Ropes breaking and shit

This commit is contained in:
Michal Pikulski
2025-09-21 22:36:05 +02:00
parent 46755fecb3
commit af5dfbb7a2
11 changed files with 730 additions and 103 deletions

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using UnityEngine;
using System.Collections;
using GogoGaga.OptimizedRopesAndCables;
/// <summary>
/// Component that allows breaking a rope in half.
/// Attach this to the same GameObject that has a Rope and LineRenderer component.
/// </summary>
public class RopeBreaker : MonoBehaviour
{
[Header("Break Settings")]
[Tooltip("Position along rope where break occurs (0-1)")]
[Range(0f, 1f)]
[SerializeField] private float breakPosition = 0.5f;
[Tooltip("Effect to spawn at break point (optional)")]
[SerializeField] private GameObject breakEffect;
[Tooltip("Sound to play when rope breaks (optional)")]
[SerializeField] private AudioClip breakSound;
[Header("Animation Settings")]
[Tooltip("How quickly the rope ends fall after breaking")]
[SerializeField] private float fallSpeed = 2f;
[Tooltip("How much the rope ends swing after breaking")]
[SerializeField] private float swingAmount = 0.5f;
[Header("Physics Settings")]
[Tooltip("Follow speed for the rope physics simulation")]
[SerializeField] private float ropeFollowSpeed = 5f;
[Tooltip("Trailing amount for the rope physics simulation")]
[SerializeField] private float ropeTrailing = 0.2f;
[Tooltip("Oscillation amplitude for the rope physics simulation")]
[SerializeField] private float ropeOscillationAmplitude = 0.15f;
[Tooltip("Oscillation frequency for the rope physics simulation")]
[SerializeField] private float ropeOscillationFrequency = 2f;
// Private references
private Rope originalRope;
private LineRenderer originalLineRenderer;
private GameObject firstHalfRope;
private GameObject secondHalfRope;
private Rope firstHalfRopeComponent;
private Rope secondHalfRopeComponent;
private Transform breakPointTransform;
private Transform secondBreakTransform;
private void Awake()
{
// Get references to the required components
originalRope = GetComponent<Rope>();
originalLineRenderer = GetComponent<LineRenderer>();
if (originalRope == null || originalLineRenderer == null)
{
Debug.LogError("RopeBreaker requires both Rope and LineRenderer components on the same GameObject");
enabled = false;
}
}
/// <summary>
/// Breaks the rope at the specified position.
/// </summary>
/// <param name="breakPositionOverride">Optional override for break position (0-1)</param>
/// <returns>True if rope was broken successfully, false otherwise</returns>
public bool BreakRope(float? breakPositionOverride = null)
{
if (originalRope == null || !originalRope.StartPoint || !originalRope.EndPoint)
{
Debug.LogError("Cannot break rope: Missing rope component or endpoints");
return false;
}
// Use override position if provided
float breakPos = breakPositionOverride ?? breakPosition;
breakPos = Mathf.Clamp01(breakPos);
// Get the world position at the break point
Vector3 breakPointPosition = originalRope.GetPointAt(breakPos);
// Create a transform at the break point to use as an anchor
CreateBreakPointTransform(breakPointPosition);
// Create two new rope GameObjects
CreateRopeSegments();
// Hide the original rope
originalLineRenderer.enabled = false;
// Play effects
PlayBreakEffects(breakPointPosition);
// Start the animation coroutine
StartCoroutine(AnimateRopeBreak());
return true;
}
/// <summary>
/// Creates a transform at the break point to use as an anchor
/// </summary>
private void CreateBreakPointTransform(Vector3 breakPointPosition)
{
// Create a new GameObject for the break point
GameObject breakPointObj = new GameObject("RopeBreakPoint");
breakPointTransform = breakPointObj.transform;
breakPointTransform.position = breakPointPosition;
breakPointTransform.SetParent(transform.parent); // Parent to the same parent as the rope
// Add the physics follower component to the break point
RopeEndPhysicsFollower follower = breakPointObj.AddComponent<RopeEndPhysicsFollower>();
follower.targetTag = "Player";
follower.followSpeed = ropeFollowSpeed;
follower.trailing = ropeTrailing;
follower.oscillationAmplitude = ropeOscillationAmplitude;
follower.oscillationFrequency = ropeOscillationFrequency;
follower.disableOscillation = true; // Disable oscillation for player-attached rope
}
/// <summary>
/// Creates two new rope GameObjects for the broken segments
/// </summary>
private void CreateRopeSegments()
{
// Create the first half rope (from start to break point)
firstHalfRope = new GameObject("Rope_FirstHalf");
firstHalfRope.transform.position = transform.position;
firstHalfRope.transform.rotation = transform.rotation;
firstHalfRope.transform.SetParent(transform.parent);
// Add Rope component which automatically adds LineRenderer due to RequireComponent
firstHalfRopeComponent = firstHalfRope.AddComponent<Rope>();
// Get the LineRenderer that was automatically added
LineRenderer firstLineRenderer = firstHalfRope.GetComponent<LineRenderer>();
if (firstLineRenderer == null)
{
// Only add if somehow not created (shouldn't happen, but safety check)
firstLineRenderer = firstHalfRope.AddComponent<LineRenderer>();
}
CopyLineRendererProperties(originalLineRenderer, firstLineRenderer);
// Create the second half rope (from break point to end)
secondHalfRope = new GameObject("Rope_SecondHalf");
secondHalfRope.transform.position = transform.position;
secondHalfRope.transform.rotation = transform.rotation;
secondHalfRope.transform.SetParent(transform.parent);
// Add Rope component which automatically adds LineRenderer due to RequireComponent
secondHalfRopeComponent = secondHalfRope.AddComponent<Rope>();
// Get the LineRenderer that was automatically added
LineRenderer secondLineRenderer = secondHalfRope.GetComponent<LineRenderer>();
if (secondLineRenderer == null)
{
// Only add if somehow not created (shouldn't happen, but safety check)
secondLineRenderer = secondHalfRope.AddComponent<LineRenderer>();
}
CopyLineRendererProperties(originalLineRenderer, secondLineRenderer);
// Configure the first half rope
firstHalfRopeComponent.SetStartPoint(originalRope.StartPoint);
firstHalfRopeComponent.SetEndPoint(breakPointTransform, false); // Don't recalculate yet
// Copy properties from original rope
CopyRopeProperties(originalRope, firstHalfRopeComponent);
// Explicitly initialize the rope
firstHalfRopeComponent.Initialize();
// Now force recalculation after initialization
firstHalfRopeComponent.RecalculateRope();
// Configure the second half rope - REVERSED: Rock (End) is now Start, Break point is now End
secondHalfRopeComponent.SetStartPoint(originalRope.EndPoint);
secondHalfRopeComponent.SetEndPoint(breakPointTransform, false); // Don't recalculate yet
// Copy properties from original rope
CopyRopeProperties(originalRope, secondHalfRopeComponent);
// Explicitly initialize the rope
secondHalfRopeComponent.Initialize();
// Now force recalculation after initialization
secondHalfRopeComponent.RecalculateRope();
}
/// <summary>
/// Copies properties from one LineRenderer to another
/// </summary>
private void CopyLineRendererProperties(LineRenderer source, LineRenderer destination)
{
// Copy material
destination.material = source.material;
// Copy colors
destination.startColor = source.startColor;
destination.endColor = source.endColor;
// Copy width
destination.startWidth = source.startWidth;
destination.endWidth = source.endWidth;
// Copy other properties
destination.numCornerVertices = source.numCornerVertices;
destination.numCapVertices = source.numCapVertices;
destination.alignment = source.alignment;
destination.textureMode = source.textureMode;
destination.generateLightingData = source.generateLightingData;
destination.useWorldSpace = source.useWorldSpace;
destination.loop = source.loop;
destination.sortingLayerID = source.sortingLayerID;
destination.sortingOrder = source.sortingOrder;
}
/// <summary>
/// Copies properties from one Rope to another
/// </summary>
private void CopyRopeProperties(Rope source, Rope destination)
{
destination.linePoints = source.linePoints;
destination.stiffness = source.stiffness;
destination.damping = source.damping;
destination.ropeLength = source.ropeLength / 2f; // Halve the rope length for each segment
destination.ropeWidth = source.ropeWidth;
destination.midPointWeight = source.midPointWeight;
destination.midPointPosition = source.midPointPosition;
// Recalculate the rope to update its appearance
destination.RecalculateRope();
}
/// <summary>
/// Plays visual and audio effects at the break point
/// </summary>
private void PlayBreakEffects(Vector3 breakPointPosition)
{
// Spawn break effect if assigned
if (breakEffect != null)
{
Instantiate(breakEffect, breakPointPosition, Quaternion.identity);
}
// Play break sound if assigned
if (breakSound != null)
{
AudioSource.PlayClipAtPoint(breakSound, breakPointPosition);
}
}
/// <summary>
/// Animates the rope break with falling and swinging effects
/// </summary>
private IEnumerator AnimateRopeBreak()
{
float elapsedTime = 0f;
Vector3 originalBreakPosition = breakPointTransform.position;
// Create a second break point that will move in the opposite direction
GameObject secondBreakPoint = new GameObject("RopeBreakPoint_Second");
secondBreakTransform = secondBreakPoint.transform;
secondBreakTransform.position = originalBreakPosition;
secondBreakTransform.SetParent(transform.parent);
// Add the physics follower component to the second break point
RopeEndPhysicsFollower secondFollower = secondBreakPoint.AddComponent<RopeEndPhysicsFollower>();
secondFollower.targetTag = "Rock";
secondFollower.followSpeed = ropeFollowSpeed;
secondFollower.trailing = ropeTrailing;
secondFollower.oscillationAmplitude = ropeOscillationAmplitude * 1.5f; // Slightly more oscillation for falling piece
secondFollower.oscillationFrequency = ropeOscillationFrequency;
secondFollower.disableOscillation = true; // Enable oscillation for rock-attached end
// Update the second rope to use this new break point as the end point
// (since we reversed the rope direction, the break point is now the end)
secondHalfRopeComponent.SetEndPoint(secondBreakTransform);
secondHalfRopeComponent.RecalculateRope();
// Get the directions for swinging
Vector3 direction1 = (originalRope.StartPoint.position - breakPointTransform.position).normalized;
Vector3 direction2 = (originalRope.EndPoint.position - breakPointTransform.position).normalized;
// Make sure the directions have horizontal components
direction1.y = 0;
direction2.y = 0;
// Normalize to prevent zero vectors
if (direction1.magnitude < 0.01f) direction1 = Vector3.right;
if (direction2.magnitude < 0.01f) direction2 = Vector3.left;
direction1.Normalize();
direction2.Normalize();
// Initial separation to create a visual gap
float separationDistance = originalLineRenderer.startWidth * 2f; // Base the gap on the rope width
breakPointTransform.position += -direction2 * separationDistance * 0.5f;
secondBreakTransform.position += direction2 * separationDistance * 0.5f;
// Recalculate the ropes after initial separation
firstHalfRopeComponent.RecalculateRope();
secondHalfRopeComponent.RecalculateRope();
while (elapsedTime < 0.75f) // Animate for 1 second
{
elapsedTime += Time.deltaTime;
// Calculate swing motion using sine wave (with different phases for each end)
float swingFactor1 = Mathf.Sin(elapsedTime * 4f) * swingAmount * Mathf.Exp(-elapsedTime);
float swingFactor2 = Mathf.Sin(elapsedTime * 4f + Mathf.PI * 0.5f) * swingAmount * Mathf.Exp(-elapsedTime);
// First break point (attached to player) - maintain Y position but allow swinging
Vector3 pos1 = originalBreakPosition;
pos1.y = originalBreakPosition.y; // Keep original Y position - no falling
pos1 += direction1 * swingFactor1;
pos1 += -direction2 * (separationDistance * 0.5f); // Maintain separation
breakPointTransform.position = pos1;
// Second break point (hanging rope end) - allow small amount of falling
Vector3 pos2 = originalBreakPosition;
float fallDistance = fallSpeed * elapsedTime;
pos2.y = originalBreakPosition.y - fallDistance; // Limited falling
pos2 += direction2 * swingFactor2;
pos2 += direction2 * (separationDistance * 0.5f); // Maintain separation
secondBreakTransform.position = pos2;
// Recalculate the ropes each frame
firstHalfRopeComponent.RecalculateRope();
secondHalfRopeComponent.RecalculateRope();
yield return null;
}
// After the initial animation, let the physics followers take over
// They will continue to move and animate the rope endpoints
}
/// <summary>
/// Restores the original rope and cleans up the broken pieces
/// </summary>
public void RestoreRope()
{
// Re-enable the original rope
if (originalLineRenderer != null)
{
originalLineRenderer.enabled = true;
}
// Clean up the broken rope pieces
if (firstHalfRope != null)
{
Destroy(firstHalfRope);
}
if (secondHalfRope != null)
{
Destroy(secondHalfRope);
}
// Clean up both break points
if (breakPointTransform != null)
{
Destroy(breakPointTransform.gameObject);
}
// Find and destroy the second break point if it exists
Transform secondBreakPoint = transform.parent?.Find("RopeBreakPoint_Second");
if (secondBreakPoint != null)
{
Destroy(secondBreakPoint.gameObject);
}
}
}