2024-02-03 00:15:07 +01:00
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using System;
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2024-02-02 21:03:44 +01:00
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using System.Collections;
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using System.Collections.Generic;
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2024-02-03 00:15:07 +01:00
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using System.Linq;
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using Unity.VisualScripting;
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using UnityEditor.ShaderGraph.Drawing;
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2024-02-02 21:03:44 +01:00
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using UnityEngine;
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2024-02-03 00:15:07 +01:00
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using UnityEngine.Analytics;
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using UnityEngine.Rendering;
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2024-02-02 21:03:44 +01:00
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using UnityUtils;
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public class RopeSimulator : MonoBehaviour
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{
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[SerializeField]
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private float gravity = 10;
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[SerializeField]
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2024-02-03 00:15:07 +01:00
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private int solveIterations = 10;
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[SerializeField]
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private bool constrainStickMinLength;
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[SerializeField]
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Transform start, end;
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[SerializeField]
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int subDivision = 50;
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[SerializeField]
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float collisionCheckDist = 0.5f;
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[SerializeField, Range(0f, 1f)]
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float distBetweenRopePoints = 0.1f;
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[SerializeField, Range(0.01f, 1f)]
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float ropeRadius;
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[SerializeField]
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float ignoreResolveThreshold = 0.08f;
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[SerializeField]
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Transform ropeCollidersParent;
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[SerializeField]
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LayerMask staticColliderMask;
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[SerializeField, Range(0f, 100f)]
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float pullForce = 20f;
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2024-02-03 02:47:40 +01:00
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[SerializeField]
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float xyGravityDampScalor = 1f;
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2024-02-03 01:25:34 +01:00
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[Header("Rendering")]
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[SerializeField] LineRenderer lineRenderer;
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2024-02-02 21:03:44 +01:00
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int[] order;
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public Vector2 testPos;
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Rope rope;
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Dictionary<Collider2D, float> colliderToSquezeForce = new();
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private void Start()
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{
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2024-02-03 00:15:07 +01:00
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//rope = new RopeBuilder()
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// .AddPoint(new Point(testPos, locked: true))
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// .AddPoint(new Point(testPos.Add(x:5f)))
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// .AddPoint(new Point(testPos.Add(x: 10f)))
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// .AddPoint(new Point(testPos.Add(x: 15f)))
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// .AddPoint(new Point(testPos.Add(x: 20f)))
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// .ConnectPoints(0, 1)
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// .ConnectPoints(1, 2)
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// .ConnectPoints(2, 3)
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// .ConnectPoints(3, 4)
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// .Build();
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RopeBuilder builder = new RopeBuilder();
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builder.AddPoint(new Point(start.position, locked: true));
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for (int i = 1; i < subDivision; i++)
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{
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Vector3 pointPos = Vector3.Lerp(start.position, end.position, (float)i / (float)subDivision);
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//Debug.Log($"pos: {pointPos}, t={i / subDivision}");
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Debug.DrawRay(pointPos, (end.position - start.position).normalized);
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builder.AddPoint(new Point(pointPos));
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}
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builder.AddPoint(new Point(end.position, locked: true));
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for (int i = 0; i < subDivision; i++)
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{
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builder.ConnectPointsWithDesiredLength(i, i + 1, desiredLength: distBetweenRopePoints);
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}
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rope = builder.Build();
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foreach (var point in rope.points)
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{
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GameObject ropeCollider = new GameObject("Rope Collider");
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ropeCollider.transform.parent = ropeCollidersParent;
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ropeCollider.transform.position = point.position;
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ropeCollider.layer = LayerMask.NameToLayer("Rope");
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var colliderComponent = ropeCollider.AddComponent<CircleCollider2D>();
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colliderComponent.radius = ropeRadius;
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}
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CreateOrderArray();
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}
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private void Update()
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{
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colliderToSquezeForce.Clear();
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2024-02-03 00:15:07 +01:00
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rope.points.First().position = start.position;
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rope.points.Last().position = end.position;
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Simulate();
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// Update the rope collider positions
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for (int i = 0; i < rope.points.Count; i++)
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{
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ropeCollidersParent.GetChild(i).position = rope.points[i].position;
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}
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// Handle static colliders
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foreach (var point in rope.points)
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{
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if (point.locked) continue;
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HandleStaticCollidersOfPoint(point);
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}
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// Constrain start transform based on overshoot
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float overshoot = rope.CalculateLengthOvershoot();
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if (overshoot > 0)
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{
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//start.position = prevStartPos;
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Vector2 pullDirection = (rope.points.ElementAt(1).position - start.position).normalized;
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start.gameObject.GetComponent<Rigidbody2D>().AddForce(pullDirection * overshoot * pullForce);
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}
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// Handle squeze kills
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foreach (var collider in colliderToSquezeForce)
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{
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ISquezeDamageReceiver squezeDamageReceiver = collider.Key.GetComponent<ISquezeDamageReceiver>();
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if (squezeDamageReceiver == null) continue;
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squezeDamageReceiver.TakeSquezeDamage(collider.Value);
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}
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// Update line renderer
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var positions = rope.points.Select(p => new Vector3(p.position.x, p.position.y, 0f)).ToArray();
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lineRenderer.positionCount = positions.Length;
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lineRenderer.SetPositions(positions);
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// Handle xy dampening on z gravity
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foreach (var point in rope.points)
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{
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if (point.position.z >= 0f) continue;
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Vector2 newXYPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(point.prevPosition.x, point.prevPosition.y), Mathf.Abs(point.position.z * xyGravityDampScalor));
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point.position.Set(newXYPos.x, newXYPos.y, 0f);
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}
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}
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private void OnDrawGizmos()
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{
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if (!Application.isPlaying) return;
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foreach (var point in rope.points)
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{
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//Debug.Log($"pos: {point.position}");
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Gizmos.DrawSphere(point.position, ropeRadius);
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}
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}
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void Simulate()
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{
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foreach (Point p in rope.points)
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{
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if (!p.locked)
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{
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Vector3 positionBeforeUpdate = p.position;
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p.position += p.position - p.prevPosition;
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p.position.z -= gravity * Time.deltaTime * Time.deltaTime;
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p.prevPosition = positionBeforeUpdate;
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}
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}
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for (int i = 0; i < solveIterations; i++)
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{
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for (int s = 0; s < rope.sticks.Count; s++)
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{
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Stick stick = rope.sticks[order[s]];
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if (stick.dead)
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{
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continue;
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}
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2024-02-03 02:47:40 +01:00
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Vector3 stickCentre = (stick.A.position + stick.B.position) / 2;
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Vector3 stickDir = (stick.A.position - stick.B.position).normalized;
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float length = (stick.A.position - stick.B.position).magnitude;
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if (length > stick.desiredLength || constrainStickMinLength)
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{
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if (!stick.A.locked)
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{
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TryMovePointToPosition(stick.A, stickCentre + stickDir * stick.desiredLength / 2);
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}
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if (!stick.B.locked)
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{
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TryMovePointToPosition(stick.B, stickCentre - stickDir * stick.desiredLength / 2);
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}
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}
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}
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}
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}
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private void TryMovePointToPosition(Point point, Vector3 position)
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{
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Vector2 moveDir = new Vector2(position.x, position.y) - new Vector2(point.position.x, point.position.y);
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int stepsRequired = (int) Mathf.Ceil(moveDir.magnitude / collisionCheckDist);
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moveDir.Normalize();
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Vector2 initialPos = new Vector2(point.position.x, point.position.y);
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for (int i = 0 ; i < stepsRequired; i++)
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{
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Vector2 newPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(position.x, position.y), collisionCheckDist);
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point.position.Set(newPos.x, newPos.y, point.position.z);
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Collider2D collider = Physics2D.OverlapCircle(point.position, ropeRadius, staticColliderMask);
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if (collider == null) continue;
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// A static collider was met, dont move any further
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Vector2 resolvedPos = collider.ClosestPoint(initialPos);
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if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue;
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Vector2 penetrationDir = (resolvedPos - new Vector2(point.position.x, point.position.y)).normalized;
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Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius;
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//Debug.Log($"resolved pos: {point.position}->{finalPos}");
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point.position.Set(finalPos.x, finalPos.y, point.position.z);
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break;
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}
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// Move z position
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point.position.z = position.z;
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2024-02-03 00:15:07 +01:00
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}
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private void HandleStaticCollidersOfPoint(Point p)
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{
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Collider2D hitCollider = Physics2D.OverlapCircle(p.position, ropeRadius, staticColliderMask);
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if (hitCollider == null) return;
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// Register the squeze force this rope particle is squezing the collider
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Vector2 pointPos = new Vector2(p.position.x, p.position.y);
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Vector2 resolvedPos = hitCollider.ClosestPoint(pointPos);
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Vector2 penetration = resolvedPos - pointPos;
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Vector2 finalPos = resolvedPos - penetration.normalized * ropeRadius;
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float squezeForce;
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if (!colliderToSquezeForce.TryGetValue(hitCollider, out squezeForce))
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colliderToSquezeForce.Add(hitCollider, squezeForce + penetration.magnitude);
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else
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colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude;
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2024-02-03 02:47:40 +01:00
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p.position.Set(finalPos.x, finalPos.y, p.position.z);
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}
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void CreateOrderArray()
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{
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order = new int[rope.sticks.Count];
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for (int i = 0; i < order.Length; i++)
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{
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order[i] = i;
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}
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ShuffleArray(order, new System.Random());
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}
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public static T[] ShuffleArray<T>(T[] array, System.Random prng)
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{
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int elementsRemainingToShuffle = array.Length;
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int randomIndex = 0;
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while (elementsRemainingToShuffle > 1)
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{
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// Choose a random element from array
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randomIndex = prng.Next(0, elementsRemainingToShuffle);
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T chosenElement = array[randomIndex];
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// Swap the randomly chosen element with the last unshuffled element in the array
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elementsRemainingToShuffle--;
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array[randomIndex] = array[elementsRemainingToShuffle];
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array[elementsRemainingToShuffle] = chosenElement;
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}
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return array;
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}
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}
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