Connect rope between players
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=======
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{
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{
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rb = GetComponent<Rigidbody2D>();
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if (playerController != null)
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@ -0,0 +1,12 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RopeJoint : MonoBehaviour
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{
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[SerializeField]
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Transform start, end;
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|
||||
[SerializeField]
|
||||
int subDivision = 50;
|
||||
|
@ -55,8 +55,6 @@ public class RopeSimulator : MonoBehaviour
|
|||
|
||||
int[] order;
|
||||
|
||||
public Vector2 testPos;
|
||||
|
||||
Rope rope;
|
||||
|
||||
Dictionary<Collider2D, float> colliderToSquezeForce = new();
|
||||
|
@ -136,8 +134,20 @@ public class RopeSimulator : MonoBehaviour
|
|||
if (overshoot > 0)
|
||||
{
|
||||
//start.position = prevStartPos;
|
||||
Vector2 pullDirection = (rope.points.ElementAt(1).position - start.position).normalized;
|
||||
start.gameObject.GetComponent<Rigidbody2D>().AddForce(pullDirection * overshoot * pullForce);
|
||||
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);
|
||||
}
|
||||
if (!end.locked)
|
||||
{
|
||||
Vector2 pullDirection = (rope.points[rope.points.Count - 2].position - end.position).normalized;
|
||||
Vector2 force = pullDirection * overshoot * (pullForce / divider);
|
||||
end.body.AddForce(force);
|
||||
}
|
||||
}
|
||||
|
||||
// Handle squeze kills
|
||||
|
|
Loading…
Reference in New Issue