Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/fgm24
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|
||||||
|
far clip plane: 1000
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||||||
|
field of view: 60
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||||||
|
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m_HDR: 1
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|
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||||||
|
m_AllowDynamicResolution: 0
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||||||
|
m_ForceIntoRT: 0
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||||||
|
m_OcclusionCulling: 1
|
||||||
|
m_StereoConvergence: 10
|
||||||
|
m_StereoSeparation: 0.022
|
||||||
|
--- !u!4 &1993214205
|
||||||
|
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|
||||||
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||||||
|
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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|
m_LocalPosition: {x: 0, y: 0, z: -10}
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|
m_LocalScale: {x: 1, y: 1, z: 1}
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--- !u!1660057539 &9223372036854775807
|
||||||
|
SceneRoots:
|
||||||
|
m_ObjectHideFlags: 0
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||||||
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m_Roots:
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- {fileID: 1993214205}
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|
- {fileID: 22879099}
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|
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|
||||||
|
fileFormatVersion: 2
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|
||||||
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|
||||||
|
externalObjects: {}
|
||||||
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userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,131 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
namespace UnityUtils
|
||||||
|
{
|
||||||
|
public static class GameObjectExtensions
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// This method is used to hide the GameObject in the Hierarchy view.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameObject"></param>
|
||||||
|
public static void HideInHierarchy(this GameObject gameObject)
|
||||||
|
{
|
||||||
|
gameObject.hideFlags = HideFlags.HideInHierarchy;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets a component of the given type attached to the GameObject. If that type of component does not exist, it adds one.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// 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.
|
||||||
|
/// </remarks>
|
||||||
|
/// <typeparam name="T">The type of the component to get or add.</typeparam>
|
||||||
|
/// <param name="gameObject">The GameObject to get the component from or add the component to.</param>
|
||||||
|
/// <returns>The existing component of the given type, or a new one if no such component exists.</returns>
|
||||||
|
public static T GetOrAdd<T>(this GameObject gameObject) where T : Component
|
||||||
|
{
|
||||||
|
T component = gameObject.GetComponent<T>();
|
||||||
|
if (!component) component = gameObject.AddComponent<T>();
|
||||||
|
|
||||||
|
return component;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the object itself if it exists, null otherwise.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// 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.
|
||||||
|
/// </remarks>
|
||||||
|
/// <typeparam name="T">The type of the object.</typeparam>
|
||||||
|
/// <param name="obj">The object being checked.</param>
|
||||||
|
/// <returns>The object itself if it exists and not destroyed, null otherwise.</returns>
|
||||||
|
public static T OrNull<T>(this T obj) where T : Object => obj ? obj : null;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Destroys all children of the game object
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameObject">GameObject whose children are to be destroyed.</param>
|
||||||
|
public static void DestroyChildren(this GameObject gameObject)
|
||||||
|
{
|
||||||
|
gameObject.transform.DestroyChildren();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Immediately destroys all children of the given GameObject.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameObject">GameObject whose children are to be destroyed.</param>
|
||||||
|
public static void DestroyChildrenImmediate(this GameObject gameObject)
|
||||||
|
{
|
||||||
|
gameObject.transform.DestroyChildrenImmediate();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Enables all child GameObjects associated with the given GameObject.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameObject">GameObject whose child GameObjects are to be enabled.</param>
|
||||||
|
public static void EnableChildren(this GameObject gameObject)
|
||||||
|
{
|
||||||
|
gameObject.transform.EnableChildren();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Disables all child GameObjects associated with the given GameObject.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameObject">GameObject whose child GameObjects are to be disabled.</param>
|
||||||
|
public static void DisableChildren(this GameObject gameObject)
|
||||||
|
{
|
||||||
|
gameObject.transform.DisableChildren();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resets the GameObject's transform's position, rotation, and scale to their default values.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameObject">GameObject whose transformation is to be reset.</param>
|
||||||
|
public static void ResetTransformation(this GameObject gameObject)
|
||||||
|
{
|
||||||
|
gameObject.transform.Reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the hierarchical path in the Unity scene hierarchy for this GameObject.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameObject">The GameObject to get the path for.</param>
|
||||||
|
/// <returns>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.</returns>
|
||||||
|
public static string Path(this GameObject gameObject)
|
||||||
|
{
|
||||||
|
return "/" + string.Join("/",
|
||||||
|
gameObject.GetComponentsInParent<Transform>().Select(t => t.name).Reverse().ToArray());
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the full hierarchical path in the Unity scene hierarchy for this GameObject.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameObject">The GameObject to get the path for.</param>
|
||||||
|
/// <returns>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.</returns>
|
||||||
|
public static string PathFull(this GameObject gameObject)
|
||||||
|
{
|
||||||
|
return gameObject.Path() + "/" + gameObject.name;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Recursively sets the provided layer for this GameObject and all of its descendants in the Unity scene hierarchy.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameObject">The GameObject to set layers for.</param>
|
||||||
|
/// <param name="layer">The layer number to set for GameObject and all of its descendants.</param>
|
||||||
|
public static void SetLayersRecursively(this GameObject gameObject, int layer)
|
||||||
|
{
|
||||||
|
gameObject.layer = layer;
|
||||||
|
gameObject.transform.ForEveryChild(child => child.gameObject.SetLayersRecursively(layer));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1fc386696b14b914cbae26f3c3a51a5a
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,98 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Object = UnityEngine.Object;
|
||||||
|
|
||||||
|
namespace UnityUtils
|
||||||
|
{
|
||||||
|
public static class TransformExtensions
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Retrieves all the children of a given Transform.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// 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.
|
||||||
|
/// </remarks>
|
||||||
|
/// <param name="parent">The Transform to retrieve children from.</param>
|
||||||
|
/// <returns>An IEnumerable<Transform> containing all the child Transforms of the parent.</returns>
|
||||||
|
public static IEnumerable<Transform> Children(this Transform parent)
|
||||||
|
{
|
||||||
|
foreach (Transform child in parent)
|
||||||
|
{
|
||||||
|
yield return child;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resets transform's position, scale and rotation
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="transform">Transform to use</param>
|
||||||
|
public static void Reset(this Transform transform)
|
||||||
|
{
|
||||||
|
transform.position = Vector3.zero;
|
||||||
|
transform.localRotation = Quaternion.identity;
|
||||||
|
transform.localScale = Vector3.one;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Destroys all child game objects of the given transform.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="parent">The Transform whose child game objects are to be destroyed.</param>
|
||||||
|
public static void DestroyChildren(this Transform parent)
|
||||||
|
{
|
||||||
|
parent.ForEveryChild(child => Object.Destroy(child.gameObject));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Immediately destroys all child game objects of the given transform.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="parent">The Transform whose child game objects are to be immediately destroyed.</param>
|
||||||
|
public static void DestroyChildrenImmediate(this Transform parent)
|
||||||
|
{
|
||||||
|
parent.ForEveryChild(child => Object.DestroyImmediate(child.gameObject));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Enables all child game objects of the given transform.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="parent">The Transform whose child game objects are to be enabled.</param>
|
||||||
|
public static void EnableChildren(this Transform parent)
|
||||||
|
{
|
||||||
|
parent.ForEveryChild(child => child.gameObject.SetActive(true));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Disables all child game objects of the given transform.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="parent">The Transform whose child game objects are to be disabled.</param>
|
||||||
|
public static void DisableChildren(this Transform parent)
|
||||||
|
{
|
||||||
|
parent.ForEveryChild(child => child.gameObject.SetActive(false));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Executes a specified action for each child of a given transform.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="parent">The parent transform.</param>
|
||||||
|
/// <param name="action">The action to be performed on each child.</param>
|
||||||
|
/// <remarks>
|
||||||
|
/// 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.
|
||||||
|
/// </remarks>
|
||||||
|
public static void ForEveryChild(this Transform parent, System.Action<Transform> 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<Transform> action)
|
||||||
|
{
|
||||||
|
parent.ForEveryChild(action);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3bc029dcadc3ccd40ad4c6a3f51eac64
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,35 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace UnityUtils
|
||||||
|
{
|
||||||
|
public static class Vector2Extensions
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Adds to any x y values of a Vector2
|
||||||
|
/// </summary>
|
||||||
|
public static Vector2 Add(this Vector2 vector2, float x = 0, float y = 0)
|
||||||
|
{
|
||||||
|
return new Vector2(vector2.x + x, vector2.y + y);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets any x y values of a Vector2
|
||||||
|
/// </summary>
|
||||||
|
public static Vector2 With(this Vector2 vector2, float? x = null, float? y = null)
|
||||||
|
{
|
||||||
|
return new Vector2(x ?? vector2.x, y ?? vector2.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a Boolean indicating whether the current Vector2 is in a given range from another Vector2
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="current">The current Vector2 position</param>
|
||||||
|
/// <param name="target">The Vector2 position to compare against</param>
|
||||||
|
/// <param name="range">The range value to compare against</param>
|
||||||
|
/// <returns>True if the current Vector2 is in the given range from the target Vector2, false otherwise</returns>
|
||||||
|
public static bool InRangeOf(this Vector2 current, Vector2 target, float range)
|
||||||
|
{
|
||||||
|
return (current - target).sqrMagnitude <= range * range;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 69ebf1c43ff162f488b3b1d0ae557d78
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,60 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace UnityUtils
|
||||||
|
{
|
||||||
|
public static class Vector3Extensions
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Sets any x y z values of a Vector3
|
||||||
|
/// </summary>
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Adds to any x y z values of a Vector3
|
||||||
|
/// </summary>
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a Boolean indicating whether the current Vector3 is in a given range from another Vector3
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="current">The current Vector3 position</param>
|
||||||
|
/// <param name="target">The Vector3 position to compare against</param>
|
||||||
|
/// <param name="range">The range value to compare against</param>
|
||||||
|
/// <returns>True if the current Vector3 is in the given range from the target Vector3, false otherwise</returns>
|
||||||
|
public static bool InRangeOf(this Vector3 current, Vector3 target, float range)
|
||||||
|
{
|
||||||
|
return (current - target).sqrMagnitude <= range * range;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Divides two Vector3 objects component-wise.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// 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.
|
||||||
|
/// </remarks>
|
||||||
|
/// <example>
|
||||||
|
/// Use 'ComponentDivide' to scale a game object proportionally:
|
||||||
|
/// <code>
|
||||||
|
/// myObject.transform.localScale = originalScale.ComponentDivide(targetDimensions);
|
||||||
|
/// </code>
|
||||||
|
/// This scales the object size to fit within the target dimensions while maintaining its original proportions.
|
||||||
|
///</example>
|
||||||
|
/// <param name="v0">The Vector3 object that this method extends.</param>
|
||||||
|
/// <param name="v1">The Vector3 object by which v0 is divided.</param>
|
||||||
|
/// <returns>A new Vector3 object resulting from the component-wise division.</returns>
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fde3957705d25994292dd59ab09ce951
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -24,7 +24,10 @@ public class PlayerHP : MonoBehaviour
|
||||||
healthText.text = "Health: " + currentHealth;
|
healthText.text = "Health: " + currentHealth;
|
||||||
}
|
}
|
||||||
else if (healthText != null && currentHealth <= 0)
|
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)
|
public void TakeDamage(float damage)
|
||||||
|
|
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a07dfdaccf053414085b41179c0ab234
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,14 @@
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Rope
|
||||||
|
{
|
||||||
|
public List<Point> points { get ; private set; }
|
||||||
|
public List<Stick> sticks { get; private set; }
|
||||||
|
|
||||||
|
public Rope(List<Point> points, List<Stick> sticks)
|
||||||
|
{
|
||||||
|
this.points = points;
|
||||||
|
this.sticks = sticks;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fb42a2c8fa09c32489663226dc7167e1
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,32 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class RopeBuilder
|
||||||
|
{
|
||||||
|
List<Point> points = new();
|
||||||
|
List<Stick> 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);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e87b5185694f23a4390596cc0294bee7
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -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>(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;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 27ac133d9e10e544ba603e07122e3359
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -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);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 61cc19e8607c5c243941e77804b59b30
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue