplingGun.grapplePoint);
}

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