Fresh start for new rope network shit

Stripped all functionality for rope to implement multiplayer easier. Play RopeOverhaulGame scene to test this
This commit is contained in:
Sveske_Juice 2024-05-26 21:15:38 +02:00
parent 007e762a47
commit 99aa0647f2
13 changed files with 5247 additions and 672 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 27527bab112c238c7b8a95382ab22211
DefaultImporter:
externalObjects: {}
userData:
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@ -12,7 +12,7 @@ public class RopeRumbling : MonoBehaviour
private Gamepad pad;
// Rope
[SerializeField] private RopeSimulator rope;
[SerializeField] private RopeSimulatorOld rope;
private void Start()
{

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@ -32,8 +32,16 @@ public class PlayerInput : MonoBehaviour, IMoveData
private void Update()
{
moveData.Movement.x = Input.GetAxisRaw("Horizontal");
moveData.Movement.y = Input.GetAxisRaw("Vertical");
if (playerNumber == 0)
{
moveData.Movement.x = Input.GetAxisRaw("Horizontal");
moveData.Movement.y = Input.GetAxisRaw("Vertical");
}
else
{
moveData.Movement.x = Input.GetAxisRaw("ArrowHorizontal");
moveData.Movement.y = Input.GetAxisRaw("ArrowVertical");
}
whipAttack = Input.GetKey(KeyCode.R);

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@ -1,703 +1,144 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Assertions;
using UnityUtils;
using System.Linq;
using Unity.Netcode;
public class RopeSimulator : NetworkBehaviour
public class RopeSimulator : MonoBehaviour
{
[SerializeField]
private float gravity = 10;
[Header("Solver")]
[SerializeField] int solveIterations = 10;
Transform ropeStart, ropeEnd;
[SerializeField]
private int solveIterations = 10;
[Header("Rope Settings")]
[SerializeField] int subDivision = 20;
[SerializeField] float distBetweenRopePoints = 0.2f;
[SerializeField]
private bool constrainStickMinLength;
[SerializeField]
public RopeJoint start, end;
[SerializeField]
float subDivision = 50f;
[SerializeField]
float collisionCheckDist = 0.5f;
[SerializeField, Range(0f, 1f)]
float distBetweenRopePoints = 0.1f;
[SerializeField, Range(0.01f, 1f)]
float ropeRadius;
[SerializeField]
float ignoreResolveThreshold = 0.08f;
[SerializeField]
LayerMask staticColliderMask;
[SerializeField, Range(0f, 100f)]
float pullForce = 20f;
[SerializeField]
float xyGravityDampScalor = 1f;
[SerializeField, Range(0f, 20f)]
public float ropeExtendSpeed, ropeShrinkSpeed;
public float squezeDamage = 1f;
public AnimationCurve swingSpeedToDamageMultiplier;
[SerializeField]
public float ropeMaxLength, ropeMinLength;
[Header("Rope Colliders")]
[SerializeField] GameObject colliderPrefab;
[SerializeField] string colliderTag = "Rope";
[SerializeField] Transform ropeCollidersParent;
[Header("Rendering")]
[Header("Rope Renderer")]
[SerializeField] LineRenderer lineRenderer;
[Header("Animaion")]
[SerializeField] float pullAnimationOvershootThreshold = 0.2f;
[SerializeField] Rope rope;
[Header("Netcode")]
private const float k_serverTickRate = 60f;
private const int k_rngSeed = 6969;
public float k_ropeReconciliateThreshold = 1f;
private System.Random rng = new System.Random(k_rngSeed);
[Header("Networking")]
[SerializeField] CircularBuffer<RopeState> stateBuffer;
private const int k_stateBufferSize = 128;
private int currentTick => NetworkManager.Singleton.NetworkTickSystem.LocalTime.Tick;
[SerializeField] private CircularBuffer<GameState> stateBuffer;
private GameState lastReceivedServerGameState;
private const int k_bufferSize = 512;
private bool isReconciliating = false;
private GameState currentRewindingState;
[SerializeField] private float reconciliateDuration = 0.1f;
private float rewindCounter = 0f;
private int[] order;
public float Overshoot => rope.CalculateLengthOvershoot();
public bool InSwingMode => start.locked || end.locked;
public Rope rope;
Dictionary<Collider2D, float> colliderToSquezeForce = new();
public static RopeSimulator instance;
private bool IsInitialized => start != null || end != null;
private void Awake()
{
if (instance == null)
{
instance = this;
}
else
{
Destroy(instance);
}
stateBuffer = new CircularBuffer<RopeState>(k_stateBufferSize);
stateBuffer = new(k_bufferSize);
}
private void OnEnable()
{
GameManager.OnPlayersReady += PlayersReady;
if (NetworkManager.Singleton != null)
NetworkManager.Singleton.NetworkTickSystem.Tick += NetworkTick;
GameManager.OnPlayersReady += Init;
}
private void OnDisable()
{
GameManager.OnPlayersReady -= PlayersReady;
if (NetworkManager.Singleton != null)
NetworkManager.Singleton.NetworkTickSystem.Tick -= NetworkTick;
}
public void PlayersReady(GameObject[] players)
{
BuildRope(players[0].GetComponent<RopeJoint>(), players[1].GetComponent<RopeJoint>());
}
public void BuildRope(RopeJoint start, RopeJoint end)
{
Assert.IsNotNull(start);
Assert.IsNotNull(end);
// Sanity check if rope simulator was initialized before - we are re-building the rope
if (this.start != null)
{
this.start.playerInput.ropeLengthExtend -= ExtendRope;
this.start.playerInput.ropeLengthShrinken -= ShrinkenRope;
}
if (this.end != null)
{
this.end.playerInput.ropeLengthExtend -= ExtendRope;
this.end.playerInput.ropeLengthShrinken -= ShrinkenRope;
}
this.start = start;
this.end = end;
Rebuild();
this.start.playerInput.ropeLengthShrinken += ShrinkenRope;
this.end.playerInput.ropeLengthShrinken += ShrinkenRope;
this.start.playerInput.ropeLengthExtend += ExtendRope;
this.end.playerInput.ropeLengthExtend += ExtendRope;
}
void ShrinkenRope(int playerNumber)
{
int prevSubDivision = (int)subDivision;
subDivision -= ropeShrinkSpeed * Time.deltaTime;
subDivision = Mathf.Clamp(subDivision, ropeMinLength, ropeMaxLength);
// Only shrinken if the numeric value has changed
if (prevSubDivision - (int)subDivision <= 0) return;
// Shrink from rope point after start rope joint
List<Point> newPoints = new(rope.points.Length - 1);
for (int i = 0; i < (rope.points.Length - 1); i++)
{
newPoints.Add(rope.points[i]);
}
var builder = new RopeBuilder(newPoints, new List<Stick>());
// Re-gen sticks
for (int i = 0; i < (int)subDivision; i++)
{
builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
}
rope = builder.Build();
RebuildRopeColliders();
CreateOrderArray();
}
void ExtendRope(int playerNumber)
{
int prevSubDivision = (int)subDivision;
subDivision += ropeExtendSpeed * Time.deltaTime;
subDivision = Mathf.Clamp(subDivision, ropeMinLength, ropeMaxLength);
// Only extend if the numeric value has changed
if (prevSubDivision - (int)subDivision >= 0) return;
// Extend from rope point after start rope point
List<Point> newPoints = new(rope.points.Length + 1);
newPoints.Add(new Point(rope.points[1].position));
for (int i = 1; i < rope.points.Length; i++)
{
newPoints.Add(rope.points[i]);
}
var builder = new RopeBuilder(newPoints, new List<Stick>());
// Re-gen sticks
for (int i = 0; i < (int)subDivision; i++)
{
//Debug.Log($"Reg-gen stick. from: {i} to {i + 1}, with dist: {distBetweenRopePoints}");
builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
}
rope = builder.Build();
RebuildRopeColliders();
CreateOrderArray();
}
public override void OnDestroy()
{
base.OnDestroy();
// May never have been initialized
if (!IsInitialized) return;
start.playerInput.ropeLengthShrinken -= ShrinkenRope;
end.playerInput.ropeLengthShrinken -= ShrinkenRope;
start.playerInput.ropeLengthExtend -= ExtendRope;
end.playerInput.ropeLengthExtend -= ExtendRope;
}
private void Rebuild()
{
Debug.Log("rebuild");
RopeBuilder builder = new RopeBuilder();
builder.AddPoint(new Point(start.position, locked: true));
// Build rope points
for (int i = 1; i < (int)subDivision; i++)
{
Vector3 pointPos = Vector3.Lerp(start.position, end.position, (float)i / Mathf.Floor(subDivision));
Debug.DrawRay(pointPos, (end.position - start.position).normalized);
builder.AddPoint(new Point(pointPos));
}
builder.AddPoint(new Point(end.position, locked: true));
// Connect rope points
for (int i = 0; i < (int)subDivision; i++)
{
builder.ConnectPointsWithDesiredLength(i, i + 1, desiredLength: distBetweenRopePoints);
}
rope = builder.Build();
RebuildRopeColliders();
CreateOrderArray();
}
private void RebuildRopeColliders()
{
for (int i = 0; i < ropeCollidersParent.childCount; i++)
{
Destroy(ropeCollidersParent.GetChild(i));
}
foreach (var point in rope.points)
{
GameObject ropeCollider = Instantiate(colliderPrefab);
ropeCollider.transform.parent = ropeCollidersParent;
ropeCollider.transform.position = point.position;
ropeCollider.tag = colliderTag;
ropeCollider.layer = LayerMask.NameToLayer("Rope");
}
}
private void DrawRope()
{
// Update line renderer
List<Vector3> positions = new List<Vector3>(this.rope.points.Length);
for (int i = 0; i < this.rope.points.Length; i++)
{
positions.Add(this.rope.points[i].position);
}
lineRenderer.positionCount = positions.Count;
lineRenderer.SetPositions(positions.ToArray());
}
[Rpc(SendTo.NotServer)]
private void ServerToClientGameStateRpc(GameState serverState)
{
this.lastReceivedServerGameState = serverState;
Debug.Log($"Received server state. Server tick: {serverState.tick}, client: {currentTick}");
// Not enough information
if (stateBuffer.Get(serverState.tick).Equals(default(GameState))) return;
// TODO: investigate why this is zero at start of game sometimes
if (stateBuffer.Get(serverState.tick).nrope.positions.Length == 0) return;
Debug.Log($"client len: {stateBuffer.Get(serverState.tick).nrope.positions.Length}, server len {serverState.nrope.positions.Length}");
Rope serverRope = Rope.FromNetworkRope(serverState.nrope, distBetweenRopePoints);
Rope oldLocalRope = Rope.FromNetworkRope(stateBuffer.Get(serverState.tick).nrope, distBetweenRopePoints);
float serverLocalRopeError = Rope.CalcDiff(serverRope, oldLocalRope);
if (serverLocalRopeError >= k_ropeReconciliateThreshold)
{
SimpleReconcile(serverState);
}
Debug.Log($"Server to client sync error: {serverLocalRopeError}");
}
private void SimpleReconcile(GameState rewindState)
{
Debug.LogWarning("Reconciliate");
this.rewindCounter = 0f;
this.isReconciliating = true;
this.currentRewindingState = rewindState;
}
private void Reconciliate()
{
Physics2D.simulationMode = SimulationMode2D.Script;
Debug.LogWarning("Reconciliate");
Debug.Break();
// Reset client to server state
GameState serverState = this.lastReceivedServerGameState;
this.rope = Rope.FromNetworkRope(serverState.nrope, distBetweenRopePoints);
Dictionary<ulong, GameObject> enemyByIds = new();
Dictionary<ulong, GameObject> playerByIds = new();
IEnumerable<EnemyPathFinding> enemies = GameObject.FindObjectsByType<EnemyPathFinding>(FindObjectsSortMode.None);
IEnumerable<PlayerMovement> players = GameObject.FindObjectsByType<PlayerMovement>(FindObjectsSortMode.None);
foreach (var enemy in enemies)
enemyByIds.Add(enemy.GetComponent<NetworkObject>().NetworkObjectId, enemy.gameObject);
foreach (var player in players)
playerByIds.Add(player.GetComponent<NetworkObject>().NetworkObjectId, player.gameObject);
// Re-simulate up to this client's tick
Debug.Log($"Needs to re-sim {currentTick - serverState.tick} steps");
for (int tick = serverState.tick; tick <= currentTick; tick++)
{
GameState intermediateState = tick == serverState.tick ? serverState : stateBuffer.Get(tick);
foreach (var enemyPos in intermediateState.enemyPositions)
{
// Find corresponding client enemy with id (z-component)
ulong enemyID = (ulong)enemyPos.z;
GameObject enemy = enemyByIds.GetValueOrDefault(enemyID);
Assert.IsNotNull(enemy, $"Server enemy with id: {enemyID} could not be found on client!");
enemy.transform.position = new Vector2(enemyPos.x, enemyPos.y);
}
foreach (var playerPos in intermediateState.playerPositions)
{
// Find corresponding client player with id (z-component)
ulong playerID = (ulong)playerPos.z;
GameObject player = playerByIds.GetValueOrDefault(playerID);
Assert.IsNotNull(player, $"Server player with id: {playerID} could not be found on client!");
player.transform.position = new Vector2(playerPos.x, playerPos.y);
}
this.Simulate(Time.fixedDeltaTime);
Physics2D.Simulate(Time.fixedDeltaTime);
}
Physics2D.simulationMode = SimulationMode2D.FixedUpdate;
}
private void NetworkTick()
{
stateBuffer.Add(ProcessGame(), currentTick);
// Send to clients if is server
if (IsServer)
ServerToClientGameStateRpc(stateBuffer.Get(currentTick));
}
private GameState ProcessGame()
{
GameState localState = new()
{
tick = currentTick,
nrope = Rope.ToNetworkRope(this.rope),
enemyPositions = GameObject.FindObjectsByType<EnemyPathFinding>(FindObjectsSortMode.None).Select(e => new Vector3(e.transform.position.x, e.transform.position.y, e.GetComponent<NetworkObject>().NetworkObjectId)).ToArray(),
playerPositions = GameObject.FindObjectsByType<PlayerMovement>(FindObjectsSortMode.None).Select(p => new Vector3(p.transform.position.x, p.transform.position.y, p.GetComponent<NetworkObject>().NetworkObjectId)).ToArray()
};
return localState;
GameManager.OnPlayersReady += Init;
}
private void Update()
{
if (!IsInitialized)
return;
rope.points.First().position = ropeStart.position;
rope.points.Last().position = ropeEnd.position;
Simulate(this.rope, Time.deltaTime, this.distBetweenRopePoints, this.solveIterations);
if (isReconciliating)
DisplayRope();
}
private void Init(GameObject[] players)
{
this.ropeStart = players[0].transform;
this.ropeEnd = players[1].transform;
this.rope = RopeSimulator.BuildRope(this.ropeStart, this.ropeEnd, this.subDivision, this.distBetweenRopePoints);
}
private void DisplayRope()
{
if (!lineRenderer) return;
lineRenderer.positionCount = rope.points.Length;
lineRenderer.SetPositions(rope.points.Select(point => point.position).ToArray());
}
public static Rope BuildRope(Transform ropeStart, Transform ropeEnd, int subDivision, float distBetweenRopePoints)
{
Assert.IsNotNull(ropeStart);
Assert.IsNotNull(ropeEnd);
RopeBuilder builder = new();
builder.AddPoint(new Point(ropeStart.position, locked: true));
for (int i = 0; i < subDivision; i++)
{
this.rope.points.First().position = start.position;
this.rope.points.First().prevPosition = start.position;
this.rope.points.Last().position = end.position;
this.rope.points.Last().prevPosition = end.position;
Rope rewindRope = Rope.FromNetworkRope(currentRewindingState.nrope, distBetweenRopePoints);
rewindCounter += Time.deltaTime;
float t = rewindCounter / reconciliateDuration;
for (int point = 1; point < rope.points.Length - 1; point++)
{
Vector3 newPos = Vector3.Slerp(this.rope.points[point].position, rewindRope.points[point].position, t);
this.rope.points[point].position = newPos;
this.rope.points[point].prevPosition = newPos;
}
Simulate(Time.deltaTime);
foreach (var point in rope.points)
{
// point.prevPosition = point.position;
}
DrawRope();
if (t >= 1f)
{
rewindCounter = 0f;
isReconciliating = false;
currentRewindingState = default(GameState);
}
return;
Vector3 pointPos = Vector3.Lerp(ropeStart.position, ropeEnd.position, (float) i / (float) subDivision);
builder.AddPoint(new Point(pointPos, locked: false));
}
colliderToSquezeForce.Clear();
builder.AddPoint(new Point(ropeEnd.position, locked: true));
rope.points.First().position = start.position;
rope.points.Last().position = end.position;
float ropeDiff = Simulate(Time.fixedDeltaTime);
// Update the rope collider positions
for (int i = 0; i < rope.points.Length; i++)
for (int i = 0; i <= subDivision; i++)
{
ropeCollidersParent.GetChild(i).position = rope.points[i].position;
builder.ConnectPointsWithDesiredLength(i, i + 1, desiredLength: distBetweenRopePoints);
}
// Handle static colliders
return builder.Build();
}
public static void Simulate(Rope rope, float dt, float desiredLength, int solveIterations)
{
Assert.IsNotNull(rope);
Assert.IsTrue(dt > 0f);
foreach (var point in rope.points)
{
if (point.locked) continue;
HandleStaticCollidersOfPoint(point);
// Verlet
Vector3 prevPos = point.position;
point.position += point.position - point.prevPosition;
point.prevPosition = prevPos;
}
// Constrain start transform based on overshoot
float overshoot = rope.CalculateLengthOvershoot();
PlayerPullAnimation(overshoot);
PullPlayers(overshoot);
// Handle squeze kills
foreach (var collider in colliderToSquezeForce)
// Stick resolution
for (int solveIter = 0; solveIter < solveIterations; solveIter++)
{
ISquezeDamageReceiver squezeDamageReceiver = collider.Key.transform.root.GetComponent<ISquezeDamageReceiver>();
if (squezeDamageReceiver == null)
squezeDamageReceiver = collider.Key.GetComponent<ISquezeDamageReceiver>();
if (squezeDamageReceiver == null) continue;
float swingMultiplier = InSwingMode ? swingSpeedToDamageMultiplier.Evaluate((start.locked ? end : start).body.velocity.magnitude) : 1f;
squezeDamageReceiver.TakeSquezeDamage(collider.Value * squezeDamage * swingMultiplier);
}
// 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);
}
DrawRope();
}
private void PlayerPullAnimation(float overshoot)
{
//if (overshoot > pullAnimationOvershootThreshold)
//{
// float startDot = Vector2.Dot((start.position - rope.points[1].position).normalized, start.playerInput.movement);
// if (startDot > 0.35f)
// {
// start.playerAnimationHandler?.animator.SetBool("IsPulling", true);
// }
// float endDot = Vector2.Dot((end.position - rope.points[rope.points.Count - 2].position).normalized, end.playerInput.movement);
// if (endDot > 0.35f)
// {
// end.playerAnimationHandler?.animator.SetBool("IsPulling", true);
// }
//}
//else
//{
// start.playerAnimationHandler?.animator.SetBool("IsPulling", false);
// end.playerAnimationHandler?.animator.SetBool("IsPulling", false);
//}
}
private void PullPlayers(float overshoot)
{
if (overshoot <= 0f) return;
//start.position = prevStartPos;
float divider = !start.locked && !end.locked ? 2f : 1f;
if (!start.locked)
{
Vector2 pullDirection = (rope.points[1].position - start.position).normalized;
Vector2 force = pullDirection * overshoot * (pullForce / divider);
start.body.AddForce(force);
}
else
{
start.body.velocity *= 0;
}
if (!end.locked)
{
Vector2 pullDirection = (rope.points[rope.points.Length - 2].position - end.position).normalized;
Vector2 force = pullDirection * overshoot * (pullForce / divider);
end.body.AddForce(force);
}
else
{
end.body.velocity *= 0;
for (int stickIdx = 0; stickIdx < rope.sticks.Length; stickIdx++)
{
var stick = rope.sticks[stickIdx];
Vector3 stickDir = (stick.B.position - stick.A.position);
Vector3 stickCentre = stick.A.position + stickDir / 2f;
float length = stickDir.magnitude;
if (length > stick.desiredLength)
{
float distribution = stick.A.locked || stick.B.locked ? 1f : 2f;
float distanceToMove = (length - stick.desiredLength) / distribution;
if (!stick.A.locked)
{
Vector3 prevPos = stick.A.position;
stick.A.position += stickDir.normalized * distanceToMove;
stick.A.prevPosition = prevPos;
}
if (!stick.B.locked)
{
Vector3 prevPos = stick.B.position;
stick.B.position -= stickDir.normalized * distanceToMove;
stick.B.prevPosition = prevPos;
}
}
}
}
}
private void OnDrawGizmos()
{
if (!IsInitialized) return;
if (!Application.isPlaying) return;
// Local rope
Gizmos.color = Color.green;
foreach (var point in rope.points)
foreach (var p in rope.points)
{
Gizmos.DrawSphere(point.position, ropeRadius);
Gizmos.DrawSphere(p.position, 0.5f);
}
// Last received server rope
if (lastReceivedServerGameState.Equals(default(GameState))) return;
Gizmos.color = Color.red;
foreach (var point in Rope.FromNetworkRope(lastReceivedServerGameState.nrope, distBetweenRopePoints).points)
{
Gizmos.DrawSphere(point.position, ropeRadius);
}
}
float Simulate(float dt)
{
float diff = 0f;
foreach (Point p in rope.points)
{
if (!p.locked)
{
Vector3 positionBeforeUpdate = p.position;
p.position += p.position - p.prevPosition;
p.position.z -= gravity * dt * dt;
diff += Mathf.Abs(Vector3.Distance(p.prevPosition, p.position));
p.prevPosition = positionBeforeUpdate;
}
}
for (int i = 0; i < solveIterations; i++)
{
for (int s = 0; s < rope.sticks.Length; s++)
{
Stick stick = rope.sticks[order[s]];
if (stick.dead)
continue;
Vector3 stickCentre = (stick.A.position + stick.B.position) / 2;
Vector3 stickDir = (stick.A.position - stick.B.position).normalized;
float length = Vector2.Distance(stick.A.position, stick.B.position);
if (length > stick.desiredLength || constrainStickMinLength)
{
if (!stick.A.locked)
{
TryMovePointToPosition(stick.A, stickCentre + stickDir * stick.desiredLength / 2);
}
if (!stick.B.locked)
{
TryMovePointToPosition(stick.B, stickCentre - stickDir * stick.desiredLength / 2);
}
}
}
}
return diff;
}
private void TryMovePointToPosition(Point point, Vector3 position)
{
Vector2 moveDir = new Vector2(position.x, position.y) - new Vector2(point.position.x, point.position.y);
int stepsRequired = (int)Mathf.Ceil(moveDir.magnitude / collisionCheckDist);
moveDir.Normalize();
Vector2 initialPos = new Vector2(point.position.x, point.position.y);
bool shouldBreak = false;
for (int i = 0; i < stepsRequired; i++)
{
Vector2 newPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(position.x, position.y), collisionCheckDist);
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;
// A static collider was met, dont move any further
Vector2 resolvedPos = collider.ClosestPoint(initialPos);
if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue;
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;
}
// Move z position
point.position.z = position.z;
}
private void HandleStaticCollidersOfPoint(Point p)
{
foreach (var hitCollider in Physics2D.OverlapCircleAll(p.position, ropeRadius * 1.1f, 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);
}
}
void CreateOrderArray()
{
order = new int[rope.sticks.Length];
for (int i = 0; i < order.Length; i++)
{
order[i] = i;
}
ShuffleArray(order, rng);
}
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;
}
}

View File

@ -1,11 +1,2 @@
fileFormatVersion: 2
guid: 27ac133d9e10e544ba603e07122e3359
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
guid: 7ac1e223c3333472e9cd7374cf7323d5

View File

@ -0,0 +1,703 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Assertions;
using UnityUtils;
public class RopeSimulatorOld : NetworkBehaviour
{
[SerializeField]
private float gravity = 10;
[SerializeField]
private int solveIterations = 10;
[SerializeField]
private bool constrainStickMinLength;
[SerializeField]
public RopeJoint start, end;
[SerializeField]
float subDivision = 50f;
[SerializeField]
float collisionCheckDist = 0.5f;
[SerializeField, Range(0f, 1f)]
float distBetweenRopePoints = 0.1f;
[SerializeField, Range(0.01f, 1f)]
float ropeRadius;
[SerializeField]
float ignoreResolveThreshold = 0.08f;
[SerializeField]
LayerMask staticColliderMask;
[SerializeField, Range(0f, 100f)]
float pullForce = 20f;
[SerializeField]
float xyGravityDampScalor = 1f;
[SerializeField, Range(0f, 20f)]
public float ropeExtendSpeed, ropeShrinkSpeed;
public float squezeDamage = 1f;
public AnimationCurve swingSpeedToDamageMultiplier;
[SerializeField]
public float ropeMaxLength, ropeMinLength;
[Header("Rope Colliders")]
[SerializeField] GameObject colliderPrefab;
[SerializeField] string colliderTag = "Rope";
[SerializeField] Transform ropeCollidersParent;
[Header("Rendering")]
[SerializeField] LineRenderer lineRenderer;
[Header("Animaion")]
[SerializeField] float pullAnimationOvershootThreshold = 0.2f;
[Header("Netcode")]
private const float k_serverTickRate = 60f;
private const int k_rngSeed = 6969;
public float k_ropeReconciliateThreshold = 1f;
private System.Random rng = new System.Random(k_rngSeed);
private int currentTick => NetworkManager.Singleton.NetworkTickSystem.LocalTime.Tick;
[SerializeField] private CircularBuffer<GameState> stateBuffer;
private GameState lastReceivedServerGameState;
private const int k_bufferSize = 512;
private bool isReconciliating = false;
private GameState currentRewindingState;
[SerializeField] private float reconciliateDuration = 0.1f;
private float rewindCounter = 0f;
private int[] order;
public float Overshoot => rope.CalculateLengthOvershoot();
public bool InSwingMode => start.locked || end.locked;
public Rope rope;
Dictionary<Collider2D, float> colliderToSquezeForce = new();
public static RopeSimulatorOld instance;
private bool IsInitialized => start != null || end != null;
private void Awake()
{
if (instance == null)
{
instance = this;
}
else
{
Destroy(instance);
}
stateBuffer = new(k_bufferSize);
}
private void OnEnable()
{
GameManager.OnPlayersReady += PlayersReady;
if (NetworkManager.Singleton != null)
NetworkManager.Singleton.NetworkTickSystem.Tick += NetworkTick;
}
private void OnDisable()
{
GameManager.OnPlayersReady -= PlayersReady;
if (NetworkManager.Singleton != null)
NetworkManager.Singleton.NetworkTickSystem.Tick -= NetworkTick;
}
public void PlayersReady(GameObject[] players)
{
BuildRope(players[0].GetComponent<RopeJoint>(), players[1].GetComponent<RopeJoint>());
}
public void BuildRope(RopeJoint start, RopeJoint end)
{
Assert.IsNotNull(start);
Assert.IsNotNull(end);
// Sanity check if rope simulator was initialized before - we are re-building the rope
if (this.start != null)
{
this.start.playerInput.ropeLengthExtend -= ExtendRope;
this.start.playerInput.ropeLengthShrinken -= ShrinkenRope;
}
if (this.end != null)
{
this.end.playerInput.ropeLengthExtend -= ExtendRope;
this.end.playerInput.ropeLengthShrinken -= ShrinkenRope;
}
this.start = start;
this.end = end;
Rebuild();
this.start.playerInput.ropeLengthShrinken += ShrinkenRope;
this.end.playerInput.ropeLengthShrinken += ShrinkenRope;
this.start.playerInput.ropeLengthExtend += ExtendRope;
this.end.playerInput.ropeLengthExtend += ExtendRope;
}
void ShrinkenRope(int playerNumber)
{
int prevSubDivision = (int)subDivision;
subDivision -= ropeShrinkSpeed * Time.deltaTime;
subDivision = Mathf.Clamp(subDivision, ropeMinLength, ropeMaxLength);
// Only shrinken if the numeric value has changed
if (prevSubDivision - (int)subDivision <= 0) return;
// Shrink from rope point after start rope joint
List<Point> newPoints = new(rope.points.Length - 1);
for (int i = 0; i < (rope.points.Length - 1); i++)
{
newPoints.Add(rope.points[i]);
}
var builder = new RopeBuilder(newPoints, new List<Stick>());
// Re-gen sticks
for (int i = 0; i < (int)subDivision; i++)
{
builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
}
rope = builder.Build();
RebuildRopeColliders();
CreateOrderArray();
}
void ExtendRope(int playerNumber)
{
int prevSubDivision = (int)subDivision;
subDivision += ropeExtendSpeed * Time.deltaTime;
subDivision = Mathf.Clamp(subDivision, ropeMinLength, ropeMaxLength);
// Only extend if the numeric value has changed
if (prevSubDivision - (int)subDivision >= 0) return;
// Extend from rope point after start rope point
List<Point> newPoints = new(rope.points.Length + 1);
newPoints.Add(new Point(rope.points[1].position));
for (int i = 1; i < rope.points.Length; i++)
{
newPoints.Add(rope.points[i]);
}
var builder = new RopeBuilder(newPoints, new List<Stick>());
// Re-gen sticks
for (int i = 0; i < (int)subDivision; i++)
{
//Debug.Log($"Reg-gen stick. from: {i} to {i + 1}, with dist: {distBetweenRopePoints}");
builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
}
rope = builder.Build();
RebuildRopeColliders();
CreateOrderArray();
}
public override void OnDestroy()
{
base.OnDestroy();
// May never have been initialized
if (!IsInitialized) return;
start.playerInput.ropeLengthShrinken -= ShrinkenRope;
end.playerInput.ropeLengthShrinken -= ShrinkenRope;
start.playerInput.ropeLengthExtend -= ExtendRope;
end.playerInput.ropeLengthExtend -= ExtendRope;
}
private void Rebuild()
{
Debug.Log("rebuild");
RopeBuilder builder = new RopeBuilder();
builder.AddPoint(new Point(start.position, locked: true));
// Build rope points
for (int i = 1; i < (int)subDivision; i++)
{
Vector3 pointPos = Vector3.Lerp(start.position, end.position, (float)i / Mathf.Floor(subDivision));
Debug.DrawRay(pointPos, (end.position - start.position).normalized);
builder.AddPoint(new Point(pointPos));
}
builder.AddPoint(new Point(end.position, locked: true));
// Connect rope points
for (int i = 0; i < (int)subDivision; i++)
{
builder.ConnectPointsWithDesiredLength(i, i + 1, desiredLength: distBetweenRopePoints);
}
rope = builder.Build();
RebuildRopeColliders();
CreateOrderArray();
}
private void RebuildRopeColliders()
{
for (int i = 0; i < ropeCollidersParent.childCount; i++)
{
Destroy(ropeCollidersParent.GetChild(i));
}
foreach (var point in rope.points)
{
GameObject ropeCollider = Instantiate(colliderPrefab);
ropeCollider.transform.parent = ropeCollidersParent;
ropeCollider.transform.position = point.position;
ropeCollider.tag = colliderTag;
ropeCollider.layer = LayerMask.NameToLayer("Rope");
}
}
private void DrawRope()
{
// Update line renderer
List<Vector3> positions = new List<Vector3>(this.rope.points.Length);
for (int i = 0; i < this.rope.points.Length; i++)
{
positions.Add(this.rope.points[i].position);
}
lineRenderer.positionCount = positions.Count;
lineRenderer.SetPositions(positions.ToArray());
}
[Rpc(SendTo.NotServer)]
private void ServerToClientGameStateRpc(GameState serverState)
{
this.lastReceivedServerGameState = serverState;
Debug.Log($"Received server state. Server tick: {serverState.tick}, client: {currentTick}");
// Not enough information
if (stateBuffer.Get(serverState.tick).Equals(default(GameState))) return;
// TODO: investigate why this is zero at start of game sometimes
if (stateBuffer.Get(serverState.tick).nrope.positions.Length == 0) return;
Debug.Log($"client len: {stateBuffer.Get(serverState.tick).nrope.positions.Length}, server len {serverState.nrope.positions.Length}");
Rope serverRope = Rope.FromNetworkRope(serverState.nrope, distBetweenRopePoints);
Rope oldLocalRope = Rope.FromNetworkRope(stateBuffer.Get(serverState.tick).nrope, distBetweenRopePoints);
float serverLocalRopeError = Rope.CalcDiff(serverRope, oldLocalRope);
if (serverLocalRopeError >= k_ropeReconciliateThreshold)
{
SimpleReconcile(serverState);
}
Debug.Log($"Server to client sync error: {serverLocalRopeError}");
}
private void SimpleReconcile(GameState rewindState)
{
Debug.LogWarning("Reconciliate");
this.rewindCounter = 0f;
this.isReconciliating = true;
this.currentRewindingState = rewindState;
}
private void Reconciliate()
{
Physics2D.simulationMode = SimulationMode2D.Script;
Debug.LogWarning("Reconciliate");
Debug.Break();
// Reset client to server state
GameState serverState = this.lastReceivedServerGameState;
this.rope = Rope.FromNetworkRope(serverState.nrope, distBetweenRopePoints);
Dictionary<ulong, GameObject> enemyByIds = new();
Dictionary<ulong, GameObject> playerByIds = new();
IEnumerable<EnemyPathFinding> enemies = GameObject.FindObjectsByType<EnemyPathFinding>(FindObjectsSortMode.None);
IEnumerable<PlayerMovement> players = GameObject.FindObjectsByType<PlayerMovement>(FindObjectsSortMode.None);
foreach (var enemy in enemies)
enemyByIds.Add(enemy.GetComponent<NetworkObject>().NetworkObjectId, enemy.gameObject);
foreach (var player in players)
playerByIds.Add(player.GetComponent<NetworkObject>().NetworkObjectId, player.gameObject);
// Re-simulate up to this client's tick
Debug.Log($"Needs to re-sim {currentTick - serverState.tick} steps");
for (int tick = serverState.tick; tick <= currentTick; tick++)
{
GameState intermediateState = tick == serverState.tick ? serverState : stateBuffer.Get(tick);
foreach (var enemyPos in intermediateState.enemyPositions)
{
// Find corresponding client enemy with id (z-component)
ulong enemyID = (ulong)enemyPos.z;
GameObject enemy = enemyByIds.GetValueOrDefault(enemyID);
Assert.IsNotNull(enemy, $"Server enemy with id: {enemyID} could not be found on client!");
enemy.transform.position = new Vector2(enemyPos.x, enemyPos.y);
}
foreach (var playerPos in intermediateState.playerPositions)
{
// Find corresponding client player with id (z-component)
ulong playerID = (ulong)playerPos.z;
GameObject player = playerByIds.GetValueOrDefault(playerID);
Assert.IsNotNull(player, $"Server player with id: {playerID} could not be found on client!");
player.transform.position = new Vector2(playerPos.x, playerPos.y);
}
this.Simulate(Time.fixedDeltaTime);
Physics2D.Simulate(Time.fixedDeltaTime);
}
Physics2D.simulationMode = SimulationMode2D.FixedUpdate;
}
private void NetworkTick()
{
stateBuffer.Add(ProcessGame(), currentTick);
// Send to clients if is server
if (IsServer)
ServerToClientGameStateRpc(stateBuffer.Get(currentTick));
}
private GameState ProcessGame()
{
GameState localState = new()
{
tick = currentTick,
nrope = Rope.ToNetworkRope(this.rope),
enemyPositions = GameObject.FindObjectsByType<EnemyPathFinding>(FindObjectsSortMode.None).Select(e => new Vector3(e.transform.position.x, e.transform.position.y, e.GetComponent<NetworkObject>().NetworkObjectId)).ToArray(),
playerPositions = GameObject.FindObjectsByType<PlayerMovement>(FindObjectsSortMode.None).Select(p => new Vector3(p.transform.position.x, p.transform.position.y, p.GetComponent<NetworkObject>().NetworkObjectId)).ToArray()
};
return localState;
}
private void Update()
{
if (!IsInitialized)
return;
if (isReconciliating)
{
this.rope.points.First().position = start.position;
this.rope.points.First().prevPosition = start.position;
this.rope.points.Last().position = end.position;
this.rope.points.Last().prevPosition = end.position;
Rope rewindRope = Rope.FromNetworkRope(currentRewindingState.nrope, distBetweenRopePoints);
rewindCounter += Time.deltaTime;
float t = rewindCounter / reconciliateDuration;
for (int point = 1; point < rope.points.Length - 1; point++)
{
Vector3 newPos = Vector3.Slerp(this.rope.points[point].position, rewindRope.points[point].position, t);
this.rope.points[point].position = newPos;
this.rope.points[point].prevPosition = newPos;
}
Simulate(Time.deltaTime);
foreach (var point in rope.points)
{
// point.prevPosition = point.position;
}
DrawRope();
if (t >= 1f)
{
rewindCounter = 0f;
isReconciliating = false;
currentRewindingState = default(GameState);
}
return;
}
colliderToSquezeForce.Clear();
rope.points.First().position = start.position;
rope.points.Last().position = end.position;
float ropeDiff = Simulate(Time.fixedDeltaTime);
// Update the rope collider positions
for (int i = 0; i < rope.points.Length; i++)
{
ropeCollidersParent.GetChild(i).position = rope.points[i].position;
}
// Handle static colliders
foreach (var point in rope.points)
{
if (point.locked) continue;
HandleStaticCollidersOfPoint(point);
}
// Constrain start transform based on overshoot
float overshoot = rope.CalculateLengthOvershoot();
PlayerPullAnimation(overshoot);
PullPlayers(overshoot);
// Handle squeze kills
foreach (var collider in colliderToSquezeForce)
{
ISquezeDamageReceiver squezeDamageReceiver = collider.Key.transform.root.GetComponent<ISquezeDamageReceiver>();
if (squezeDamageReceiver == null)
squezeDamageReceiver = collider.Key.GetComponent<ISquezeDamageReceiver>();
if (squezeDamageReceiver == null) continue;
float swingMultiplier = InSwingMode ? swingSpeedToDamageMultiplier.Evaluate((start.locked ? end : start).body.velocity.magnitude) : 1f;
squezeDamageReceiver.TakeSquezeDamage(collider.Value * squezeDamage * swingMultiplier);
}
// 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);
}
DrawRope();
}
private void PlayerPullAnimation(float overshoot)
{
//if (overshoot > pullAnimationOvershootThreshold)
//{
// float startDot = Vector2.Dot((start.position - rope.points[1].position).normalized, start.playerInput.movement);
// if (startDot > 0.35f)
// {
// start.playerAnimationHandler?.animator.SetBool("IsPulling", true);
// }
// float endDot = Vector2.Dot((end.position - rope.points[rope.points.Count - 2].position).normalized, end.playerInput.movement);
// if (endDot > 0.35f)
// {
// end.playerAnimationHandler?.animator.SetBool("IsPulling", true);
// }
//}
//else
//{
// start.playerAnimationHandler?.animator.SetBool("IsPulling", false);
// end.playerAnimationHandler?.animator.SetBool("IsPulling", false);
//}
}
private void PullPlayers(float overshoot)
{
if (overshoot <= 0f) return;
//start.position = prevStartPos;
float divider = !start.locked && !end.locked ? 2f : 1f;
if (!start.locked)
{
Vector2 pullDirection = (rope.points[1].position - start.position).normalized;
Vector2 force = pullDirection * overshoot * (pullForce / divider);
start.body.AddForce(force);
}
else
{
start.body.velocity *= 0;
}
if (!end.locked)
{
Vector2 pullDirection = (rope.points[rope.points.Length - 2].position - end.position).normalized;
Vector2 force = pullDirection * overshoot * (pullForce / divider);
end.body.AddForce(force);
}
else
{
end.body.velocity *= 0;
}
}
private void OnDrawGizmos()
{
if (!IsInitialized) return;
if (!Application.isPlaying) return;
// Local rope
Gizmos.color = Color.green;
foreach (var point in rope.points)
{
Gizmos.DrawSphere(point.position, ropeRadius);
}
// Last received server rope
if (lastReceivedServerGameState.Equals(default(GameState))) return;
Gizmos.color = Color.red;
foreach (var point in Rope.FromNetworkRope(lastReceivedServerGameState.nrope, distBetweenRopePoints).points)
{
Gizmos.DrawSphere(point.position, ropeRadius);
}
}
float Simulate(float dt)
{
float diff = 0f;
foreach (Point p in rope.points)
{
if (!p.locked)
{
Vector3 positionBeforeUpdate = p.position;
p.position += p.position - p.prevPosition;
p.position.z -= gravity * dt * dt;
diff += Mathf.Abs(Vector3.Distance(p.prevPosition, p.position));
p.prevPosition = positionBeforeUpdate;
}
}
for (int i = 0; i < solveIterations; i++)
{
for (int s = 0; s < rope.sticks.Length; s++)
{
Stick stick = rope.sticks[order[s]];
if (stick.dead)
continue;
Vector3 stickCentre = (stick.A.position + stick.B.position) / 2;
Vector3 stickDir = (stick.A.position - stick.B.position).normalized;
float length = Vector2.Distance(stick.A.position, stick.B.position);
if (length > stick.desiredLength || constrainStickMinLength)
{
if (!stick.A.locked)
{
TryMovePointToPosition(stick.A, stickCentre + stickDir * stick.desiredLength / 2);
}
if (!stick.B.locked)
{
TryMovePointToPosition(stick.B, stickCentre - stickDir * stick.desiredLength / 2);
}
}
}
}
return diff;
}
private void TryMovePointToPosition(Point point, Vector3 position)
{
Vector2 moveDir = new Vector2(position.x, position.y) - new Vector2(point.position.x, point.position.y);
int stepsRequired = (int)Mathf.Ceil(moveDir.magnitude / collisionCheckDist);
moveDir.Normalize();
Vector2 initialPos = new Vector2(point.position.x, point.position.y);
bool shouldBreak = false;
for (int i = 0; i < stepsRequired; i++)
{
Vector2 newPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(position.x, position.y), collisionCheckDist);
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;
// A static collider was met, dont move any further
Vector2 resolvedPos = collider.ClosestPoint(initialPos);
if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue;
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;
}
// Move z position
point.position.z = position.z;
}
private void HandleStaticCollidersOfPoint(Point p)
{
foreach (var hitCollider in Physics2D.OverlapCircleAll(p.position, ropeRadius * 1.1f, 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);
}
}
void CreateOrderArray()
{
order = new int[rope.sticks.Length];
for (int i = 0; i < order.Length; i++)
{
order[i] = i;
}
ShuffleArray(order, rng);
}
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;
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 27ac133d9e10e544ba603e07122e3359
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,26 @@
using Unity.Netcode;
using UnityEngine;
[System.Serializable]
public struct RopeState : INetworkSerializable
{
public int tick;
public NetworkRope nrope;
public override int GetHashCode()
{
return tick;
}
public override bool Equals(object obj)
{
GameState other = (GameState) obj;
return this.GetHashCode() == obj.GetHashCode();
}
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref tick);
nrope.NetworkSerialize(serializer);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 93a14defd8bec0de8b7ef48d5ea4c03a

View File

@ -32,7 +32,7 @@ public class Upgrader : MonoBehaviour
public GameObject player2;
public BloodComputeShader bloodManager;
public RopeSimulator rope;
public RopeSimulatorOld rope;
public Upgrades upgrades { get; private set; }

View File

@ -8,7 +8,7 @@ public class RopeSounding : MonoBehaviour
{
[SerializeField] private float PlayTime = 1f;
RopeSimulator rope;
RopeSimulatorOld rope;
AudioSource AS;
float playTimeLeft = 0;
@ -44,4 +44,4 @@ public class RopeSounding : MonoBehaviour
AS.Pause();
}
}
}
}

View File

@ -9,8 +9,8 @@ InputManager:
m_Name: Horizontal
descriptiveName:
descriptiveNegativeName:
negativeButton: left
positiveButton: right
negativeButton:
positiveButton:
altNegativeButton: a
altPositiveButton: d
gravity: 3
@ -25,8 +25,8 @@ InputManager:
m_Name: Vertical
descriptiveName:
descriptiveNegativeName:
negativeButton: down
positiveButton: up
negativeButton:
positiveButton:
altNegativeButton: s
altPositiveButton: w
gravity: 3
@ -517,4 +517,36 @@ InputManager:
type: 0
axis: 5
joyNum: 8
- serializedVersion: 3
m_Name: ArrowHorizontal
descriptiveName:
descriptiveNegativeName:
negativeButton: left
positiveButton: right
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 5
joyNum: 8
- serializedVersion: 3
m_Name: ArrowVertical
descriptiveName:
descriptiveNegativeName:
negativeButton: down
positiveButton: up
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 5
joyNum: 8
m_UsePhysicalKeys: 1