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+ testPos: {x: 0, y: 0}
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diff --git a/Assets/Scenes/RopeTest.unity.meta b/Assets/Scenes/RopeTest.unity.meta
new file mode 100644
index 0000000..41c5dd9
--- /dev/null
+++ b/Assets/Scenes/RopeTest.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Scripts/Extensions/GameObjectExtensions.cs b/Assets/Scripts/Extensions/GameObjectExtensions.cs
new file mode 100644
index 0000000..74d8e75
--- /dev/null
+++ b/Assets/Scripts/Extensions/GameObjectExtensions.cs
@@ -0,0 +1,131 @@
+using UnityEngine;
+using System.Linq;
+
+namespace UnityUtils
+{
+ public static class GameObjectExtensions
+ {
+ ///
+ /// This method is used to hide the GameObject in the Hierarchy view.
+ ///
+ ///
+ public static void HideInHierarchy(this GameObject gameObject)
+ {
+ gameObject.hideFlags = HideFlags.HideInHierarchy;
+ }
+
+ ///
+ /// Gets a component of the given type attached to the GameObject. If that type of component does not exist, it adds one.
+ ///
+ ///
+ /// This method is useful when you don't know if a GameObject has a specific type of component,
+ /// but you want to work with that component regardless. Instead of checking and adding the component manually,
+ /// you can use this method to do both operations in one line.
+ ///
+ /// The type of the component to get or add.
+ /// The GameObject to get the component from or add the component to.
+ /// The existing component of the given type, or a new one if no such component exists.
+ public static T GetOrAdd(this GameObject gameObject) where T : Component
+ {
+ T component = gameObject.GetComponent();
+ if (!component) component = gameObject.AddComponent();
+
+ return component;
+ }
+
+ ///
+ /// Returns the object itself if it exists, null otherwise.
+ ///
+ ///
+ /// This method helps differentiate between a null reference and a destroyed Unity object. Unity's "== null" check
+ /// can incorrectly return true for destroyed objects, leading to misleading behaviour. The OrNull method use
+ /// Unity's "null check", and if the object has been marked for destruction, it ensures an actual null reference is returned,
+ /// aiding in correctly chaining operations and preventing NullReferenceExceptions.
+ ///
+ /// The type of the object.
+ /// The object being checked.
+ /// The object itself if it exists and not destroyed, null otherwise.
+ public static T OrNull(this T obj) where T : Object => obj ? obj : null;
+
+ ///
+ /// Destroys all children of the game object
+ ///
+ /// GameObject whose children are to be destroyed.
+ public static void DestroyChildren(this GameObject gameObject)
+ {
+ gameObject.transform.DestroyChildren();
+ }
+
+ ///
+ /// Immediately destroys all children of the given GameObject.
+ ///
+ /// GameObject whose children are to be destroyed.
+ public static void DestroyChildrenImmediate(this GameObject gameObject)
+ {
+ gameObject.transform.DestroyChildrenImmediate();
+ }
+
+ ///
+ /// Enables all child GameObjects associated with the given GameObject.
+ ///
+ /// GameObject whose child GameObjects are to be enabled.
+ public static void EnableChildren(this GameObject gameObject)
+ {
+ gameObject.transform.EnableChildren();
+ }
+
+ ///
+ /// Disables all child GameObjects associated with the given GameObject.
+ ///
+ /// GameObject whose child GameObjects are to be disabled.
+ public static void DisableChildren(this GameObject gameObject)
+ {
+ gameObject.transform.DisableChildren();
+ }
+
+ ///
+ /// Resets the GameObject's transform's position, rotation, and scale to their default values.
+ ///
+ /// GameObject whose transformation is to be reset.
+ public static void ResetTransformation(this GameObject gameObject)
+ {
+ gameObject.transform.Reset();
+ }
+
+ ///
+ /// Returns the hierarchical path in the Unity scene hierarchy for this GameObject.
+ ///
+ /// The GameObject to get the path for.
+ /// A string representing the full hierarchical path of this GameObject in the Unity scene.
+ /// This is a '/'-separated string where each part is the name of a parent, starting from the root parent and ending
+ /// with the name of the specified GameObjects parent.
+ public static string Path(this GameObject gameObject)
+ {
+ return "/" + string.Join("/",
+ gameObject.GetComponentsInParent().Select(t => t.name).Reverse().ToArray());
+ }
+
+ ///
+ /// Returns the full hierarchical path in the Unity scene hierarchy for this GameObject.
+ ///
+ /// The GameObject to get the path for.
+ /// A string representing the full hierarchical path of this GameObject in the Unity scene.
+ /// This is a '/'-separated string where each part is the name of a parent, starting from the root parent and ending
+ /// with the name of the specified GameObject itself.
+ public static string PathFull(this GameObject gameObject)
+ {
+ return gameObject.Path() + "/" + gameObject.name;
+ }
+
+ ///
+ /// Recursively sets the provided layer for this GameObject and all of its descendants in the Unity scene hierarchy.
+ ///
+ /// The GameObject to set layers for.
+ /// The layer number to set for GameObject and all of its descendants.
+ public static void SetLayersRecursively(this GameObject gameObject, int layer)
+ {
+ gameObject.layer = layer;
+ gameObject.transform.ForEveryChild(child => child.gameObject.SetLayersRecursively(layer));
+ }
+ }
+}
diff --git a/Assets/Scripts/Extensions/GameObjectExtensions.cs.meta b/Assets/Scripts/Extensions/GameObjectExtensions.cs.meta
new file mode 100644
index 0000000..8d4cc67
--- /dev/null
+++ b/Assets/Scripts/Extensions/GameObjectExtensions.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Extensions/TransformExtensions.cs b/Assets/Scripts/Extensions/TransformExtensions.cs
new file mode 100644
index 0000000..ebdb88c
--- /dev/null
+++ b/Assets/Scripts/Extensions/TransformExtensions.cs
@@ -0,0 +1,98 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using Object = UnityEngine.Object;
+
+namespace UnityUtils
+{
+ public static class TransformExtensions
+ {
+ ///
+ /// Retrieves all the children of a given Transform.
+ ///
+ ///
+ /// This method can be used with LINQ to perform operations on all child Transforms. For example,
+ /// you could use it to find all children with a specific tag, to disable all children, etc.
+ /// Transform implements IEnumerable and the GetEnumerator method which returns an IEnumerator of all its children.
+ ///
+ /// The Transform to retrieve children from.
+ /// An IEnumerable<Transform> containing all the child Transforms of the parent.
+ public static IEnumerable Children(this Transform parent)
+ {
+ foreach (Transform child in parent)
+ {
+ yield return child;
+ }
+ }
+
+ ///
+ /// Resets transform's position, scale and rotation
+ ///
+ /// Transform to use
+ public static void Reset(this Transform transform)
+ {
+ transform.position = Vector3.zero;
+ transform.localRotation = Quaternion.identity;
+ transform.localScale = Vector3.one;
+ }
+
+ ///
+ /// Destroys all child game objects of the given transform.
+ ///
+ /// The Transform whose child game objects are to be destroyed.
+ public static void DestroyChildren(this Transform parent)
+ {
+ parent.ForEveryChild(child => Object.Destroy(child.gameObject));
+ }
+
+ ///
+ /// Immediately destroys all child game objects of the given transform.
+ ///
+ /// The Transform whose child game objects are to be immediately destroyed.
+ public static void DestroyChildrenImmediate(this Transform parent)
+ {
+ parent.ForEveryChild(child => Object.DestroyImmediate(child.gameObject));
+ }
+
+ ///
+ /// Enables all child game objects of the given transform.
+ ///
+ /// The Transform whose child game objects are to be enabled.
+ public static void EnableChildren(this Transform parent)
+ {
+ parent.ForEveryChild(child => child.gameObject.SetActive(true));
+ }
+
+ ///
+ /// Disables all child game objects of the given transform.
+ ///
+ /// The Transform whose child game objects are to be disabled.
+ public static void DisableChildren(this Transform parent)
+ {
+ parent.ForEveryChild(child => child.gameObject.SetActive(false));
+ }
+
+ ///
+ /// Executes a specified action for each child of a given transform.
+ ///
+ /// The parent transform.
+ /// The action to be performed on each child.
+ ///
+ /// This method iterates over all child transforms in reverse order and executes a given action on them.
+ /// The action is a delegate that takes a Transform as parameter.
+ ///
+ public static void ForEveryChild(this Transform parent, System.Action action)
+ {
+ for (var i = parent.childCount - 1; i >= 0; i--)
+ {
+ action(parent.GetChild(i));
+ }
+ }
+
+ [Obsolete("Renamed to ForEveryChild")]
+ static void PerformActionOnChildren(this Transform parent, System.Action action)
+ {
+ parent.ForEveryChild(action);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/TransformExtensions.cs.meta b/Assets/Scripts/Extensions/TransformExtensions.cs.meta
new file mode 100644
index 0000000..da47cb8
--- /dev/null
+++ b/Assets/Scripts/Extensions/TransformExtensions.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Extensions/Vector2Extensions.cs b/Assets/Scripts/Extensions/Vector2Extensions.cs
new file mode 100644
index 0000000..8b98d2f
--- /dev/null
+++ b/Assets/Scripts/Extensions/Vector2Extensions.cs
@@ -0,0 +1,35 @@
+using UnityEngine;
+
+namespace UnityUtils
+{
+ public static class Vector2Extensions
+ {
+ ///
+ /// Adds to any x y values of a Vector2
+ ///
+ public static Vector2 Add(this Vector2 vector2, float x = 0, float y = 0)
+ {
+ return new Vector2(vector2.x + x, vector2.y + y);
+ }
+
+ ///
+ /// Sets any x y values of a Vector2
+ ///
+ public static Vector2 With(this Vector2 vector2, float? x = null, float? y = null)
+ {
+ return new Vector2(x ?? vector2.x, y ?? vector2.y);
+ }
+
+ ///
+ /// Returns a Boolean indicating whether the current Vector2 is in a given range from another Vector2
+ ///
+ /// The current Vector2 position
+ /// The Vector2 position to compare against
+ /// The range value to compare against
+ /// True if the current Vector2 is in the given range from the target Vector2, false otherwise
+ public static bool InRangeOf(this Vector2 current, Vector2 target, float range)
+ {
+ return (current - target).sqrMagnitude <= range * range;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/Vector2Extensions.cs.meta b/Assets/Scripts/Extensions/Vector2Extensions.cs.meta
new file mode 100644
index 0000000..8e79e31
--- /dev/null
+++ b/Assets/Scripts/Extensions/Vector2Extensions.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Extensions/Vector3Extensions.cs b/Assets/Scripts/Extensions/Vector3Extensions.cs
new file mode 100644
index 0000000..b5c3fe0
--- /dev/null
+++ b/Assets/Scripts/Extensions/Vector3Extensions.cs
@@ -0,0 +1,60 @@
+using UnityEngine;
+
+namespace UnityUtils
+{
+ public static class Vector3Extensions
+ {
+ ///
+ /// Sets any x y z values of a Vector3
+ ///
+ public static Vector3 With(this Vector3 vector, float? x = null, float? y = null, float? z = null)
+ {
+ return new Vector3(x ?? vector.x, y ?? vector.y, z ?? vector.z);
+ }
+
+ ///
+ /// Adds to any x y z values of a Vector3
+ ///
+ public static Vector3 Add(this Vector3 vector, float x = 0, float y = 0, float z = 0)
+ {
+ return new Vector3(vector.x + x, vector.y + y, vector.z + z);
+ }
+
+ ///
+ /// Returns a Boolean indicating whether the current Vector3 is in a given range from another Vector3
+ ///
+ /// The current Vector3 position
+ /// The Vector3 position to compare against
+ /// The range value to compare against
+ /// True if the current Vector3 is in the given range from the target Vector3, false otherwise
+ public static bool InRangeOf(this Vector3 current, Vector3 target, float range)
+ {
+ return (current - target).sqrMagnitude <= range * range;
+ }
+
+ ///
+ /// Divides two Vector3 objects component-wise.
+ ///
+ ///
+ /// For each component in v0 (x, y, z), it is divided by the corresponding component in v1 if the component in v1 is not zero.
+ /// Otherwise, the component in v0 remains unchanged.
+ ///
+ ///
+ /// Use 'ComponentDivide' to scale a game object proportionally:
+ ///
+ /// myObject.transform.localScale = originalScale.ComponentDivide(targetDimensions);
+ ///
+ /// This scales the object size to fit within the target dimensions while maintaining its original proportions.
+ ///
+ /// The Vector3 object that this method extends.
+ /// The Vector3 object by which v0 is divided.
+ /// A new Vector3 object resulting from the component-wise division.
+ public static Vector3 ComponentDivide(this Vector3 v0, Vector3 v1)
+ {
+ return new Vector3(
+ v1.x != 0 ? v0.x / v1.x : v0.x,
+ v1.y != 0 ? v0.y / v1.y : v0.y,
+ v1.z != 0 ? v0.z / v1.z : v0.z);
+ }
+ }
+}
diff --git a/Assets/Scripts/Extensions/Vector3Extensions.cs.meta b/Assets/Scripts/Extensions/Vector3Extensions.cs.meta
new file mode 100644
index 0000000..2882baf
--- /dev/null
+++ b/Assets/Scripts/Extensions/Vector3Extensions.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Player/PlayerHP.cs b/Assets/Scripts/Player/PlayerHP.cs
index 02b2c04..9c70ec6 100644
--- a/Assets/Scripts/Player/PlayerHP.cs
+++ b/Assets/Scripts/Player/PlayerHP.cs
@@ -24,7 +24,10 @@ public class PlayerHP : MonoBehaviour
healthText.text = "Health: " + currentHealth;
}
else if (healthText != null && currentHealth <= 0)
- healthText.text = "Health: " + 0;
+ healthText.text = "Health: 0";
+
+ if (Input.GetKeyDown(KeyCode.Space))
+ TakeDamage(5);
}
public void TakeDamage(float damage)
diff --git a/Assets/Scripts/Rope/Point.cs b/Assets/Scripts/Rope/Point.cs
new file mode 100644
index 0000000..65a928d
--- /dev/null
+++ b/Assets/Scripts/Rope/Point.cs
@@ -0,0 +1,15 @@
+using UnityEngine;
+
+[System.Serializable]
+public class Point
+{
+ public Vector2 position, prevPosition;
+ public bool locked;
+
+ public Point(Vector2 position, bool locked = false)
+ {
+ this.position = position;
+ this.prevPosition = position;
+ this.locked = locked;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Rope/Point.cs.meta b/Assets/Scripts/Rope/Point.cs.meta
new file mode 100644
index 0000000..dc66062
--- /dev/null
+++ b/Assets/Scripts/Rope/Point.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Rope/Rope.cs b/Assets/Scripts/Rope/Rope.cs
new file mode 100644
index 0000000..de4d20b
--- /dev/null
+++ b/Assets/Scripts/Rope/Rope.cs
@@ -0,0 +1,14 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Rope
+{
+ public List points { get ; private set; }
+ public List sticks { get; private set; }
+
+ public Rope(List points, List sticks)
+ {
+ this.points = points;
+ this.sticks = sticks;
+ }
+}
diff --git a/Assets/Scripts/Rope/Rope.cs.meta b/Assets/Scripts/Rope/Rope.cs.meta
new file mode 100644
index 0000000..6b679cf
--- /dev/null
+++ b/Assets/Scripts/Rope/Rope.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Rope/RopeBuilder.cs b/Assets/Scripts/Rope/RopeBuilder.cs
new file mode 100644
index 0000000..2de53aa
--- /dev/null
+++ b/Assets/Scripts/Rope/RopeBuilder.cs
@@ -0,0 +1,32 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class RopeBuilder
+{
+ List points = new();
+ List sticks = new();
+
+ public RopeBuilder AddPoint(Point point)
+ {
+ points.Add(point);
+ return this;
+ }
+
+ public RopeBuilder ConnectPoints(Point A, Point B)
+ {
+ sticks.Add(new Stick(A, B));
+ return this;
+ }
+
+ public RopeBuilder ConnectPoints(int idxA, int idxB)
+ {
+ sticks.Add(new Stick(points[idxA], points[idxB]));
+ return this;
+ }
+
+ public Rope Build()
+ {
+ return new Rope(points: points, sticks: sticks);
+ }
+}
diff --git a/Assets/Scripts/Rope/RopeBuilder.cs.meta b/Assets/Scripts/Rope/RopeBuilder.cs.meta
new file mode 100644
index 0000000..d98389a
--- /dev/null
+++ b/Assets/Scripts/Rope/RopeBuilder.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Rope/RopeSimulator.cs b/Assets/Scripts/Rope/RopeSimulator.cs
new file mode 100644
index 0000000..d7bf275
--- /dev/null
+++ b/Assets/Scripts/Rope/RopeSimulator.cs
@@ -0,0 +1,129 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityUtils;
+
+public class RopeSimulator : MonoBehaviour
+{
+ [SerializeField]
+ private float gravity = 10;
+
+ [SerializeField]
+ private float solveIterations = 10;
+
+ [SerializeField]
+ private float constrainStickMinLength = 0.1f;
+
+ int[] order;
+
+ public Vector2 testPos;
+
+ Rope rope;
+
+ private void Start()
+ {
+ rope = new RopeBuilder()
+ .AddPoint(new Point(testPos, locked: true))
+ .AddPoint(new Point(testPos.Add(x:5f)))
+ .AddPoint(new Point(testPos.Add(x: 10f)))
+ .AddPoint(new Point(testPos.Add(x: 15f)))
+ .AddPoint(new Point(testPos.Add(x: 20f)))
+ .ConnectPoints(0, 1)
+ .ConnectPoints(1, 2)
+ .ConnectPoints(2, 3)
+ .ConnectPoints(3, 4)
+ .Build();
+ CreateOrderArray();
+ }
+
+ private void Update()
+ {
+ Simulate();
+ }
+
+ private void OnDrawGizmos()
+ {
+ if (!Application.isPlaying) return;
+
+ foreach (var point in rope.points)
+ {
+ Debug.Log($"pos: {point.position}");
+ Gizmos.DrawSphere(point.position, 1f);
+ }
+ }
+
+ void Simulate()
+ {
+ foreach (Point p in rope.points)
+ {
+ if (!p.locked)
+ {
+ Vector2 positionBeforeUpdate = p.position;
+ p.position += p.position - p.prevPosition;
+ p.position += Vector2.down * gravity * Time.deltaTime * Time.deltaTime;
+ 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;
+ }
+
+ Vector2 stickCentre = (stick.A.position + stick.B.position) / 2;
+ Vector2 stickDir = (stick.A.position - stick.B.position).normalized;
+ float length = (stick.A.position - stick.B.position).magnitude;
+
+ if (length > stick.length || length > constrainStickMinLength)
+ {
+ if (!stick.A.locked)
+ {
+ stick.A.position = stickCentre + stickDir * stick.length / 2;
+ }
+ if (!stick.B.locked)
+ {
+ stick.B.position = stickCentre - stickDir * stick.length / 2;
+ }
+ }
+
+ }
+ }
+ }
+
+ 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[] 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;
+ }
+}
diff --git a/Assets/Scripts/Rope/RopeSimulator.cs.meta b/Assets/Scripts/Rope/RopeSimulator.cs.meta
new file mode 100644
index 0000000..632c74c
--- /dev/null
+++ b/Assets/Scripts/Rope/RopeSimulator.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 27ac133d9e10e544ba603e07122e3359
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Rope/Stick.cs b/Assets/Scripts/Rope/Stick.cs
new file mode 100644
index 0000000..078e0fe
--- /dev/null
+++ b/Assets/Scripts/Rope/Stick.cs
@@ -0,0 +1,16 @@
+using UnityEngine;
+
+[System.Serializable]
+public class Stick
+{
+ public Point A, B;
+ public float length;
+ public bool dead;
+
+ public Stick(Point pointA, Point pointB)
+ {
+ this.A = pointA;
+ this.B = pointB;
+ length = Vector2.Distance(pointA.position, pointB.position);
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Rope/Stick.cs.meta b/Assets/Scripts/Rope/Stick.cs.meta
new file mode 100644
index 0000000..0ce0dd4
--- /dev/null
+++ b/Assets/Scripts/Rope/Stick.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 61cc19e8607c5c243941e77804b59b30
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant: