rope with gravity effect
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5e36616873
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8b10b735c9
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@ -1515,7 +1515,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 27ac133d9e10e544ba603e07122e3359, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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gravity: 0
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gravity: 15
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solveIterations: 10
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constrainStickMinLength: 0
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start: {fileID: 1451580753}
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@ -1530,6 +1530,7 @@ MonoBehaviour:
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serializedVersion: 2
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m_Bits: 1
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pullForce: 65
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xyGravityDampScalor: 1
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lineRenderer: {fileID: 1973576218}
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testPos: {x: 0, y: 0}
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--- !u!120 &1973576218
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@ -33,7 +33,6 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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public void TakeSquezeDamage(float squezeDamage)
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{
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Debug.Log($"Taking {squezeDamage}");
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if (squezeDamage < minThreshold) return;
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TakeDamage((int) Mathf.Round(squezeDamage * squezeDamageScalor));
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@ -3,10 +3,10 @@ using UnityEngine;
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[System.Serializable]
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public class Point
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{
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public Vector2 position, prevPosition;
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public Vector3 position, prevPosition;
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public bool locked;
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public Point(Vector2 position, bool locked = false)
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public Point(Vector3 position, bool locked = false)
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{
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this.position = position;
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this.prevPosition = position;
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@ -47,6 +47,9 @@ public class RopeSimulator : MonoBehaviour
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[SerializeField, Range(0f, 100f)]
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float pullForce = 20f;
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[SerializeField]
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float xyGravityDampScalor = 1f;
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[Header("Rendering")]
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[SerializeField] LineRenderer lineRenderer;
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@ -75,7 +78,7 @@ public class RopeSimulator : MonoBehaviour
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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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Vector2 pointPos = Vector2.Lerp(start.position, end.position, (float)i / (float)subDivision);
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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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@ -93,6 +96,7 @@ public class RopeSimulator : MonoBehaviour
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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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@ -129,7 +133,7 @@ public class RopeSimulator : MonoBehaviour
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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 - new Vector2(start.position.x, start.position.y)).normalized;
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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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@ -146,6 +150,15 @@ public class RopeSimulator : MonoBehaviour
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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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@ -165,9 +178,9 @@ public class RopeSimulator : MonoBehaviour
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{
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if (!p.locked)
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{
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Vector2 positionBeforeUpdate = p.position;
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Vector3 positionBeforeUpdate = p.position;
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p.position += p.position - p.prevPosition;
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p.position += Vector2.down * gravity * Time.deltaTime * Time.deltaTime;
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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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@ -182,8 +195,8 @@ public class RopeSimulator : MonoBehaviour
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continue;
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}
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Vector2 stickCentre = (stick.A.position + stick.B.position) / 2;
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Vector2 stickDir = (stick.A.position - stick.B.position).normalized;
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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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@ -201,16 +214,17 @@ public class RopeSimulator : MonoBehaviour
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}
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}
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private void TryMovePointToPosition(Point point, Vector2 position)
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private void TryMovePointToPosition(Point point, Vector3 position)
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{
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Vector2 moveDir = position - point.position;
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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 = point.position;
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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(point.position, position, collisionCheckDist);
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point.position = newPos;
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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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@ -219,13 +233,15 @@ public class RopeSimulator : MonoBehaviour
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if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue;
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Vector2 penetrationDir = (resolvedPos - point.position).normalized;
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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 = finalPos;
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//point.prevPosition = 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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}
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private void HandleStaticCollidersOfPoint(Point p)
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@ -234,8 +250,9 @@ public class RopeSimulator : MonoBehaviour
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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 resolvedPos = hitCollider.ClosestPoint(p.position);
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Vector2 penetration = resolvedPos - p.position;
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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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@ -244,7 +261,7 @@ public class RopeSimulator : MonoBehaviour
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else
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colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude;
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p.position = finalPos;
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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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