Added rotating object
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341
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Assets/Prefabs/Rotator.prefab.meta
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Assets/Rotator.cs
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Assets/Rotator.cs
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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 Rotator : MonoBehaviour
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{
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[SerializeField]
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private float rotSpeed;
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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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}
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// Update is called once per frame
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void Update()
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{
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transform.Rotate(0,0,Time.deltaTime * rotSpeed);
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}
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}
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@ -62,7 +62,7 @@ public class GrappleHook : MonoBehaviour
|
||||
}
|
||||
|
||||
if(grappled){
|
||||
DrawRope(Time.deltaTime);
|
||||
UpdateRope(Time.deltaTime);
|
||||
|
||||
if(boosted){
|
||||
joint.maxDistance -= grappleBoostSpeed * Time.deltaTime;
|
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@ -94,20 +94,21 @@ public class GrappleHook : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawRope(float deltaTime){
|
||||
private void UpdateRope(float deltaTime){
|
||||
// TODO animate a wiggle on the rope
|
||||
if(!grappled)return;
|
||||
lr.SetPosition(0, gunPos.position);
|
||||
Vector3 endPoint;
|
||||
if(hit.rigidbody != null){
|
||||
endPoint = hit.transform.TransformPoint(hitPosLocal);
|
||||
|
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}else{
|
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endPoint = hit.point;
|
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}
|
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endPoint = hookedTo.transform.TransformPoint(hitPosLocal);
|
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currGrappleEndPos = Vector3.Lerp(currGrappleEndPos, endPoint, deltaTime * grappleDrawingSpeed);
|
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lr.SetPosition(1, currGrappleEndPos);
|
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if(!lr.enabled)lr.enabled = true;
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if(hit.rigidbody != null){
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joint.connectedAnchor = hitPosLocal;
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}else{
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joint.connectedAnchor = endPoint;
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}
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}
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private void StartGrapple(RaycastHit hit){
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@ -122,12 +123,13 @@ public class GrappleHook : MonoBehaviour
|
||||
joint.anchor = transform.InverseTransformPoint(gunPos.position);
|
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joint.autoConfigureConnectedAnchor = false;
|
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joint.maxDistance = hit.distance * 0.9f;
|
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hitPosLocal = hit.transform.InverseTransformPoint(hit.point);
|
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if(hit.rigidbody != null){
|
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Rigidbody hitRb = hit.rigidbody;
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joint.connectedBody = hitRb;
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joint.connectedAnchor = hit.transform.InverseTransformPoint(hit.point);
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joint.connectedAnchor = hitPosLocal;
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joint.enableCollision = true;
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hitPosLocal = hit.transform.InverseTransformPoint(hit.point);
|
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|
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}else{
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joint.connectedAnchor = hit.point;
|
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}
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|
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Loading…
x
Reference in New Issue
Block a user