Move around scripts to cleanup the Minigame structure
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331
Assets/Scripts/Minigames/DivingForPictures/Player/RopeBreaker.cs
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331
Assets/Scripts/Minigames/DivingForPictures/Player/RopeBreaker.cs
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using UnityEngine;
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using System.Collections;
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using GogoGaga.OptimizedRopesAndCables;
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/// <summary>
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/// Component that allows breaking a rope in half.
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/// Attach this to the same GameObject that has a Rope and LineRenderer component.
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/// </summary>
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public class RopeBreaker : MonoBehaviour
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{
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[Header("Break Settings")]
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[Tooltip("Position along rope where break occurs (0-1)")]
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[Range(0f, 1f)]
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[SerializeField] private float breakPosition = 0.5f;
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[Tooltip("Effect to spawn at break point (optional)")]
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[SerializeField] private GameObject breakEffect;
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[Tooltip("Sound to play when rope breaks (optional)")]
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[SerializeField] private AudioClip breakSound;
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[Header("Physics Settings")]
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[Tooltip("Follow speed for the rope physics simulation")]
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[SerializeField] private float ropeFollowSpeed = 5f;
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[Tooltip("Trailing amount for the rope physics simulation")]
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[SerializeField] private float ropeTrailing = 0.2f;
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[Tooltip("Gravity strength applied to hanging rope end")]
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[SerializeField] private float ropeGravityStrength = 9.8f;
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[Tooltip("How strongly the rope tries to hang vertically")]
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[SerializeField] private float ropeVerticalHangStrength = 2f;
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[Tooltip("Damping for physics movement (higher = less bouncy)")]
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[SerializeField] private float ropeDamping = 0.3f;
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[Tooltip("Initial separation distance between rope ends when broken")]
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[SerializeField] private float initialSeparationDistance = 0.1f;
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[Tooltip("Initial downward impulse for falling rope end")]
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[SerializeField] private float initialFallImpulse = 2.0f;
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// Private references
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private Rope originalRope;
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private LineRenderer originalLineRenderer;
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private GameObject firstHalfRope;
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private GameObject secondHalfRope;
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private Rope firstHalfRopeComponent;
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private Rope secondHalfRopeComponent;
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private Transform breakPointTransform;
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private Transform secondBreakTransform;
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private void Awake()
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{
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// Get references to the required components
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originalRope = GetComponent<Rope>();
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originalLineRenderer = GetComponent<LineRenderer>();
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if (originalRope == null || originalLineRenderer == null)
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{
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Debug.LogError("RopeBreaker requires both Rope and LineRenderer components on the same GameObject");
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enabled = false;
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}
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}
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/// <summary>
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/// Breaks the rope at the specified position.
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/// </summary>
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/// <param name="breakPositionOverride">Optional override for break position (0-1)</param>
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/// <returns>True if rope was broken successfully, false otherwise</returns>
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public bool BreakRope(float? breakPositionOverride = null)
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{
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if (originalRope == null || !originalRope.StartPoint || !originalRope.EndPoint)
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{
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Debug.LogError("Cannot break rope: Missing rope component or endpoints");
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return false;
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}
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// Use override position if provided
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float breakPos = breakPositionOverride ?? breakPosition;
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breakPos = Mathf.Clamp01(breakPos);
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// Get the world position at the break point
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Vector3 breakPointPosition = originalRope.GetPointAt(breakPos);
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// Create a transform at the break point to use as an anchor
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CreateBreakPointTransform(breakPointPosition);
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// Create two new rope GameObjects
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CreateRopeSegments(breakPointPosition);
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// Hide the original rope
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originalLineRenderer.enabled = false;
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// Play effects
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PlayBreakEffects(breakPointPosition);
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return true;
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}
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/// <summary>
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/// Creates a transform at the break point to use as an anchor
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/// </summary>
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private void CreateBreakPointTransform(Vector3 breakPointPosition)
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{
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// Store references to the original rope endpoints
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Transform originalStartPoint = originalRope.StartPoint;
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Transform originalEndPoint = originalRope.EndPoint;
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// Create a new GameObject for the break point (attached to Player)
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GameObject breakPointObj = new GameObject("RopeBreakPoint");
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breakPointTransform = breakPointObj.transform;
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breakPointTransform.position = breakPointPosition;
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breakPointTransform.SetParent(transform.parent); // Parent to the same parent as the rope
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// Add the physics follower component to the break point
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RopeEndPhysicsFollower follower = breakPointObj.AddComponent<RopeEndPhysicsFollower>();
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// Set specific transform to follow instead of using tag
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follower.SetTargetTransform(originalStartPoint);
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follower.canFall = false; // Player rope end doesn't fall
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follower.followSpeed = ropeFollowSpeed;
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follower.trailing = ropeTrailing;
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// Create second break point (for the rock-attached end)
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GameObject secondBreakObj = new GameObject("RopeBreakPoint_Second");
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secondBreakTransform = secondBreakObj.transform;
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secondBreakTransform.position = breakPointPosition;
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secondBreakTransform.SetParent(transform.parent);
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// Add physics behavior to second break point
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RopeEndPhysicsFollower secondFollower = secondBreakObj.AddComponent<RopeEndPhysicsFollower>();
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// Set specific transform to follow instead of using tag
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secondFollower.SetTargetTransform(originalEndPoint);
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secondFollower.canFall = true; // Rock end can fall
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secondFollower.followSpeed = ropeFollowSpeed;
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secondFollower.trailing = ropeTrailing;
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secondFollower.gravityStrength = ropeGravityStrength;
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secondFollower.verticalHangStrength = ropeVerticalHangStrength;
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secondFollower.damping = ropeDamping;
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secondFollower.initialFallImpulse = initialFallImpulse;
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// Create initial separation
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Vector3 direction = (originalEndPoint.position - breakPointPosition).normalized;
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if (direction.magnitude < 0.01f) direction = Vector3.down;
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breakPointTransform.position -= direction * initialSeparationDistance * 0.5f;
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secondBreakTransform.position += direction * initialSeparationDistance * 0.5f;
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}
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/// <summary>
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/// Creates two new rope GameObjects for the broken segments
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/// </summary>
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private void CreateRopeSegments(Vector3 breakPointPosition)
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{
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// Create the first half rope (from start to break point)
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firstHalfRope = new GameObject("Rope_FirstHalf");
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firstHalfRope.transform.position = transform.position;
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firstHalfRope.transform.rotation = transform.rotation;
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firstHalfRope.transform.SetParent(transform.parent);
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// Add Rope component which automatically adds LineRenderer due to RequireComponent
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firstHalfRopeComponent = firstHalfRope.AddComponent<Rope>();
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// Get the LineRenderer that was automatically added
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LineRenderer firstLineRenderer = firstHalfRope.GetComponent<LineRenderer>();
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if (firstLineRenderer == null)
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{
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// Only add if somehow not created (shouldn't happen, but safety check)
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firstLineRenderer = firstHalfRope.AddComponent<LineRenderer>();
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}
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CopyLineRendererProperties(originalLineRenderer, firstLineRenderer);
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// Create the second half rope (from break point to end)
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secondHalfRope = new GameObject("Rope_SecondHalf");
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secondHalfRope.transform.position = transform.position;
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secondHalfRope.transform.rotation = transform.rotation;
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secondHalfRope.transform.SetParent(transform.parent);
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// Add Rope component which automatically adds LineRenderer due to RequireComponent
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secondHalfRopeComponent = secondHalfRope.AddComponent<Rope>();
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// Get the LineRenderer that was automatically added
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LineRenderer secondLineRenderer = secondHalfRope.GetComponent<LineRenderer>();
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if (secondLineRenderer == null)
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{
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// Only add if somehow not created (shouldn't happen, but safety check)
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secondLineRenderer = secondHalfRope.AddComponent<LineRenderer>();
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}
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CopyLineRendererProperties(originalLineRenderer, secondLineRenderer);
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// Configure the first half rope
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firstHalfRopeComponent.SetStartPoint(originalRope.StartPoint);
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firstHalfRopeComponent.SetEndPoint(breakPointTransform, false); // Don't recalculate yet
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// Copy properties from original rope
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CopyRopeProperties(originalRope, firstHalfRopeComponent);
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// Explicitly initialize the rope
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firstHalfRopeComponent.Initialize();
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// Now force recalculation after initialization
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firstHalfRopeComponent.RecalculateRope();
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// Configure the second half rope - REVERSED: Rock (End) is now Start, Break point is now End
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secondHalfRopeComponent.SetStartPoint(originalRope.EndPoint);
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secondHalfRopeComponent.SetEndPoint(secondBreakTransform, false); // Don't recalculate yet
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// Copy properties from original rope
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CopyRopeProperties(originalRope, secondHalfRopeComponent);
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// Explicitly initialize the rope
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secondHalfRopeComponent.Initialize();
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// Now force recalculation after initialization
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secondHalfRopeComponent.RecalculateRope();
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// Set explicit rope length constraints on the physics followers
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// This needs to be done after the rope segments are created so we have the correct rope lengths
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RopeEndPhysicsFollower playerFollower = breakPointTransform.GetComponent<RopeEndPhysicsFollower>();
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if (playerFollower != null)
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{
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playerFollower.SetMaxDistance(firstHalfRopeComponent.ropeLength);
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}
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RopeEndPhysicsFollower rockFollower = secondBreakTransform.GetComponent<RopeEndPhysicsFollower>();
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if (rockFollower != null)
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{
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rockFollower.SetMaxDistance(secondHalfRopeComponent.ropeLength);
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}
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}
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/// <summary>
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/// Copies properties from one LineRenderer to another
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/// </summary>
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private void CopyLineRendererProperties(LineRenderer source, LineRenderer destination)
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{
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// Copy material
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destination.material = source.material;
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// Copy colors
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destination.startColor = source.startColor;
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destination.endColor = source.endColor;
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// Copy width
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destination.startWidth = source.startWidth;
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destination.endWidth = source.endWidth;
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// Copy other properties
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destination.numCornerVertices = source.numCornerVertices;
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destination.numCapVertices = source.numCapVertices;
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destination.alignment = source.alignment;
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destination.textureMode = source.textureMode;
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destination.generateLightingData = source.generateLightingData;
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destination.useWorldSpace = source.useWorldSpace;
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destination.loop = source.loop;
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destination.sortingLayerID = source.sortingLayerID;
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destination.sortingOrder = source.sortingOrder;
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}
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/// <summary>
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/// Copies properties from one Rope to another
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/// </summary>
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private void CopyRopeProperties(Rope source, Rope destination)
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{
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destination.linePoints = source.linePoints;
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destination.stiffness = source.stiffness;
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destination.damping = source.damping;
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destination.ropeLength = source.ropeLength / 2f; // Halve the rope length for each segment
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destination.ropeWidth = source.ropeWidth;
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destination.midPointWeight = source.midPointWeight;
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destination.midPointPosition = source.midPointPosition;
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// Recalculate the rope to update its appearance
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destination.RecalculateRope();
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}
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/// <summary>
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/// Plays visual and audio effects at the break point
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/// </summary>
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private void PlayBreakEffects(Vector3 breakPointPosition)
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{
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// Spawn break effect if assigned
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if (breakEffect != null)
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{
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Instantiate(breakEffect, breakPointPosition, Quaternion.identity);
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}
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// Play break sound if assigned
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if (breakSound != null)
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{
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AudioSource.PlayClipAtPoint(breakSound, breakPointPosition);
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}
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}
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/// <summary>
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/// Restores the original rope and cleans up the broken pieces
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/// </summary>
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public void RestoreRope()
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{
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// Re-enable the original rope
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if (originalLineRenderer != null)
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{
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originalLineRenderer.enabled = true;
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}
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// Clean up the broken rope pieces
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if (firstHalfRope != null)
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{
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Destroy(firstHalfRope);
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}
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if (secondHalfRope != null)
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{
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Destroy(secondHalfRope);
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}
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// Clean up both break points
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if (breakPointTransform != null)
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{
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Destroy(breakPointTransform.gameObject);
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}
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if (secondBreakTransform != null)
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{
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Destroy(secondBreakTransform.gameObject);
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}
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}
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}
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