Merge branch 'sammy' into 'master'
Merge Grapple Into Master See merge request fums/ofb!1
							
								
								
									
										55
									
								
								.vscode/settings.json
									
									
									
									
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										241
									
								
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										8
									
								
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		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class EnemyPatrol : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    public bool pinned = false;
 | 
			
		||||
    public float range;
 | 
			
		||||
    public float xLeft;
 | 
			
		||||
    public float xRight;
 | 
			
		||||
    public Vector2 movementVector = Vector2.right;
 | 
			
		||||
    public float moveSpeed;
 | 
			
		||||
 | 
			
		||||
    // Start is called before the first frame update
 | 
			
		||||
    void Start() {
 | 
			
		||||
        xLeft = transform.position.x - range;
 | 
			
		||||
        xRight = transform.position.x + range;
 | 
			
		||||
        movementVector *= moveSpeed;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Update is called once per frame
 | 
			
		||||
    void Update() {
 | 
			
		||||
        if (!pinned) {
 | 
			
		||||
            if (transform.position.x >= xRight || transform.position.x <= xLeft) {
 | 
			
		||||
                movementVector = -movementVector;
 | 
			
		||||
            }
 | 
			
		||||
            transform.position += new Vector3(movementVector.x, 0, 0) * Time.deltaTime;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    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));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/EnemyPatrol.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,11 @@
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		||||
							
								
								
									
										17
									
								
								Assets/Scripts/Launch.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,17 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class Launch : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    [SerializeField] GameObject tambourine;
 | 
			
		||||
 | 
			
		||||
    [SerializeField] private float horizSpeed;
 | 
			
		||||
    [SerializeField] private float vertSpeed;
 | 
			
		||||
 | 
			
		||||
    public void ThrowTambourine(int 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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/Launch.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
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		||||
							
								
								
									
										78
									
								
								Assets/Scripts/OLD_StateController.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,78 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class OLD_StateController : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    // this is mostly a placeholder for making the programmer HUD work properly
 | 
			
		||||
    // something like this will be needed later but like with real variables
 | 
			
		||||
 | 
			
		||||
    public bool canTrumpet = true;
 | 
			
		||||
    public bool canTambourine = true;
 | 
			
		||||
    public bool canClarinet = true;
 | 
			
		||||
    public bool canCymbal = true;
 | 
			
		||||
 | 
			
		||||
    public enum PlayerStates {
 | 
			
		||||
        Idle,
 | 
			
		||||
        Running,
 | 
			
		||||
        Jumping,
 | 
			
		||||
        Falling,
 | 
			
		||||
        TrumpetJumping,
 | 
			
		||||
        TambourineThrowing,
 | 
			
		||||
        SpiderGrappling,
 | 
			
		||||
        ClarinetDiving,
 | 
			
		||||
        CymbalParrying,
 | 
			
		||||
    }
 | 
			
		||||
    public PlayerStates currentState = PlayerStates.Idle;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    // Start is called before the first frame update
 | 
			
		||||
    void Start() {
 | 
			
		||||
        
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Update is called once per frame
 | 
			
		||||
    void Update() {
 | 
			
		||||
        if (Input.GetKeyDown(KeyCode.Q)) {
 | 
			
		||||
            canTrumpet = !canTrumpet;
 | 
			
		||||
            print("Q");
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown(KeyCode.W)) {
 | 
			
		||||
            canTambourine = !canTambourine;
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown(KeyCode.E)) {
 | 
			
		||||
            canClarinet = !canClarinet;
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown(KeyCode.R)) {
 | 
			
		||||
            canCymbal = !canCymbal;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (Input.GetKeyDown("1")) {
 | 
			
		||||
            currentState = PlayerStates.Idle;
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown("2")) {
 | 
			
		||||
            currentState = PlayerStates.Running;
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown("3")) {
 | 
			
		||||
            currentState = PlayerStates.Jumping;
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown("4")) {
 | 
			
		||||
            currentState = PlayerStates.Falling;
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown("5")) {
 | 
			
		||||
            currentState = PlayerStates.TrumpetJumping;
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown("6")) {
 | 
			
		||||
            currentState = PlayerStates.TambourineThrowing;
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown("7")) {
 | 
			
		||||
            currentState = PlayerStates.SpiderGrappling;
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown("8")) {
 | 
			
		||||
            currentState = PlayerStates.ClarinetDiving;
 | 
			
		||||
        }
 | 
			
		||||
        if (Input.GetKeyDown("9")) {
 | 
			
		||||
            currentState = PlayerStates.CymbalParrying;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/OLD_StateController.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,11 @@
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		||||
							
								
								
									
										134
									
								
								Assets/Scripts/PlayerBehavior.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,134 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.InputSystem;
 | 
			
		||||
 | 
			
		||||
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;
 | 
			
		||||
 | 
			
		||||
    [Header("Grappling:")]
 | 
			
		||||
    [SerializeField] public Tutorial_GrapplingGun grapplingGun;
 | 
			
		||||
    [SerializeField] public Tutorial_GrapplingRope grapplingRope;
 | 
			
		||||
    private GameObject grappleSurface;
 | 
			
		||||
 | 
			
		||||
    [Header("State Control:")]
 | 
			
		||||
    private StateController stateController;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    void Start() {
 | 
			
		||||
        _rb = GetComponent<Rigidbody2D>();
 | 
			
		||||
        airSpeed = .5f * moveSpeed;
 | 
			
		||||
        stateController = GameObject.Find("StateController").GetComponent<StateController>();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Update() {
 | 
			
		||||
 | 
			
		||||
        // jump
 | 
			
		||||
        // if (Input.GetKeyDown(KeyCode.Space)) {
 | 
			
		||||
        if (playerInput.actions["Jump"].WasPressedThisFrame() && IsGrounded()) {
 | 
			
		||||
            _rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // throw tambourine
 | 
			
		||||
        // if (Input.GetKeyDown(KeyCode.K)) {
 | 
			
		||||
        if (playerInput.actions["ThrowTambourine"].WasPressedThisFrame()) {
 | 
			
		||||
            if (hasTambourine && !grapplingRope.isGrappling) {
 | 
			
		||||
                launcher.ThrowTambourine(forward);
 | 
			
		||||
                hasTambourine = false;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // grapple
 | 
			
		||||
        GameObject 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 (Input.GetKeyUp(KeyCode.L)) {
 | 
			
		||||
        if (playerInput.actions["Grapple"].WasReleasedThisFrame()) {
 | 
			
		||||
            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") {
 | 
			
		||||
            grappleSurface = col.gameObject;
 | 
			
		||||
        } else if (col.tag == "instaDeath") {
 | 
			
		||||
            stateController.ToggleDeathCanvas();
 | 
			
		||||
            Destroy(this.gameObject);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/PlayerBehavior.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,11 @@
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		||||
							
								
								
									
										40
									
								
								Assets/Scripts/ProgrammerHUDController.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,40 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using TMPro;
 | 
			
		||||
 | 
			
		||||
public class ProgrammerHUDController : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    // assigned in inspector
 | 
			
		||||
    [SerializeField] TMP_Text trumpetUI;
 | 
			
		||||
    [SerializeField] TMP_Text clarinetUI;
 | 
			
		||||
    [SerializeField] TMP_Text tambourineUI;
 | 
			
		||||
    [SerializeField] TMP_Text cymbalUI;
 | 
			
		||||
    [SerializeField] TMP_Text stateText;
 | 
			
		||||
 | 
			
		||||
    [SerializeField] GameObject programmerHUD;
 | 
			
		||||
    [SerializeField] OLD_StateController stateController;
 | 
			
		||||
 | 
			
		||||
    // Start is called before the first frame update
 | 
			
		||||
    void Start() {
 | 
			
		||||
        trumpetUI.text = "Can Trumpet?\n" + stateController.canTrumpet;
 | 
			
		||||
        clarinetUI.text = "Can Clarinet?\n" + stateController.canClarinet;
 | 
			
		||||
        cymbalUI.text = "Can Cymbal?\n" + stateController.canCymbal;
 | 
			
		||||
        tambourineUI.text = "Can Tambourine?\n" + stateController.canTambourine;
 | 
			
		||||
        stateText.text = "Current State:\n" + stateController.currentState;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Update is called once per frame
 | 
			
		||||
    void Update() {
 | 
			
		||||
        trumpetUI.text = "Can Trumpet?\n" + stateController.canTrumpet;
 | 
			
		||||
        clarinetUI.text = "Can Clarinet?\n" + stateController.canClarinet;
 | 
			
		||||
        cymbalUI.text = "Can Cymbal?\n" + stateController.canCymbal;
 | 
			
		||||
        tambourineUI.text = "Can Tambourine?\n" + stateController.canTambourine;
 | 
			
		||||
        stateText.text = "Current State:\n" + stateController.currentState;
 | 
			
		||||
 | 
			
		||||
        if (Input.GetKeyDown(KeyCode.H)) {
 | 
			
		||||
            programmerHUD.SetActive(!programmerHUD.activeSelf);
 | 
			
		||||
        }
 | 
			
		||||
        
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/ProgrammerHUDController.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,11 @@
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  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										23
									
								
								Assets/Scripts/ProjectileBehavior.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,23 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class ProjectileBehavior : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    public bool pinned = false;
 | 
			
		||||
 | 
			
		||||
    public void Explode() {
 | 
			
		||||
        Destroy(this.gameObject);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Pin() {
 | 
			
		||||
        this.gameObject.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
 | 
			
		||||
        this.gameObject.GetComponent<BoxCollider2D>().enabled = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void OnCollisionEnter2D(Collision2D col) {
 | 
			
		||||
        if (col.gameObject.tag == "wall") {
 | 
			
		||||
            Explode();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/ProjectileBehavior.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,11 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 6fa3b9e074b394c7596834a8e04284d5
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										22
									
								
								Assets/Scripts/ProjectileEnemy.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,22 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class ProjectileEnemy : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    [SerializeField] GameObject projectile;
 | 
			
		||||
    [SerializeField] GameObject firePoint;
 | 
			
		||||
 | 
			
		||||
    // Start is called before the first frame update
 | 
			
		||||
    void Start() {
 | 
			
		||||
        StartCoroutine(Fire());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    IEnumerator Fire() {
 | 
			
		||||
        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));
 | 
			
		||||
        StartCoroutine(Fire());
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/ProjectileEnemy.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,11 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 8457129b21c0d4a468efafbc12f2acc4
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										24
									
								
								Assets/Scripts/StateController.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,24 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class StateController : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    [Header("Respawning")]
 | 
			
		||||
    [SerializeField] GameObject player;
 | 
			
		||||
    public GameObject spawnPoint;
 | 
			
		||||
    [SerializeField] private GameObject deathCanvas;
 | 
			
		||||
 | 
			
		||||
    void Awake() {
 | 
			
		||||
        deathCanvas.SetActive(false);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void RespawnPlayer() {
 | 
			
		||||
        ToggleDeathCanvas();
 | 
			
		||||
        Instantiate(player, spawnPoint.transform.position, spawnPoint.transform.rotation);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void ToggleDeathCanvas() {
 | 
			
		||||
        deathCanvas.SetActive(!deathCanvas.activeSelf);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/StateController.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,11 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 5b4a4ba989308490cb0458966a0e981c
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										88
									
								
								Assets/Scripts/TambourineBehavior.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,88 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class TambourineBehavior : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    private Rigidbody2D rb;
 | 
			
		||||
    // private float timer;
 | 
			
		||||
 | 
			
		||||
    private Animator animator;
 | 
			
		||||
    
 | 
			
		||||
    private GameObject collidedObject;
 | 
			
		||||
    private float timeLerped = 0.0f;
 | 
			
		||||
    private float timeToLerp = 0.5f;
 | 
			
		||||
 | 
			
		||||
    private GameObject player;
 | 
			
		||||
 | 
			
		||||
    public bool pinned = false;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    void Awake() {
 | 
			
		||||
        this.gameObject.GetComponent<CircleCollider2D>().enabled = true;
 | 
			
		||||
        rb = this.gameObject.GetComponent<Rigidbody2D>();
 | 
			
		||||
        animator = this.gameObject.GetComponent<Animator>();
 | 
			
		||||
        player = GameObject.FindGameObjectWithTag("Player");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    
 | 
			
		||||
    void Start() {
 | 
			
		||||
        // rb.AddForce(new Vector2(horizSpeed, vertSpeed), ForceMode2D.Impulse);
 | 
			
		||||
        StartCoroutine(CheckToDestroy());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Update() {
 | 
			
		||||
        // if (Input.GetKeyUp(KeyCode.K)) {
 | 
			
		||||
        //     Destroy(this.gameObject);
 | 
			
		||||
        // }
 | 
			
		||||
        if (collidedObject != null && collidedObject.tag != "grappleSurface") {
 | 
			
		||||
            rb.constraints = RigidbodyConstraints2D.FreezeAll;
 | 
			
		||||
            // 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) {
 | 
			
		||||
                animator.SetBool("pinned", true);
 | 
			
		||||
                pinned = true;
 | 
			
		||||
            } else {
 | 
			
		||||
                // print("pinned, but not same position: " + this.gameObject.transform.position + " / " + collidedObject.transform.position);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnTriggerEnter2D(Collider2D col) {
 | 
			
		||||
        collidedObject = col.gameObject;
 | 
			
		||||
        if (collidedObject.tag == "Enemy") {
 | 
			
		||||
            this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
 | 
			
		||||
            collidedObject.GetComponent<EnemyPatrol>().pinned = true;
 | 
			
		||||
        } else if (collidedObject.tag == "Projectile") {
 | 
			
		||||
            // print("pinned");
 | 
			
		||||
            this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
 | 
			
		||||
            collidedObject.GetComponent<ProjectileBehavior>().Pin();
 | 
			
		||||
        } 
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnCollisionEnter2D(Collision2D col) {
 | 
			
		||||
        if (col.gameObject.tag == "wall") {
 | 
			
		||||
            DestroySelf();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    IEnumerator CheckToDestroy() {
 | 
			
		||||
        yield return new WaitForSeconds(5f);
 | 
			
		||||
        print("waited 5");
 | 
			
		||||
        if (!player.GetComponent<PlayerBehavior>().grapplingRope.isGrappling) {
 | 
			
		||||
            DestroySelf();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void DestroySelf() {
 | 
			
		||||
        if (collidedObject != null && collidedObject.tag == "Enemy") {
 | 
			
		||||
            collidedObject.GetComponent<EnemyPatrol>().pinned = false;
 | 
			
		||||
        } else if (collidedObject != null && collidedObject.tag == "Projectile") {
 | 
			
		||||
            collidedObject.GetComponent<ProjectileBehavior>().Explode();
 | 
			
		||||
        }
 | 
			
		||||
        player.GetComponent<PlayerBehavior>().hasTambourine = true;
 | 
			
		||||
        player.GetComponent<PlayerBehavior>().grapplingGun.ReleaseGrapple();
 | 
			
		||||
        Destroy(this.gameObject);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/TambourineBehavior.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,11 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 4797d7ba2c50b4594bb88bfffee1f8d0
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										219
									
								
								Assets/Scripts/Tutorial_GrapplingGun.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,219 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.InputSystem;
 | 
			
		||||
 | 
			
		||||
public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    [Header("Scripts References:")]
 | 
			
		||||
    public Tutorial_GrapplingRope grappleRope;
 | 
			
		||||
 | 
			
		||||
    [Header("Main Camera:")]
 | 
			
		||||
    public Camera m_camera;
 | 
			
		||||
 | 
			
		||||
    [Header("Transform References:")]
 | 
			
		||||
    public Transform gunHolder;
 | 
			
		||||
    public Transform gunPivot;
 | 
			
		||||
    public Transform firePoint;
 | 
			
		||||
 | 
			
		||||
    [Header("Physics References:")]
 | 
			
		||||
    public SpringJoint2D m_springJoint2D;
 | 
			
		||||
    public DistanceJoint2D m_distanceJoint2D;
 | 
			
		||||
    public Rigidbody2D m_rigidBody2D;
 | 
			
		||||
 | 
			
		||||
    [Header("Rotation:")]
 | 
			
		||||
    [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;
 | 
			
		||||
 | 
			
		||||
    [HideInInspector] public Vector2 grapplePoint;
 | 
			
		||||
    [HideInInspector] public Vector2 grappleDistanceVector;
 | 
			
		||||
 | 
			
		||||
    [HideInInspector] public bool inDistanceRange = false;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    void Start() {
 | 
			
		||||
        m_camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
 | 
			
		||||
        grappleRope.enabled = false;
 | 
			
		||||
        m_springJoint2D.enabled = false;
 | 
			
		||||
        m_distanceJoint2D.distance = targetDistance + .5f;
 | 
			
		||||
        m_distanceJoint2D.enabled = false;
 | 
			
		||||
        inDistanceRange = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    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);
 | 
			
		||||
        // }
 | 
			
		||||
 | 
			
		||||
        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);
 | 
			
		||||
            inDistanceRange = true;
 | 
			
		||||
        }
 | 
			
		||||
        if (inDistanceRange) {
 | 
			
		||||
            m_distanceJoint2D.enabled = true;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void RotateGun(Vector3 lookPoint, bool allowRotationOverTime) {
 | 
			
		||||
        Vector3 distanceVector = lookPoint - gunPivot.position;
 | 
			
		||||
        float angle = Mathf.Atan2(distanceVector.y, distanceVector.x) * Mathf.Rad2Deg;
 | 
			
		||||
 | 
			
		||||
        if (rotateOverTime && allowRotationOverTime) {
 | 
			
		||||
            gunPivot.rotation = Quaternion.Lerp(gunPivot.rotation, Quaternion.AngleAxis(angle, Vector3.forward), Time.deltaTime * rotationSpeed);
 | 
			
		||||
        } else {
 | 
			
		||||
            gunPivot.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // 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");
 | 
			
		||||
        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_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;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void GrappleToTambourine(GameObject tambourine) {
 | 
			
		||||
        grappleRope.enabled = true;
 | 
			
		||||
 | 
			
		||||
        grapplePoint = tambourine.transform.position;
 | 
			
		||||
 | 
			
		||||
        m_springJoint2D.autoConfigureDistance = false;
 | 
			
		||||
        m_distanceJoint2D.autoConfigureDistance = false;
 | 
			
		||||
 | 
			
		||||
        m_springJoint2D.frequency = targetFrequency;
 | 
			
		||||
 | 
			
		||||
        m_springJoint2D.connectedAnchor = grapplePoint;
 | 
			
		||||
        m_springJoint2D.enabled = true;
 | 
			
		||||
        // print("Spring Joint Enabled");
 | 
			
		||||
 | 
			
		||||
        m_distanceJoint2D.connectedAnchor = grapplePoint;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void GrappleToSurface(Vector2 surfacePoint) {
 | 
			
		||||
        grappleRope.enabled = true;
 | 
			
		||||
 | 
			
		||||
        grapplePoint = surfacePoint;
 | 
			
		||||
 | 
			
		||||
        m_springJoint2D.autoConfigureDistance = false;
 | 
			
		||||
        m_distanceJoint2D.autoConfigureDistance = false;
 | 
			
		||||
 | 
			
		||||
        m_springJoint2D.frequency = targetFrequency;
 | 
			
		||||
 | 
			
		||||
        m_springJoint2D.connectedAnchor = grapplePoint;
 | 
			
		||||
        m_springJoint2D.enabled = true;
 | 
			
		||||
        // print("Spring Joint Enabled");
 | 
			
		||||
 | 
			
		||||
        m_distanceJoint2D.connectedAnchor = grapplePoint;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void ReleaseGrapple() {
 | 
			
		||||
        grappleRope.enabled = false;
 | 
			
		||||
        m_springJoint2D.enabled = false;
 | 
			
		||||
        m_distanceJoint2D.enabled = false;
 | 
			
		||||
        inDistanceRange = false;
 | 
			
		||||
        m_rigidBody2D.gravityScale = 1;
 | 
			
		||||
        // print("disabled");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnDrawGizmosSelected() {
 | 
			
		||||
        if (firePoint != null && hasMaxDistance) {
 | 
			
		||||
            Gizmos.color = Color.green;
 | 
			
		||||
            Gizmos.DrawWireSphere(firePoint.position, maxDistance);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/Tutorial_GrapplingGun.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,11 @@
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		||||
							
								
								
									
										104
									
								
								Assets/Scripts/Tutorial_GrapplingRope.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,104 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class Tutorial_GrapplingRope : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    [Header("General References:")]
 | 
			
		||||
    public Tutorial_GrapplingGun grapplingGun;
 | 
			
		||||
    public LineRenderer m_lineRenderer;
 | 
			
		||||
 | 
			
		||||
    [Header("General Settings:")]
 | 
			
		||||
    [SerializeField] private int precision = 40;
 | 
			
		||||
    [Range(0, 20)] private float straightenLineSpeed = 5;
 | 
			
		||||
 | 
			
		||||
    [Header("Rope Animation Settings:")]
 | 
			
		||||
    public AnimationCurve ropeAnimationCurve;
 | 
			
		||||
    [Range(0.1f, 4)] [SerializeField] private float startWaveSize = 2;
 | 
			
		||||
    float waveSize = 0;
 | 
			
		||||
 | 
			
		||||
    [Header("Rope Progression:")]
 | 
			
		||||
    public AnimationCurve ropeProgressionCurve;
 | 
			
		||||
    [SerializeField] [Range(1,50)] private float ropeProgressionSpeed = 1;
 | 
			
		||||
 | 
			
		||||
    float moveTime = 0;
 | 
			
		||||
 | 
			
		||||
    [HideInInspector] public bool isGrappling = true;
 | 
			
		||||
    bool straightLine = false;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    private void OnEnable() {
 | 
			
		||||
        // print("on enabled called");
 | 
			
		||||
        moveTime = 0;
 | 
			
		||||
        m_lineRenderer.positionCount = precision;
 | 
			
		||||
        waveSize = startWaveSize;
 | 
			
		||||
        straightLine = false;
 | 
			
		||||
 | 
			
		||||
        LinePointsToFirePoint();
 | 
			
		||||
 | 
			
		||||
        m_lineRenderer.enabled = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnDisable() {
 | 
			
		||||
        // print("on disabled called");
 | 
			
		||||
        m_lineRenderer.enabled = false;
 | 
			
		||||
        isGrappling = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void LinePointsToFirePoint() {
 | 
			
		||||
        for (int i = 0; i < precision; i++) {
 | 
			
		||||
            m_lineRenderer.SetPosition(i, grapplingGun.firePoint.position);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Update() {
 | 
			
		||||
        moveTime += Time.deltaTime;
 | 
			
		||||
        DrawRope();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void DrawRope() {
 | 
			
		||||
        // 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) {
 | 
			
		||||
                straightLine = true;
 | 
			
		||||
            } else {
 | 
			
		||||
                DrawRopeWaves();
 | 
			
		||||
            }
 | 
			
		||||
        } else {
 | 
			
		||||
            if (!isGrappling) {
 | 
			
		||||
                grapplingGun.Grapple();
 | 
			
		||||
                isGrappling = true;
 | 
			
		||||
            }
 | 
			
		||||
            if (waveSize > 0) {
 | 
			
		||||
                waveSize -= Time.deltaTime * straightenLineSpeed;
 | 
			
		||||
                DrawRopeWaves();
 | 
			
		||||
            } else {
 | 
			
		||||
                waveSize = 0;
 | 
			
		||||
                if (m_lineRenderer.positionCount != 2) {
 | 
			
		||||
                    m_lineRenderer.positionCount = 2;
 | 
			
		||||
                }
 | 
			
		||||
                DrawRopeNoWaves();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void DrawRopeWaves() {
 | 
			
		||||
        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);
 | 
			
		||||
 | 
			
		||||
            m_lineRenderer.SetPosition(i, currentPosition);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void DrawRopeNoWaves() {
 | 
			
		||||
        m_lineRenderer.SetPosition(0, grapplingGun.firePoint.position);
 | 
			
		||||
        m_lineRenderer.SetPosition(1, grapplingGun.grapplePoint);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/Tutorial_GrapplingRope.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
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