Get ropejoints from players and init rope

This commit is contained in:
Sveske_Juice 2024-02-14 14:45:38 +01:00
parent ae60d7b1b4
commit b1cda4f602
3 changed files with 147 additions and 7 deletions

View File

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View File

@ -64,8 +64,7 @@ public class NetworkedGameSetup : NetworkBehaviour
RopeSimulator ropeSim = GetComponentInChildren<RopeSimulator>();
//// Assuming 2 players
//ropeSim.start = new RopeJoint(players[0].transform.position, true);
//ropeSim.start = players[1];
ropeSim.BuildRope(players[0].GetComponent<RopeJoint>(), players[1].GetComponent<RopeJoint>());
}
}

View File

@ -276,20 +276,20 @@ public class RopeSimulator : MonoBehaviour
float startDot = Vector2.Dot((start.position - rope.points[1].position).normalized, start.playerInput.movement);
if (startDot > 0.35f)
{
start.playerAnimationHandler.animator.SetBool("IsPulling", true);
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);
end.playerAnimationHandler?.animator.SetBool("IsPulling", true);
}
}
else
{
start.playerAnimationHandler.animator.SetBool("IsPulling", false);
end.playerAnimationHandler.animator.SetBool("IsPulling", false);
start.playerAnimationHandler?.animator.SetBool("IsPulling", false);
end.playerAnimationHandler?.animator.SetBool("IsPulling", false);
}
//start.position = prevStartPos;