Added rotating object

This commit is contained in:
Soulaha Balde 2022-10-23 19:38:29 -04:00
parent 588640b61e
commit e3138296c8
6 changed files with 474 additions and 15 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rotator : MonoBehaviour
{
[SerializeField]
private float rotSpeed;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.Rotate(0,0,Time.deltaTime * rotSpeed);
}
}

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@ -62,7 +62,7 @@ public class GrappleHook : MonoBehaviour
} }
if(grappled){ if(grappled){
DrawRope(Time.deltaTime); UpdateRope(Time.deltaTime);
if(boosted){ if(boosted){
joint.maxDistance -= grappleBoostSpeed * Time.deltaTime; joint.maxDistance -= grappleBoostSpeed * Time.deltaTime;
@ -94,21 +94,22 @@ public class GrappleHook : MonoBehaviour
} }
} }
private void DrawRope(float deltaTime){ private void UpdateRope(float deltaTime){
// TODO animate a wiggle on the rope // TODO animate a wiggle on the rope
if(!grappled)return; if(!grappled)return;
lr.SetPosition(0, gunPos.position); lr.SetPosition(0, gunPos.position);
Vector3 endPoint; Vector3 endPoint;
if(hit.rigidbody != null){ endPoint = hookedTo.transform.TransformPoint(hitPosLocal);
endPoint = hit.transform.TransformPoint(hitPosLocal);
}else{
endPoint = hit.point;
}
currGrappleEndPos = Vector3.Lerp(currGrappleEndPos, endPoint, deltaTime * grappleDrawingSpeed); currGrappleEndPos = Vector3.Lerp(currGrappleEndPos, endPoint, deltaTime * grappleDrawingSpeed);
lr.SetPosition(1, currGrappleEndPos); lr.SetPosition(1, currGrappleEndPos);
if(!lr.enabled)lr.enabled = true; if(!lr.enabled)lr.enabled = true;
if(hit.rigidbody != null){
joint.connectedAnchor = hitPosLocal;
}else{
joint.connectedAnchor = endPoint;
}
} }
private void StartGrapple(RaycastHit hit){ private void StartGrapple(RaycastHit hit){
grappled = true; grappled = true;
@ -122,12 +123,13 @@ public class GrappleHook : MonoBehaviour
joint.anchor = transform.InverseTransformPoint(gunPos.position); joint.anchor = transform.InverseTransformPoint(gunPos.position);
joint.autoConfigureConnectedAnchor = false; joint.autoConfigureConnectedAnchor = false;
joint.maxDistance = hit.distance * 0.9f; joint.maxDistance = hit.distance * 0.9f;
hitPosLocal = hit.transform.InverseTransformPoint(hit.point);
if(hit.rigidbody != null){ if(hit.rigidbody != null){
Rigidbody hitRb = hit.rigidbody; Rigidbody hitRb = hit.rigidbody;
joint.connectedBody = hitRb; joint.connectedBody = hitRb;
joint.connectedAnchor = hit.transform.InverseTransformPoint(hit.point); joint.connectedAnchor = hitPosLocal;
joint.enableCollision = true; joint.enableCollision = true;
hitPosLocal = hit.transform.InverseTransformPoint(hit.point);
}else{ }else{
joint.connectedAnchor = hit.point; joint.connectedAnchor = hit.point;
} }