No need for rope collider and rigidbody on rope points
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ad1746d4a2
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@ -9,8 +9,6 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 3817028170077760731}
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- component: {fileID: 4590407122831754579}
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- component: {fileID: 8963967235500975272}
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m_Layer: 0
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m_Name: RopePoint
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m_TagString: Untagged
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@ -33,66 +31,3 @@ Transform:
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!58 &4590407122831754579
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CircleCollider2D:
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m_GameObject: {fileID: 4736158799711156794}
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m_CompositeOperation: 0
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m_CompositeOrder: 0
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m_Offset: {x: 0, y: 0}
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m_Radius: 0.5
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--- !u!50 &8963967235500975272
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Rigidbody2D:
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serializedVersion: 4
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m_ObjectHideFlags: 0
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m_GameObject: {fileID: 4736158799711156794}
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m_BodyType: 1
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m_Simulated: 1
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m_UseFullKinematicContacts: 0
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m_UseAutoMass: 0
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m_Mass: 1
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m_LinearDrag: 0
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m_AngularDrag: 0.05
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m_GravityScale: 1
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m_Bits: 0
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m_Interpolate: 0
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m_SleepingMode: 1
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m_CollisionDetection: 0
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m_Constraints: 0
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@ -9,7 +9,8 @@
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"GUID:c0e1b40f519e6e84b8f4af9930403ecb",
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"GUID:3b8ed52f1b5c64994af4c4e0aa4b6c4b",
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"GUID:1491147abca9d7d4bb7105af628b223e",
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"GUID:068707ae079d6e851b7a76adaa3014f8"
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"GUID:068707ae079d6e851b7a76adaa3014f8",
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"GUID:f0aa6e1ec272fc041a727a9dfb7c1e67"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@ -4,6 +4,8 @@ using System.Linq;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Assertions;
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using Utilities;
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using UnityUtils;
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public class RopeSimulator : NetworkBehaviour
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{
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@ -65,9 +67,10 @@ public class RopeSimulator : NetworkBehaviour
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[Header("Netcode")]
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private const int k_rngSeed = 6969;
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private const float k_sendRopeDataRPCThreshold = 0.1f;
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public float k_ropeReconciliateThreshold = 8f;
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private const float k_sendRopeDataDelay = 8f;
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public float k_ropeReconciliateThreshold = 10f;
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private System.Random rng = new System.Random(k_rngSeed);
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private CountdownTimer ropeSendTimer;
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private int[] order;
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@ -92,6 +95,10 @@ public class RopeSimulator : NetworkBehaviour
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{
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Destroy(instance);
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}
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ropeSendTimer = new(k_sendRopeDataDelay);
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// ropeSendTimer.OnTimerStop += SendRopeData;
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ropeSendTimer.Start();
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}
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private void OnEnable()
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@ -256,11 +263,6 @@ public class RopeSimulator : NetworkBehaviour
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ropeCollider.transform.position = point.position;
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ropeCollider.tag = colliderTag;
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ropeCollider.layer = LayerMask.NameToLayer("Rope");
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ropeCollider.GetComponent<CircleCollider2D>().radius = ropeRadius;
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var rigidBody = ropeCollider.GetComponent<Rigidbody2D>();
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rigidBody.isKinematic = true;
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}
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}
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@ -283,13 +285,26 @@ public class RopeSimulator : NetworkBehaviour
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Rope serverRope = Rope.FromNetworkRope(nrope, distBetweenRopePoints);
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float diff = Rope.CalcDiff(this.rope, serverRope);
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Debug.Log(diff);
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if (diff > k_ropeReconciliateThreshold)
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{
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// Debug.LogWarning("Reconciliating rope!");
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// this.rope = serverRope;
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// Debug.Log(Rope.CalcDiff(this.rope, serverRope));
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}
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Debug.Log($"server client rope diff: {diff}");
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// if (diff > k_ropeReconciliateThreshold)
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// {
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// Debug.LogWarning("Reconciliating rope!");
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// this.rope = serverRope;
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// }
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}
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private void SendRopeData()
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{
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if (!IsServer) return;
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Debug.Log($"Sending rope to client");
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NetworkRope nrope = Rope.ToNetworkRope(this.rope);
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// Send server rope to client for reconciliation
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ServerRopeDataReceivedRpc(nrope);
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ropeSendTimer.Reset();
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ropeSendTimer.Start();
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}
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private void Update()
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@ -303,14 +318,8 @@ public class RopeSimulator : NetworkBehaviour
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rope.points.Last().position = end.position;
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float ropeDiff = Simulate(Time.fixedDeltaTime);
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if (IsServer)
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{
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Debug.Log($"Sending rope to client");
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NetworkRope nrope = Rope.ToNetworkRope(this.rope);
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// Send server rope to client for reconciliation
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ServerRopeDataReceivedRpc(nrope);
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}
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ropeSendTimer.Tick(Time.deltaTime);
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Debug.Log(ropeSendTimer.Progress);
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// Update the rope collider positions
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for (int i = 0; i < rope.points.Length; i++)
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@ -354,6 +363,7 @@ public class RopeSimulator : NetworkBehaviour
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}
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DrawRope();
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SendRopeData();
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}
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private void PlayerPullAnimation(float overshoot)
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