Change hit marker to a ui element
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parent
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commit
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@ -1,6 +1,7 @@
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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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using UnityEngine.UI;
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public class GrappleHook : MonoBehaviour
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{
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@ -20,14 +21,15 @@ public class GrappleHook : MonoBehaviour
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private bool grappled = false;
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private Vector3 currGrappleEndPos;
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[SerializeField]
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private Transform hitMarker; //TODO obj this should be a sprite or something idk
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private RectTransform canvasRect;
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[SerializeField]
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private RectTransform hitMarkerRect;
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// Start is called before the first frame update
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void Start()
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{
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lr = gameObject.GetComponentInChildren<LineRenderer>();
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lr.enabled = false;
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hitMarker.gameObject.SetActive(false);
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hitMarkerRect.gameObject.SetActive(false);
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}
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// Update is called once per frame
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@ -46,6 +48,8 @@ public class GrappleHook : MonoBehaviour
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return;
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}
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Aim();
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// TODO extend and retract rope
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}
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private void Aim(){
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@ -54,13 +58,18 @@ public class GrappleHook : MonoBehaviour
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mousePos.z = Mathf.Abs(Camera.main.transform.position.z);
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mousePos = Camera.main.ScreenToWorldPoint(mousePos);
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Vector3 aimDir = (mousePos - gameObject.transform.position).normalized;
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if(!hitMarker.gameObject.activeSelf)hitMarker.gameObject.SetActive(true);
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hitMarker.position = gameObject.transform.position + aimDir * maxGrappleDist;
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if(!hitMarkerRect.gameObject.activeSelf)hitMarkerRect.gameObject.SetActive(true);
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hitMarkerRect.anchoredPosition = WorldToUI(gameObject.transform.position + aimDir * maxGrappleDist);
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if(Physics.Raycast(gameObject.transform.position, aimDir, out hit, maxGrappleDist, grappleableLayer)){
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hitMarker.position = hit.point;
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hitMarkerRect.anchoredPosition = WorldToUI(hit.point);
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hitMarkerRect.gameObject.GetComponent<Image>().color = Color.green;
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if(Input.GetMouseButtonDown(0)){
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StartGrapple(hit);
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}
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}else{
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hitMarkerRect.gameObject.GetComponent<Image>().color = Color.red;
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}
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}
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@ -84,8 +93,9 @@ public class GrappleHook : MonoBehaviour
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grappled = true;
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//Display
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hitMarker.gameObject.SetActive(false);
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hitMarkerRect.gameObject.SetActive(false);
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// Rope phys
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joint = gameObject.AddComponent<SpringJoint>();
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joint.anchor = transform.InverseTransformPoint(gunPos.position);
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joint.autoConfigureConnectedAnchor = false;
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@ -99,7 +109,6 @@ public class GrappleHook : MonoBehaviour
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}else{
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joint.connectedAnchor = hit.point;
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}
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joint.spring = 4.5f * 5f;
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joint.damper = 7f;
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joint.massScale = 4.5f;
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@ -114,4 +123,10 @@ public class GrappleHook : MonoBehaviour
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Destroy(joint);
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}
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private Vector2 WorldToUI(Vector3 point){
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Vector2 viewPortPos = Camera.main.WorldToViewportPoint(point);
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Vector2 pointScreenPos = new Vector2(((viewPortPos.x*canvasRect.sizeDelta.x)-(canvasRect.sizeDelta.x*0.5f)), ((viewPortPos.y*canvasRect.sizeDelta.y)-(canvasRect.sizeDelta.y*0.5f)));
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return pointScreenPos;
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}
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}
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Loading…
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Reference in New Issue
Block a user