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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2024-02-02 21:03:44 +01:00
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using UnityEngine;
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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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2024-02-02 21:03:44 +01:00
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[SerializeField]
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2024-02-03 00:15:07 +01:00
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private bool constrainStickMinLength;
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[SerializeField]
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2024-02-14 05:37:52 +01:00
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public RopeJoint start, end;
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[SerializeField]
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2024-02-03 16:21:32 +01:00
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float subDivision = 50f;
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2024-02-03 00:15:07 +01:00
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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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2024-02-02 21:03:44 +01:00
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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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[SerializeField, Range(0f, 20f)]
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2024-02-03 16:21:32 +01:00
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public float ropeExtendSpeed, ropeShrinkSpeed;
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2024-02-03 20:15:38 +01:00
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public float squezeDamage = 1f;
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2024-02-04 07:15:21 +01:00
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public AnimationCurve swingSpeedToDamageMultiplier;
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2024-02-03 16:21:32 +01:00
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[SerializeField]
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public float ropeMaxLength, ropeMinLength;
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2024-02-03 20:15:38 +01:00
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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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2024-02-04 06:27:35 +01:00
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[Header("Animaion")]
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[SerializeField] float pullAnimationOvershootThreshold = 0.2f;
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2024-02-02 21:03:44 +01:00
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int[] order;
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2024-02-04 02:40:16 +01:00
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public float Overshoot => rope.CalculateLengthOvershoot();
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2024-02-04 07:15:21 +01:00
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public bool InSwingMode => start.locked || end.locked;
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2024-02-04 02:40:16 +01:00
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2024-02-04 04:03:19 +01:00
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public Rope rope;
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2024-02-02 21:03:44 +01:00
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2024-02-03 01:14:34 +01:00
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Dictionary<Collider2D, float> colliderToSquezeForce = new();
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2024-02-02 21:03:44 +01:00
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private void Start()
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{
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// Example of using rope builder
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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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// Build rope if rope joints specified in inspector
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if (start != null && end != null)
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BuildRope(start, end);
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}
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public void BuildRope(RopeJoint start, RopeJoint end)
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{
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// Sanity check if rope simulator was initialized before
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if (this.start != null)
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{
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start.playerInput.ropeLengthExtend -= ExtendRope;
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start.playerInput.ropeLengthShrinken -= ShrinkenRope;
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}
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if (this.end != null)
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{
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end.playerInput.ropeLengthExtend -= ExtendRope;
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end.playerInput.ropeLengthShrinken -= ShrinkenRope;
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}
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this.start = start;
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this.end = end;
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2024-02-03 16:21:32 +01:00
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Rebuild();
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2024-02-14 14:37:29 +01:00
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this.start.playerInput.ropeLengthShrinken += ShrinkenRope;
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this.end.playerInput.ropeLengthShrinken += ShrinkenRope;
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2024-02-03 16:21:32 +01:00
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2024-02-14 14:37:29 +01:00
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this.start.playerInput.ropeLengthExtend += ExtendRope;
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this.end.playerInput.ropeLengthExtend += ExtendRope;
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2024-02-03 16:21:32 +01:00
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}
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2024-02-03 16:58:14 +01:00
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void ShrinkenRope(int playerNumber)
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{
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2024-02-03 16:58:14 +01:00
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int prevSubDivision = (int) subDivision;
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subDivision -= ropeShrinkSpeed * Time.deltaTime;
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if (subDivision < ropeMinLength)
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subDivision = ropeMinLength;
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2024-02-03 20:01:12 +01:00
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if (prevSubDivision - (int)subDivision <= 0) return;
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2024-02-03 16:58:14 +01:00
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// Shrink from start
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rope.sticks.Clear();
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rope.points.RemoveAt(1);
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2024-02-03 16:58:14 +01:00
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2024-02-03 20:01:12 +01:00
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var builder = new RopeBuilder(rope.points, rope.sticks);
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2024-02-03 20:01:12 +01:00
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// Re-gen sticks
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for (int i = 0; i < (int) subDivision; i++)
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{
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builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
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}
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rope = builder.Build();
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RebuildRopeColliders();
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2024-02-03 16:58:14 +01:00
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CreateOrderArray();
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}
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void ExtendRope(int playerNumber)
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{
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int prevSubDivision = (int)subDivision;
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2024-02-03 16:58:14 +01:00
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subDivision += ropeExtendSpeed * Time.deltaTime;
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if (subDivision > ropeMaxLength)
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subDivision = ropeMaxLength;
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2024-02-03 20:01:12 +01:00
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if (prevSubDivision - (int) subDivision >= 0) return;
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2024-02-04 04:56:01 +01:00
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// Max from start
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rope.points.Insert(1, new Point(rope.points[1].position));
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rope.sticks.Clear();
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// Ripple existing rope points
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//for (int i = 2; i < (int) subDivision; i++)
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//{
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// rope.points[i].position = rope.points[i + 1].position;
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//}
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var builder = new RopeBuilder(rope.points, rope.sticks);
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// Re-gen sticks
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for (int i = 0; i < (int)subDivision; i++)
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{
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//Debug.Log($"Reg-gen stick. from: {i} to {i + 1}, with dist: {distBetweenRopePoints}");
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builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
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}
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rope = builder.Build();
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RebuildRopeColliders();
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CreateOrderArray();
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2024-02-03 16:21:32 +01:00
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}
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private void OnDestroy()
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{
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start.playerInput.ropeLengthShrinken -= ShrinkenRope;
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end.playerInput.ropeLengthShrinken -= ShrinkenRope;
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start.playerInput.ropeLengthExtend -= ExtendRope;
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end.playerInput.ropeLengthExtend -= ExtendRope;
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}
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private void Rebuild()
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{
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Debug.Log("rebuild");
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2024-02-03 00:15:07 +01:00
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RopeBuilder builder = new RopeBuilder();
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builder.AddPoint(new Point(start.position, locked: true));
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2024-02-03 16:21:32 +01:00
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for (int i = 1; i < (int) subDivision; i++)
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{
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Vector3 pointPos = Vector3.Lerp(start.position, end.position, (float)i / (float)(int)subDivision);
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2024-02-03 00:15:07 +01:00
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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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2024-02-03 16:21:32 +01:00
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for (int i = 0; i < (int) subDivision; i++)
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2024-02-03 00:15:07 +01:00
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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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2024-02-03 20:01:12 +01:00
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RebuildRopeColliders();
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CreateOrderArray();
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}
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private void RebuildRopeColliders()
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{
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2024-02-14 04:30:38 +01:00
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// ropeCollidersParent.DestroyChildren(); Did this to avoid unityutils
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for (int i = 0; i < ropeCollidersParent.childCount; i++)
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{
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Destroy(ropeCollidersParent.GetChild(i));
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}
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2024-02-03 00:15:07 +01:00
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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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2024-02-04 11:29:04 +01:00
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ropeCollider.tag = "Rope";
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2024-02-03 00:15:07 +01:00
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ropeCollider.transform.parent = ropeCollidersParent;
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2024-02-03 02:47:40 +01:00
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ropeCollider.transform.position = point.position;
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2024-02-03 00:15:07 +01:00
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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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2024-02-03 10:57:18 +01:00
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var rigidBody = ropeCollider.AddComponent<Rigidbody2D>();
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rigidBody.isKinematic = true;
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2024-02-03 00:15:07 +01:00
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}
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2024-02-02 21:03:44 +01:00
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}
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private void Update()
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{
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2024-02-14 14:37:29 +01:00
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// Dont update if no rope is initialized
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if (start == null || end == null)
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return;
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2024-02-03 20:01:12 +01:00
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//Debug.Log($"overshoot: {rope.CalculateLengthOvershoot()}");
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//ShrinkenRope(1);
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//ExtendRope(0);
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2024-02-03 01:14:34 +01:00
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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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2024-02-02 21:03:44 +01:00
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Simulate();
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2024-02-03 00:15:07 +01:00
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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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2024-02-04 06:27:35 +01:00
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if (overshoot > pullAnimationOvershootThreshold)
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2024-02-04 06:27:28 +01:00
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{
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2024-02-04 06:27:35 +01:00
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float startDot = Vector2.Dot((start.position - rope.points[1].position).normalized, start.playerInput.movement);
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if (startDot > 0.35f)
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{
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2024-02-14 14:45:38 +01:00
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start.playerAnimationHandler?.animator.SetBool("IsPulling", true);
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2024-02-04 06:27:35 +01:00
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}
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float endDot = Vector2.Dot((end.position - rope.points[rope.points.Count - 2].position).normalized, end.playerInput.movement);
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if (endDot > 0.35f)
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{
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2024-02-14 14:45:38 +01:00
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end.playerAnimationHandler?.animator.SetBool("IsPulling", true);
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2024-02-04 06:27:35 +01:00
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}
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2024-02-04 06:27:28 +01:00
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}
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else
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{
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2024-02-14 14:45:38 +01:00
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start.playerAnimationHandler?.animator.SetBool("IsPulling", false);
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end.playerAnimationHandler?.animator.SetBool("IsPulling", false);
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2024-02-04 06:27:28 +01:00
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}
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2024-02-03 00:15:07 +01:00
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//start.position = prevStartPos;
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2024-02-03 12:42:00 +01:00
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float divider = !start.locked && !end.locked ? 2f : 1f;
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if (!start.locked)
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{
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Vector2 pullDirection = (rope.points[1].position - start.position).normalized;
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Vector2 force = pullDirection * overshoot * (pullForce / divider);
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start.body.AddForce(force);
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}
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2024-02-03 14:07:03 +01:00
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else
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{
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start.body.velocity *= 0;
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}
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2024-02-03 12:42:00 +01:00
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if (!end.locked)
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{
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Vector2 pullDirection = (rope.points[rope.points.Count - 2].position - end.position).normalized;
|
|
|
|
Vector2 force = pullDirection * overshoot * (pullForce / divider);
|
|
|
|
end.body.AddForce(force);
|
|
|
|
}
|
2024-02-03 14:07:03 +01:00
|
|
|
else
|
|
|
|
{
|
|
|
|
end.body.velocity *= 0;
|
|
|
|
}
|
2024-02-03 00:15:07 +01:00
|
|
|
}
|
|
|
|
|
2024-02-03 01:14:34 +01:00
|
|
|
// Handle squeze kills
|
|
|
|
foreach (var collider in colliderToSquezeForce)
|
|
|
|
{
|
2024-02-03 21:38:42 +01:00
|
|
|
ISquezeDamageReceiver squezeDamageReceiver = collider.Key.transform.root.GetComponent<ISquezeDamageReceiver>();
|
|
|
|
if (squezeDamageReceiver == null)
|
|
|
|
squezeDamageReceiver = collider.Key.GetComponent<ISquezeDamageReceiver>();
|
|
|
|
|
2024-02-03 01:14:34 +01:00
|
|
|
if (squezeDamageReceiver == null) continue;
|
|
|
|
|
2024-02-04 07:15:21 +01:00
|
|
|
|
|
|
|
float swingMultiplier = InSwingMode ? swingSpeedToDamageMultiplier.Evaluate((start.locked ? end : start).body.velocity.magnitude) : 1f;
|
|
|
|
squezeDamageReceiver.TakeSquezeDamage(collider.Value * squezeDamage * swingMultiplier);
|
2024-02-03 01:14:34 +01:00
|
|
|
}
|
2024-02-03 01:25:34 +01:00
|
|
|
|
|
|
|
// Update line renderer
|
|
|
|
var positions = rope.points.Select(p => new Vector3(p.position.x, p.position.y, 0f)).ToArray();
|
|
|
|
lineRenderer.positionCount = positions.Length;
|
|
|
|
lineRenderer.SetPositions(positions);
|
2024-02-03 02:47:40 +01:00
|
|
|
|
|
|
|
// Handle xy dampening on z gravity
|
|
|
|
foreach (var point in rope.points)
|
|
|
|
{
|
|
|
|
if (point.position.z >= 0f) continue;
|
|
|
|
|
|
|
|
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));
|
|
|
|
point.position.Set(newXYPos.x, newXYPos.y, 0f);
|
|
|
|
}
|
2024-02-02 21:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
private void OnDrawGizmos()
|
|
|
|
{
|
|
|
|
if (!Application.isPlaying) return;
|
|
|
|
|
|
|
|
foreach (var point in rope.points)
|
|
|
|
{
|
2024-02-03 00:15:07 +01:00
|
|
|
//Debug.Log($"pos: {point.position}");
|
|
|
|
Gizmos.DrawSphere(point.position, ropeRadius);
|
2024-02-02 21:03:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Simulate()
|
|
|
|
{
|
|
|
|
foreach (Point p in rope.points)
|
|
|
|
{
|
|
|
|
if (!p.locked)
|
|
|
|
{
|
2024-02-03 02:47:40 +01:00
|
|
|
Vector3 positionBeforeUpdate = p.position;
|
2024-02-02 21:03:44 +01:00
|
|
|
p.position += p.position - p.prevPosition;
|
2024-02-03 02:47:40 +01:00
|
|
|
p.position.z -= gravity * Time.deltaTime * Time.deltaTime;
|
2024-02-02 21:03:44 +01:00
|
|
|
p.prevPosition = positionBeforeUpdate;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < solveIterations; i++)
|
|
|
|
{
|
|
|
|
for (int s = 0; s < rope.sticks.Count; s++)
|
|
|
|
{
|
|
|
|
Stick stick = rope.sticks[order[s]];
|
|
|
|
if (stick.dead)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2024-02-03 02:47:40 +01:00
|
|
|
Vector3 stickCentre = (stick.A.position + stick.B.position) / 2;
|
|
|
|
Vector3 stickDir = (stick.A.position - stick.B.position).normalized;
|
2024-02-03 20:01:12 +01:00
|
|
|
float length = Vector2.Distance(stick.A.position, stick.B.position);
|
2024-02-02 21:03:44 +01:00
|
|
|
|
2024-02-03 00:15:07 +01:00
|
|
|
if (length > stick.desiredLength || constrainStickMinLength)
|
2024-02-02 21:03:44 +01:00
|
|
|
{
|
|
|
|
if (!stick.A.locked)
|
|
|
|
{
|
2024-02-03 00:15:07 +01:00
|
|
|
TryMovePointToPosition(stick.A, stickCentre + stickDir * stick.desiredLength / 2);
|
2024-02-02 21:03:44 +01:00
|
|
|
}
|
|
|
|
if (!stick.B.locked)
|
|
|
|
{
|
2024-02-03 00:15:07 +01:00
|
|
|
TryMovePointToPosition(stick.B, stickCentre - stickDir * stick.desiredLength / 2);
|
2024-02-02 21:03:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-02-03 02:47:40 +01:00
|
|
|
private void TryMovePointToPosition(Point point, Vector3 position)
|
2024-02-03 00:15:07 +01:00
|
|
|
{
|
2024-02-03 02:47:40 +01:00
|
|
|
Vector2 moveDir = new Vector2(position.x, position.y) - new Vector2(point.position.x, point.position.y);
|
2024-02-03 00:15:07 +01:00
|
|
|
int stepsRequired = (int) Mathf.Ceil(moveDir.magnitude / collisionCheckDist);
|
|
|
|
moveDir.Normalize();
|
2024-02-03 02:47:40 +01:00
|
|
|
|
|
|
|
Vector2 initialPos = new Vector2(point.position.x, point.position.y);
|
2024-02-03 10:57:18 +01:00
|
|
|
bool shouldBreak = false;
|
2024-02-03 00:15:07 +01:00
|
|
|
for (int i = 0 ; i < stepsRequired; i++)
|
|
|
|
{
|
2024-02-03 02:47:40 +01:00
|
|
|
Vector2 newPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(position.x, position.y), collisionCheckDist);
|
2024-02-03 10:57:18 +01:00
|
|
|
point.position.Set(newPos.x, newPos.y, point.position.z);
|
|
|
|
|
|
|
|
foreach (var collider in Physics2D.OverlapCircleAll(point.position, ropeRadius, staticColliderMask))
|
|
|
|
{
|
|
|
|
if (collider == null) continue;
|
|
|
|
if (collider.isTrigger) continue;
|
2024-02-03 00:15:07 +01:00
|
|
|
|
2024-02-03 10:57:18 +01:00
|
|
|
// A static collider was met, dont move any further
|
|
|
|
Vector2 resolvedPos = collider.ClosestPoint(initialPos);
|
2024-02-03 00:15:07 +01:00
|
|
|
|
2024-02-03 10:57:18 +01:00
|
|
|
if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue;
|
2024-02-03 00:15:07 +01:00
|
|
|
|
2024-02-03 10:57:18 +01:00
|
|
|
Vector2 penetrationDir = (resolvedPos - new Vector2(point.position.x, point.position.y)).normalized;
|
|
|
|
Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius;
|
|
|
|
//Debug.Log($"resolved pos: {point.position}->{finalPos}");
|
|
|
|
point.position.Set(finalPos.x, finalPos.y, point.position.z);
|
|
|
|
shouldBreak = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (shouldBreak)
|
|
|
|
break;
|
2024-02-03 00:15:07 +01:00
|
|
|
}
|
2024-02-03 02:47:40 +01:00
|
|
|
|
|
|
|
// Move z position
|
|
|
|
point.position.z = position.z;
|
2024-02-03 00:15:07 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
private void HandleStaticCollidersOfPoint(Point p)
|
|
|
|
{
|
2024-02-03 10:57:18 +01:00
|
|
|
foreach (var hitCollider in Physics2D.OverlapCircleAll(p.position, ropeRadius, staticColliderMask))
|
|
|
|
{
|
|
|
|
if (hitCollider == null) continue;
|
|
|
|
if (hitCollider.isTrigger) continue;
|
|
|
|
|
|
|
|
// Register the squeze force this rope particle is squezing the collider
|
|
|
|
Vector2 pointPos = new Vector2(p.position.x, p.position.y);
|
|
|
|
Vector2 resolvedPos = hitCollider.ClosestPoint(pointPos);
|
|
|
|
Vector2 penetration = resolvedPos - pointPos;
|
|
|
|
Vector2 finalPos = resolvedPos - penetration.normalized * ropeRadius;
|
|
|
|
|
|
|
|
float squezeForce;
|
|
|
|
if (!colliderToSquezeForce.TryGetValue(hitCollider, out squezeForce))
|
|
|
|
colliderToSquezeForce.Add(hitCollider, squezeForce + penetration.magnitude);
|
|
|
|
else
|
|
|
|
colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude;
|
|
|
|
|
|
|
|
p.position.Set(finalPos.x, finalPos.y, p.position.z);
|
|
|
|
}
|
2024-02-03 00:15:07 +01:00
|
|
|
}
|
|
|
|
|
2024-02-02 21:03:44 +01:00
|
|
|
void CreateOrderArray()
|
|
|
|
{
|
|
|
|
order = new int[rope.sticks.Count];
|
|
|
|
for (int i = 0; i < order.Length; i++)
|
|
|
|
{
|
|
|
|
order[i] = i;
|
|
|
|
}
|
|
|
|
ShuffleArray(order, new System.Random());
|
|
|
|
}
|
|
|
|
|
|
|
|
public static T[] ShuffleArray<T>(T[] array, System.Random prng)
|
|
|
|
{
|
|
|
|
|
|
|
|
int elementsRemainingToShuffle = array.Length;
|
|
|
|
int randomIndex = 0;
|
|
|
|
|
|
|
|
while (elementsRemainingToShuffle > 1)
|
|
|
|
{
|
|
|
|
|
|
|
|
// Choose a random element from array
|
|
|
|
randomIndex = prng.Next(0, elementsRemainingToShuffle);
|
|
|
|
T chosenElement = array[randomIndex];
|
|
|
|
|
|
|
|
// Swap the randomly chosen element with the last unshuffled element in the array
|
|
|
|
elementsRemainingToShuffle--;
|
|
|
|
array[randomIndex] = array[elementsRemainingToShuffle];
|
|
|
|
array[elementsRemainingToShuffle] = chosenElement;
|
|
|
|
}
|
|
|
|
|
|
|
|
return array;
|
|
|
|
}
|
|
|
|
}
|