Connect rope between players

This commit is contained in:
Sveske Juice 2024-02-03 03:42:00 -08:00
parent 2f001ef815
commit f677a2ec82
13 changed files with 697 additions and 423 deletions

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View File

@ -13,7 +13,7 @@ public class ShootingRange : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
inRange = true; inRange = true;
Debug.Log("in range"); //Debug.Log("in range");
} }

View File

@ -22,8 +22,7 @@ public class PlayerMovement1 : MonoBehaviour
{ {
rb = GetComponent<Rigidbody2D>(); rb = GetComponent<Rigidbody2D>();
if (playerController != null) playerController = Gamepad.all[0];
playerController = Gamepad.all[0];
StartCoroutine(ToggleWithDelay()); StartCoroutine(ToggleWithDelay());
} }

View File

@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RopeJoint : MonoBehaviour
{
public Transform anchor;
public Rigidbody2D body;
public bool locked = false;
public Vector3 position => anchor.position;
}

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@ -0,0 +1,11 @@
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guid: 4aabce12c1341ff488ee4dc806fd80e8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -21,7 +21,7 @@ public class RopeSimulator : MonoBehaviour
private bool constrainStickMinLength; private bool constrainStickMinLength;
[SerializeField] [SerializeField]
Transform start, end; RopeJoint start, end;
[SerializeField] [SerializeField]
int subDivision = 50; int subDivision = 50;
@ -55,8 +55,6 @@ public class RopeSimulator : MonoBehaviour
int[] order; int[] order;
public Vector2 testPos;
Rope rope; Rope rope;
Dictionary<Collider2D, float> colliderToSquezeForce = new(); Dictionary<Collider2D, float> colliderToSquezeForce = new();
@ -136,8 +134,20 @@ public class RopeSimulator : MonoBehaviour
if (overshoot > 0) if (overshoot > 0)
{ {
//start.position = prevStartPos; //start.position = prevStartPos;
Vector2 pullDirection = (rope.points.ElementAt(1).position - start.position).normalized; float divider = !start.locked && !end.locked ? 2f : 1f;
start.gameObject.GetComponent<Rigidbody2D>().AddForce(pullDirection * overshoot * pullForce);
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 // Handle squeze kills