704 lines
24 KiB
C#
704 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityUtils;
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public class RopeSimulatorOld : NetworkBehaviour
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{
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[SerializeField]
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private float gravity = 10;
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[SerializeField]
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private int solveIterations = 10;
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[SerializeField]
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private bool constrainStickMinLength;
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[SerializeField]
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public RopeJoint start, end;
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[SerializeField]
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float subDivision = 50f;
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[SerializeField]
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float collisionCheckDist = 0.5f;
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[SerializeField, Range(0f, 1f)]
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float distBetweenRopePoints = 0.1f;
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[SerializeField, Range(0.01f, 1f)]
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float ropeRadius;
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[SerializeField]
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float ignoreResolveThreshold = 0.08f;
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[SerializeField]
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LayerMask staticColliderMask;
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[SerializeField, Range(0f, 100f)]
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float pullForce = 20f;
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[SerializeField]
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float xyGravityDampScalor = 1f;
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[SerializeField, Range(0f, 20f)]
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public float ropeExtendSpeed, ropeShrinkSpeed;
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public float squezeDamage = 1f;
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public AnimationCurve swingSpeedToDamageMultiplier;
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[SerializeField]
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public float ropeMaxLength, ropeMinLength;
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[Header("Rope Colliders")]
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[SerializeField] GameObject colliderPrefab;
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[SerializeField] string colliderTag = "Rope";
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[SerializeField] Transform ropeCollidersParent;
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[Header("Rendering")]
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[SerializeField] LineRenderer lineRenderer;
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[Header("Animaion")]
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[SerializeField] float pullAnimationOvershootThreshold = 0.2f;
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[Header("Netcode")]
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private const float k_serverTickRate = 60f;
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private const int k_rngSeed = 6969;
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public float k_ropeReconciliateThreshold = 1f;
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private System.Random rng = new System.Random(k_rngSeed);
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private int currentTick => NetworkManager.Singleton.NetworkTickSystem.LocalTime.Tick;
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[SerializeField] private CircularBuffer<GameState> stateBuffer;
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private GameState lastReceivedServerGameState;
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private const int k_bufferSize = 512;
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private bool isReconciliating = false;
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private GameState currentRewindingState;
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[SerializeField] private float reconciliateDuration = 0.1f;
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private float rewindCounter = 0f;
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private int[] order;
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public float Overshoot => rope.CalculateLengthOvershoot();
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public bool InSwingMode => start.locked || end.locked;
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public Rope rope;
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Dictionary<Collider2D, float> colliderToSquezeForce = new();
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public static RopeSimulatorOld instance;
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private bool IsInitialized => start != null || end != null;
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private void Awake()
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{
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if (instance == null)
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{
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instance = this;
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}
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else
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{
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Destroy(instance);
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}
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stateBuffer = new(k_bufferSize);
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}
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private void OnEnable()
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{
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GameManager.OnPlayersReady += PlayersReady;
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if (NetworkManager.Singleton != null)
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NetworkManager.Singleton.NetworkTickSystem.Tick += NetworkTick;
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}
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private void OnDisable()
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{
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GameManager.OnPlayersReady -= PlayersReady;
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if (NetworkManager.Singleton != null)
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NetworkManager.Singleton.NetworkTickSystem.Tick -= NetworkTick;
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}
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public void PlayersReady(GameObject[] players)
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{
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BuildRope(players[0].GetComponent<RopeJoint>(), players[1].GetComponent<RopeJoint>());
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}
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public void BuildRope(RopeJoint start, RopeJoint end)
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{
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Assert.IsNotNull(start);
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Assert.IsNotNull(end);
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// Sanity check if rope simulator was initialized before - we are re-building the rope
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if (this.start != null)
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{
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this.start.playerInput.ropeLengthExtend -= ExtendRope;
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this.start.playerInput.ropeLengthShrinken -= ShrinkenRope;
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}
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if (this.end != null)
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{
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this.end.playerInput.ropeLengthExtend -= ExtendRope;
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this.end.playerInput.ropeLengthShrinken -= ShrinkenRope;
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}
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this.start = start;
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this.end = end;
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Rebuild();
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this.start.playerInput.ropeLengthShrinken += ShrinkenRope;
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this.end.playerInput.ropeLengthShrinken += ShrinkenRope;
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this.start.playerInput.ropeLengthExtend += ExtendRope;
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this.end.playerInput.ropeLengthExtend += ExtendRope;
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}
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void ShrinkenRope(int playerNumber)
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{
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int prevSubDivision = (int)subDivision;
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subDivision -= ropeShrinkSpeed * Time.deltaTime;
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subDivision = Mathf.Clamp(subDivision, ropeMinLength, ropeMaxLength);
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// Only shrinken if the numeric value has changed
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if (prevSubDivision - (int)subDivision <= 0) return;
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// Shrink from rope point after start rope joint
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List<Point> newPoints = new(rope.points.Length - 1);
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for (int i = 0; i < (rope.points.Length - 1); i++)
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{
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newPoints.Add(rope.points[i]);
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}
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var builder = new RopeBuilder(newPoints, new List<Stick>());
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// Re-gen sticks
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for (int i = 0; i < (int)subDivision; i++)
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{
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builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
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}
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rope = builder.Build();
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RebuildRopeColliders();
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CreateOrderArray();
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}
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void ExtendRope(int playerNumber)
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{
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int prevSubDivision = (int)subDivision;
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subDivision += ropeExtendSpeed * Time.deltaTime;
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subDivision = Mathf.Clamp(subDivision, ropeMinLength, ropeMaxLength);
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// Only extend if the numeric value has changed
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if (prevSubDivision - (int)subDivision >= 0) return;
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// Extend from rope point after start rope point
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List<Point> newPoints = new(rope.points.Length + 1);
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newPoints.Add(new Point(rope.points[1].position));
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for (int i = 1; i < rope.points.Length; i++)
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{
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newPoints.Add(rope.points[i]);
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}
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var builder = new RopeBuilder(newPoints, new List<Stick>());
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// Re-gen sticks
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for (int i = 0; i < (int)subDivision; i++)
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{
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//Debug.Log($"Reg-gen stick. from: {i} to {i + 1}, with dist: {distBetweenRopePoints}");
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builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
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}
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rope = builder.Build();
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RebuildRopeColliders();
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CreateOrderArray();
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}
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public override void OnDestroy()
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{
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base.OnDestroy();
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// May never have been initialized
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if (!IsInitialized) return;
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start.playerInput.ropeLengthShrinken -= ShrinkenRope;
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end.playerInput.ropeLengthShrinken -= ShrinkenRope;
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start.playerInput.ropeLengthExtend -= ExtendRope;
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end.playerInput.ropeLengthExtend -= ExtendRope;
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}
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private void Rebuild()
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{
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Debug.Log("rebuild");
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RopeBuilder builder = new RopeBuilder();
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builder.AddPoint(new Point(start.position, locked: true));
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// Build rope points
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for (int i = 1; i < (int)subDivision; i++)
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{
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Vector3 pointPos = Vector3.Lerp(start.position, end.position, (float)i / Mathf.Floor(subDivision));
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Debug.DrawRay(pointPos, (end.position - start.position).normalized);
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builder.AddPoint(new Point(pointPos));
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}
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builder.AddPoint(new Point(end.position, locked: true));
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// Connect rope points
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for (int i = 0; i < (int)subDivision; i++)
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{
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builder.ConnectPointsWithDesiredLength(i, i + 1, desiredLength: distBetweenRopePoints);
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}
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rope = builder.Build();
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RebuildRopeColliders();
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CreateOrderArray();
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}
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private void RebuildRopeColliders()
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{
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for (int i = 0; i < ropeCollidersParent.childCount; i++)
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{
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Destroy(ropeCollidersParent.GetChild(i));
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}
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foreach (var point in rope.points)
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{
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GameObject ropeCollider = Instantiate(colliderPrefab);
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ropeCollider.transform.parent = ropeCollidersParent;
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ropeCollider.transform.position = point.position;
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ropeCollider.tag = colliderTag;
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ropeCollider.layer = LayerMask.NameToLayer("Rope");
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}
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}
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private void DrawRope()
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{
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// Update line renderer
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List<Vector3> positions = new List<Vector3>(this.rope.points.Length);
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for (int i = 0; i < this.rope.points.Length; i++)
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{
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positions.Add(this.rope.points[i].position);
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}
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lineRenderer.positionCount = positions.Count;
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lineRenderer.SetPositions(positions.ToArray());
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}
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[Rpc(SendTo.NotServer)]
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private void ServerToClientGameStateRpc(GameState serverState)
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{
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this.lastReceivedServerGameState = serverState;
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Debug.Log($"Received server state. Server tick: {serverState.tick}, client: {currentTick}");
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// Not enough information
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if (stateBuffer.Get(serverState.tick).Equals(default(GameState))) return;
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// TODO: investigate why this is zero at start of game sometimes
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if (stateBuffer.Get(serverState.tick).nrope.positions.Length == 0) return;
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Debug.Log($"client len: {stateBuffer.Get(serverState.tick).nrope.positions.Length}, server len {serverState.nrope.positions.Length}");
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Rope serverRope = Rope.FromNetworkRope(serverState.nrope, distBetweenRopePoints);
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Rope oldLocalRope = Rope.FromNetworkRope(stateBuffer.Get(serverState.tick).nrope, distBetweenRopePoints);
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float serverLocalRopeError = Rope.CalcDiff(serverRope, oldLocalRope);
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if (serverLocalRopeError >= k_ropeReconciliateThreshold)
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{
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SimpleReconcile(serverState);
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}
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Debug.Log($"Server to client sync error: {serverLocalRopeError}");
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}
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private void SimpleReconcile(GameState rewindState)
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{
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Debug.LogWarning("Reconciliate");
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this.rewindCounter = 0f;
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this.isReconciliating = true;
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this.currentRewindingState = rewindState;
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}
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private void Reconciliate()
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{
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Physics2D.simulationMode = SimulationMode2D.Script;
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Debug.LogWarning("Reconciliate");
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Debug.Break();
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// Reset client to server state
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GameState serverState = this.lastReceivedServerGameState;
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this.rope = Rope.FromNetworkRope(serverState.nrope, distBetweenRopePoints);
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Dictionary<ulong, GameObject> enemyByIds = new();
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Dictionary<ulong, GameObject> playerByIds = new();
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IEnumerable<EnemyPathFinding> enemies = GameObject.FindObjectsByType<EnemyPathFinding>(FindObjectsSortMode.None);
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IEnumerable<PlayerMovement> players = GameObject.FindObjectsByType<PlayerMovement>(FindObjectsSortMode.None);
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foreach (var enemy in enemies)
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enemyByIds.Add(enemy.GetComponent<NetworkObject>().NetworkObjectId, enemy.gameObject);
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foreach (var player in players)
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playerByIds.Add(player.GetComponent<NetworkObject>().NetworkObjectId, player.gameObject);
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// Re-simulate up to this client's tick
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Debug.Log($"Needs to re-sim {currentTick - serverState.tick} steps");
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for (int tick = serverState.tick; tick <= currentTick; tick++)
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{
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GameState intermediateState = tick == serverState.tick ? serverState : stateBuffer.Get(tick);
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foreach (var enemyPos in intermediateState.enemyPositions)
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{
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// Find corresponding client enemy with id (z-component)
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ulong enemyID = (ulong)enemyPos.z;
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GameObject enemy = enemyByIds.GetValueOrDefault(enemyID);
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Assert.IsNotNull(enemy, $"Server enemy with id: {enemyID} could not be found on client!");
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enemy.transform.position = new Vector2(enemyPos.x, enemyPos.y);
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}
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foreach (var playerPos in intermediateState.playerPositions)
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{
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// Find corresponding client player with id (z-component)
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ulong playerID = (ulong)playerPos.z;
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GameObject player = playerByIds.GetValueOrDefault(playerID);
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Assert.IsNotNull(player, $"Server player with id: {playerID} could not be found on client!");
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player.transform.position = new Vector2(playerPos.x, playerPos.y);
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}
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this.Simulate(Time.fixedDeltaTime);
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Physics2D.Simulate(Time.fixedDeltaTime);
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}
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Physics2D.simulationMode = SimulationMode2D.FixedUpdate;
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}
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private void NetworkTick()
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{
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stateBuffer.Add(ProcessGame(), currentTick);
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// Send to clients if is server
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if (IsServer)
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ServerToClientGameStateRpc(stateBuffer.Get(currentTick));
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}
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private GameState ProcessGame()
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{
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GameState localState = new()
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{
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tick = currentTick,
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nrope = Rope.ToNetworkRope(this.rope),
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enemyPositions = GameObject.FindObjectsByType<EnemyPathFinding>(FindObjectsSortMode.None).Select(e => new Vector3(e.transform.position.x, e.transform.position.y, e.GetComponent<NetworkObject>().NetworkObjectId)).ToArray(),
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playerPositions = GameObject.FindObjectsByType<PlayerMovement>(FindObjectsSortMode.None).Select(p => new Vector3(p.transform.position.x, p.transform.position.y, p.GetComponent<NetworkObject>().NetworkObjectId)).ToArray()
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};
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return localState;
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}
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private void Update()
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{
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if (!IsInitialized)
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return;
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if (isReconciliating)
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{
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this.rope.points.First().position = start.position;
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this.rope.points.First().prevPosition = start.position;
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this.rope.points.Last().position = end.position;
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this.rope.points.Last().prevPosition = end.position;
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Rope rewindRope = Rope.FromNetworkRope(currentRewindingState.nrope, distBetweenRopePoints);
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rewindCounter += Time.deltaTime;
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float t = rewindCounter / reconciliateDuration;
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for (int point = 1; point < rope.points.Length - 1; point++)
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{
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Vector3 newPos = Vector3.Slerp(this.rope.points[point].position, rewindRope.points[point].position, t);
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this.rope.points[point].position = newPos;
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this.rope.points[point].prevPosition = newPos;
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}
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Simulate(Time.deltaTime);
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foreach (var point in rope.points)
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{
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// point.prevPosition = point.position;
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}
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DrawRope();
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if (t >= 1f)
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{
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rewindCounter = 0f;
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isReconciliating = false;
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currentRewindingState = default(GameState);
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}
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return;
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}
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colliderToSquezeForce.Clear();
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rope.points.First().position = start.position;
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rope.points.Last().position = end.position;
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float ropeDiff = Simulate(Time.fixedDeltaTime);
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// Update the rope collider positions
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for (int i = 0; i < rope.points.Length; i++)
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{
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ropeCollidersParent.GetChild(i).position = rope.points[i].position;
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}
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// Handle static colliders
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foreach (var point in rope.points)
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{
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if (point.locked) continue;
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HandleStaticCollidersOfPoint(point);
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}
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// Constrain start transform based on overshoot
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float overshoot = rope.CalculateLengthOvershoot();
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PlayerPullAnimation(overshoot);
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PullPlayers(overshoot);
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// Handle squeze kills
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foreach (var collider in colliderToSquezeForce)
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{
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ISquezeDamageReceiver squezeDamageReceiver = collider.Key.transform.root.GetComponent<ISquezeDamageReceiver>();
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if (squezeDamageReceiver == null)
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squezeDamageReceiver = collider.Key.GetComponent<ISquezeDamageReceiver>();
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if (squezeDamageReceiver == null) continue;
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float swingMultiplier = InSwingMode ? swingSpeedToDamageMultiplier.Evaluate((start.locked ? end : start).body.velocity.magnitude) : 1f;
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squezeDamageReceiver.TakeSquezeDamage(collider.Value * squezeDamage * swingMultiplier);
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}
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// Handle xy dampening on z gravity
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foreach (var point in rope.points)
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{
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if (point.position.z >= 0f) continue;
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Vector2 newXYPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(point.prevPosition.x, point.prevPosition.y), Mathf.Abs(point.position.z * xyGravityDampScalor));
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point.position.Set(newXYPos.x, newXYPos.y, 0f);
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}
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DrawRope();
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}
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private void PlayerPullAnimation(float overshoot)
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{
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//if (overshoot > pullAnimationOvershootThreshold)
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//{
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// float startDot = Vector2.Dot((start.position - rope.points[1].position).normalized, start.playerInput.movement);
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// if (startDot > 0.35f)
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// {
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// start.playerAnimationHandler?.animator.SetBool("IsPulling", true);
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// }
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// float endDot = Vector2.Dot((end.position - rope.points[rope.points.Count - 2].position).normalized, end.playerInput.movement);
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// if (endDot > 0.35f)
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// {
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// end.playerAnimationHandler?.animator.SetBool("IsPulling", true);
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// }
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//}
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//else
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//{
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// start.playerAnimationHandler?.animator.SetBool("IsPulling", false);
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// end.playerAnimationHandler?.animator.SetBool("IsPulling", false);
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//}
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}
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private void PullPlayers(float overshoot)
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{
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if (overshoot <= 0f) return;
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//start.position = prevStartPos;
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|
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);
|
|
}
|
|
else
|
|
{
|
|
start.body.velocity *= 0;
|
|
}
|
|
if (!end.locked)
|
|
{
|
|
Vector2 pullDirection = (rope.points[rope.points.Length - 2].position - end.position).normalized;
|
|
Vector2 force = pullDirection * overshoot * (pullForce / divider);
|
|
end.body.AddForce(force);
|
|
}
|
|
else
|
|
{
|
|
end.body.velocity *= 0;
|
|
}
|
|
}
|
|
|
|
private void OnDrawGizmos()
|
|
{
|
|
if (!IsInitialized) return;
|
|
if (!Application.isPlaying) return;
|
|
|
|
// Local rope
|
|
Gizmos.color = Color.green;
|
|
foreach (var point in rope.points)
|
|
{
|
|
Gizmos.DrawSphere(point.position, ropeRadius);
|
|
}
|
|
|
|
// Last received server rope
|
|
if (lastReceivedServerGameState.Equals(default(GameState))) return;
|
|
|
|
Gizmos.color = Color.red;
|
|
foreach (var point in Rope.FromNetworkRope(lastReceivedServerGameState.nrope, distBetweenRopePoints).points)
|
|
{
|
|
Gizmos.DrawSphere(point.position, ropeRadius);
|
|
}
|
|
}
|
|
|
|
float Simulate(float dt)
|
|
{
|
|
float diff = 0f;
|
|
foreach (Point p in rope.points)
|
|
{
|
|
if (!p.locked)
|
|
{
|
|
Vector3 positionBeforeUpdate = p.position;
|
|
p.position += p.position - p.prevPosition;
|
|
p.position.z -= gravity * dt * dt;
|
|
diff += Mathf.Abs(Vector3.Distance(p.prevPosition, p.position));
|
|
p.prevPosition = positionBeforeUpdate;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < solveIterations; i++)
|
|
{
|
|
for (int s = 0; s < rope.sticks.Length; s++)
|
|
{
|
|
Stick stick = rope.sticks[order[s]];
|
|
if (stick.dead)
|
|
continue;
|
|
|
|
Vector3 stickCentre = (stick.A.position + stick.B.position) / 2;
|
|
Vector3 stickDir = (stick.A.position - stick.B.position).normalized;
|
|
float length = Vector2.Distance(stick.A.position, stick.B.position);
|
|
|
|
if (length > stick.desiredLength || constrainStickMinLength)
|
|
{
|
|
if (!stick.A.locked)
|
|
{
|
|
TryMovePointToPosition(stick.A, stickCentre + stickDir * stick.desiredLength / 2);
|
|
}
|
|
if (!stick.B.locked)
|
|
{
|
|
TryMovePointToPosition(stick.B, stickCentre - stickDir * stick.desiredLength / 2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return diff;
|
|
}
|
|
|
|
private void TryMovePointToPosition(Point point, Vector3 position)
|
|
{
|
|
Vector2 moveDir = new Vector2(position.x, position.y) - new Vector2(point.position.x, point.position.y);
|
|
int stepsRequired = (int)Mathf.Ceil(moveDir.magnitude / collisionCheckDist);
|
|
moveDir.Normalize();
|
|
|
|
Vector2 initialPos = new Vector2(point.position.x, point.position.y);
|
|
bool shouldBreak = false;
|
|
for (int i = 0; i < stepsRequired; i++)
|
|
{
|
|
Vector2 newPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(position.x, position.y), collisionCheckDist);
|
|
point.position.Set(newPos.x, newPos.y, point.position.z);
|
|
|
|
foreach (var collider in Physics2D.OverlapCircleAll(point.position, ropeRadius, staticColliderMask))
|
|
{
|
|
if (collider == null) continue;
|
|
if (collider.isTrigger) continue;
|
|
|
|
// A static collider was met, dont move any further
|
|
Vector2 resolvedPos = collider.ClosestPoint(initialPos);
|
|
|
|
if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue;
|
|
|
|
Vector2 penetrationDir = (resolvedPos - new Vector2(point.position.x, point.position.y)).normalized;
|
|
Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius;
|
|
//Debug.Log($"resolved pos: {point.position}->{finalPos}");
|
|
point.position.Set(finalPos.x, finalPos.y, point.position.z);
|
|
shouldBreak = true;
|
|
break;
|
|
}
|
|
if (shouldBreak)
|
|
break;
|
|
}
|
|
|
|
// Move z position
|
|
point.position.z = position.z;
|
|
}
|
|
|
|
private void HandleStaticCollidersOfPoint(Point p)
|
|
{
|
|
foreach (var hitCollider in Physics2D.OverlapCircleAll(p.position, ropeRadius * 1.1f, staticColliderMask))
|
|
{
|
|
if (hitCollider == null) continue;
|
|
if (hitCollider.isTrigger) continue;
|
|
|
|
// Register the squeze force this rope particle is squezing the collider
|
|
Vector2 pointPos = new Vector2(p.position.x, p.position.y);
|
|
Vector2 resolvedPos = hitCollider.ClosestPoint(pointPos);
|
|
Vector2 penetration = resolvedPos - pointPos;
|
|
Vector2 finalPos = resolvedPos - penetration.normalized * ropeRadius;
|
|
|
|
float squezeForce;
|
|
if (!colliderToSquezeForce.TryGetValue(hitCollider, out squezeForce))
|
|
colliderToSquezeForce.Add(hitCollider, squezeForce + penetration.magnitude);
|
|
else
|
|
colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude;
|
|
|
|
p.position.Set(finalPos.x, finalPos.y, p.position.z);
|
|
}
|
|
}
|
|
|
|
void CreateOrderArray()
|
|
{
|
|
order = new int[rope.sticks.Length];
|
|
for (int i = 0; i < order.Length; i++)
|
|
{
|
|
order[i] = i;
|
|
}
|
|
ShuffleArray(order, rng);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|