Somewhat working breaking rope
This commit is contained in:
@@ -433,12 +433,15 @@ MonoBehaviour:
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breakPosition: 0.5
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breakEffect: {fileID: 0}
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breakSound: {fileID: 0}
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fallSpeed: 2
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swingAmount: 0.5
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ropeFollowSpeed: 5
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ropeTrailing: 0.2
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ropeGravityStrength: 9.8
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ropeMaxHangDistance: 2
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ropeVerticalHangStrength: 2
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ropeOscillationAmplitude: 0.15
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ropeOscillationFrequency: 2
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ropeDamping: 0.3
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initialSeparationDistance: 0.1
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--- !u!1 &224729330
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GameObject:
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m_ObjectHideFlags: 0
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@@ -1313,12 +1316,15 @@ MonoBehaviour:
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breakPosition: 0.5
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breakEffect: {fileID: 0}
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breakSound: {fileID: 0}
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fallSpeed: 2
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swingAmount: 0.5
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ropeFollowSpeed: 5
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ropeTrailing: 0.2
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ropeGravityStrength: 9.8
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ropeMaxHangDistance: 2
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ropeVerticalHangStrength: 2
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ropeOscillationAmplitude: 0.15
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ropeOscillationFrequency: 2
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ropeDamping: 0.3
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initialSeparationDistance: 0.1
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--- !u!1 &1063641111
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GameObject:
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m_ObjectHideFlags: 0
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@@ -1807,12 +1813,15 @@ MonoBehaviour:
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breakPosition: 0.5
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breakEffect: {fileID: 0}
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breakSound: {fileID: 0}
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fallSpeed: 2
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swingAmount: 0.5
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ropeFollowSpeed: 5
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ropeTrailing: 0.2
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ropeGravityStrength: 9.8
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ropeMaxHangDistance: 2
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ropeVerticalHangStrength: 2
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ropeOscillationAmplitude: 0.1
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ropeOscillationFrequency: 3
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ropeDamping: 0.3
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initialSeparationDistance: 0.1
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--- !u!1 &1679185997
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GameObject:
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m_ObjectHideFlags: 0
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@@ -2041,7 +2050,7 @@ GameObject:
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- component: {fileID: 2106431004}
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m_Layer: 0
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m_Name: Rock
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m_TagString: Untagged
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m_TagString: Rock
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@@ -19,25 +19,30 @@ public class RopeBreaker : MonoBehaviour
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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("Animation Settings")]
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[Tooltip("How quickly the rope ends fall after breaking")]
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[SerializeField] private float fallSpeed = 2f;
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[Tooltip("How much the rope ends swing after breaking")]
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[SerializeField] private float swingAmount = 0.5f;
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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("Oscillation amplitude for the rope physics simulation")]
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[SerializeField] private float ropeOscillationAmplitude = 0.15f;
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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("Oscillation frequency for the rope physics simulation")]
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[SerializeField] private float ropeOscillationFrequency = 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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[Tooltip("Force Y position reset on start to ensure proper falling")]
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[SerializeField] private bool forceYReset = true;
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// Private references
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private Rope originalRope;
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@@ -86,7 +91,7 @@ public class RopeBreaker : MonoBehaviour
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CreateBreakPointTransform(breakPointPosition);
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// Create two new rope GameObjects
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CreateRopeSegments();
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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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@@ -94,9 +99,6 @@ public class RopeBreaker : MonoBehaviour
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// Play effects
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PlayBreakEffects(breakPointPosition);
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// Start the animation coroutine
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StartCoroutine(AnimateRopeBreak());
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return true;
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}
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@@ -116,15 +118,38 @@ public class RopeBreaker : MonoBehaviour
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follower.targetTag = "Player";
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follower.followSpeed = ropeFollowSpeed;
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follower.trailing = ropeTrailing;
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follower.oscillationAmplitude = ropeOscillationAmplitude;
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follower.oscillationFrequency = ropeOscillationFrequency;
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follower.disableOscillation = true; // Disable oscillation for player-attached rope
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follower.useGravity = false; // Player rope end doesn't use gravity
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// Create second break point
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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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secondFollower.targetTag = "Rock";
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secondFollower.followSpeed = ropeFollowSpeed;
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secondFollower.trailing = ropeTrailing;
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secondFollower.useGravity = true; // Enable gravity for hanging rope end
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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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secondFollower.forceYReset = forceYReset;
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// Create initial separation
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Vector3 direction = (originalRope.EndPoint.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()
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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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@@ -177,7 +202,7 @@ public class RopeBreaker : MonoBehaviour
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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(breakPointTransform, false); // Don't recalculate yet
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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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@@ -187,6 +212,20 @@ public class RopeBreaker : MonoBehaviour
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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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@@ -252,92 +291,6 @@ public class RopeBreaker : MonoBehaviour
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}
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}
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/// <summary>
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/// Animates the rope break with falling and swinging effects
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/// </summary>
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private IEnumerator AnimateRopeBreak()
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{
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float elapsedTime = 0f;
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Vector3 originalBreakPosition = breakPointTransform.position;
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// Create a second break point that will move in the opposite direction
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GameObject secondBreakPoint = new GameObject("RopeBreakPoint_Second");
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secondBreakTransform = secondBreakPoint.transform;
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secondBreakTransform.position = originalBreakPosition;
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secondBreakTransform.SetParent(transform.parent);
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// Add the physics follower component to the second break point
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RopeEndPhysicsFollower secondFollower = secondBreakPoint.AddComponent<RopeEndPhysicsFollower>();
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secondFollower.targetTag = "Rock";
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secondFollower.followSpeed = ropeFollowSpeed;
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secondFollower.trailing = ropeTrailing;
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secondFollower.oscillationAmplitude = ropeOscillationAmplitude * 1.5f; // Slightly more oscillation for falling piece
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secondFollower.oscillationFrequency = ropeOscillationFrequency;
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secondFollower.disableOscillation = true; // Enable oscillation for rock-attached end
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// Update the second rope to use this new break point as the end point
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// (since we reversed the rope direction, the break point is now the end)
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secondHalfRopeComponent.SetEndPoint(secondBreakTransform);
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secondHalfRopeComponent.RecalculateRope();
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// Get the directions for swinging
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Vector3 direction1 = (originalRope.StartPoint.position - breakPointTransform.position).normalized;
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Vector3 direction2 = (originalRope.EndPoint.position - breakPointTransform.position).normalized;
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// Make sure the directions have horizontal components
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direction1.y = 0;
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direction2.y = 0;
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// Normalize to prevent zero vectors
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if (direction1.magnitude < 0.01f) direction1 = Vector3.right;
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if (direction2.magnitude < 0.01f) direction2 = Vector3.left;
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direction1.Normalize();
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direction2.Normalize();
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// Initial separation to create a visual gap
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float separationDistance = originalLineRenderer.startWidth * 2f; // Base the gap on the rope width
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breakPointTransform.position += -direction2 * separationDistance * 0.5f;
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secondBreakTransform.position += direction2 * separationDistance * 0.5f;
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// Recalculate the ropes after initial separation
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firstHalfRopeComponent.RecalculateRope();
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secondHalfRopeComponent.RecalculateRope();
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while (elapsedTime < 0.75f) // Animate for 1 second
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{
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elapsedTime += Time.deltaTime;
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// Calculate swing motion using sine wave (with different phases for each end)
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float swingFactor1 = Mathf.Sin(elapsedTime * 4f) * swingAmount * Mathf.Exp(-elapsedTime);
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float swingFactor2 = Mathf.Sin(elapsedTime * 4f + Mathf.PI * 0.5f) * swingAmount * Mathf.Exp(-elapsedTime);
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// First break point (attached to player) - maintain Y position but allow swinging
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Vector3 pos1 = originalBreakPosition;
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pos1.y = originalBreakPosition.y; // Keep original Y position - no falling
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pos1 += direction1 * swingFactor1;
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pos1 += -direction2 * (separationDistance * 0.5f); // Maintain separation
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breakPointTransform.position = pos1;
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// Second break point (hanging rope end) - allow small amount of falling
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Vector3 pos2 = originalBreakPosition;
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float fallDistance = fallSpeed * elapsedTime;
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pos2.y = originalBreakPosition.y - fallDistance; // Limited falling
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pos2 += direction2 * swingFactor2;
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pos2 += direction2 * (separationDistance * 0.5f); // Maintain separation
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secondBreakTransform.position = pos2;
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// Recalculate the ropes each frame
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firstHalfRopeComponent.RecalculateRope();
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secondHalfRopeComponent.RecalculateRope();
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yield return null;
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}
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// After the initial animation, let the physics followers take over
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// They will continue to move and animate the rope endpoints
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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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@@ -366,11 +319,9 @@ public class RopeBreaker : MonoBehaviour
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Destroy(breakPointTransform.gameObject);
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}
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// Find and destroy the second break point if it exists
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Transform secondBreakPoint = transform.parent?.Find("RopeBreakPoint_Second");
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if (secondBreakPoint != null)
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if (secondBreakTransform != null)
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{
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Destroy(secondBreakPoint.gameObject);
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Destroy(secondBreakTransform.gameObject);
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}
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}
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}
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@@ -1,45 +1,233 @@
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using UnityEngine;
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using GogoGaga.OptimizedRopesAndCables;
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using UnityEngine;
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public class RopeEndPhysicsFollower : MonoBehaviour
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{
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[Tooltip("Tag of the object this endpoint should follow (e.g., 'player' or 'rock')")]
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[Header("Target Settings")]
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[Tooltip("Tag of the object this endpoint should follow")]
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public string targetTag;
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[Tooltip("How quickly the endpoint follows the target")] public float followSpeed = 5f;
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[Tooltip("How much trailing (0 = instant, 1 = very slow)")] public float trailing = 0.2f;
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[Tooltip("Amplitude of fake gravity/flap")] public float oscillationAmplitude = 0.15f;
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[Tooltip("Frequency of fake gravity/flap")] public float oscillationFrequency = 2f;
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[Tooltip("If true, disable vertical oscillation (useful for player attachment)")]
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public bool disableOscillation = true;
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[Tooltip("How quickly the endpoint follows the target")]
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public float followSpeed = 5f;
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[Tooltip("How much trailing (0 = instant, 1 = very slow)")]
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public float trailing = 0.2f;
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[Header("Physics Simulation")]
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[Tooltip("Enable/disable gravity effect")]
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public bool useGravity = true;
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[Tooltip("Gravity strength")]
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public float gravityStrength = 9.8f;
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[Tooltip("How strongly the rope attempts to hang vertically")]
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public float verticalHangStrength = 2f;
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[Tooltip("Damping for physics movement (higher = less bouncy)")]
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public float damping = 0.3f;
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[Tooltip("Initial downward impulse when gravity is enabled")]
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public float initialFallImpulse = 2.0f;
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[Tooltip("Force a Y position reset on start to ensure falling occurs")]
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public bool forceYReset = true;
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// Private variables
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private Transform target;
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private Vector3 velocity;
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private Vector3 offset;
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private float oscillationTime;
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private Vector2 physicsVelocity;
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private Vector2 offset;
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private Vector3 lastTargetPosition;
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private bool initialized = false;
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private bool debugLog = true;
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// Rope reference to get the actual rope length
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private Rope attachedRope;
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private float maxDistance;
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void Start()
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{
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// Find the Rope component on the same GameObject or parent
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attachedRope = GetComponent<Rope>();
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if (attachedRope == null)
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{
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attachedRope = GetComponentInParent<Rope>();
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}
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// If we still couldn't find it, look for it on a child GameObject
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if (attachedRope == null)
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{
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attachedRope = GetComponentInChildren<Rope>();
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}
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// Look for a rope attached to this endpoint
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if (attachedRope == null)
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{
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// Find any rope that has this transform as an endpoint
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Rope[] allRopes = FindObjectsOfType<Rope>();
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foreach (var rope in allRopes)
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{
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if (rope.EndPoint == transform || rope.StartPoint == transform)
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{
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attachedRope = rope;
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break;
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}
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}
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}
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// Set max distance based on rope length if we found a rope
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if (attachedRope != null)
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{
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maxDistance = attachedRope.ropeLength;
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if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Found attached rope with length: {maxDistance}");
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}
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else
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{
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// Default fallback value if no rope is found
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maxDistance = 2f;
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if (debugLog) Debug.Log("[RopeEndPhysicsFollower] No attached rope found, using default max distance");
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}
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if (!string.IsNullOrEmpty(targetTag))
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{
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GameObject found = GameObject.FindGameObjectWithTag(targetTag);
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if (found) target = found.transform;
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}
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offset = transform.position - (target ? target.position : Vector3.zero);
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oscillationTime = Random.value * Mathf.PI * 2f; // randomize phase
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// Initialize offset and velocities
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if (target)
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{
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// Only store horizontal offset, not vertical
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Vector2 offsetVec = transform.position - target.position;
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offset.x = offsetVec.x;
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offset.y = 0; // Don't preserve vertical offset for gravity simulation
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lastTargetPosition = target.position;
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// Apply initial falling impulse if using gravity
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if (useGravity)
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{
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physicsVelocity = new Vector2(0, -initialFallImpulse);
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// Force an initial position change to ensure things start moving
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if (forceYReset)
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{
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Vector3 pos = transform.position;
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pos.y = target.position.y; // Reset to target's Y position
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transform.position = pos;
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}
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if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Initialized with tag {targetTag}, gravity enabled, initial Y velocity: {physicsVelocity.y}");
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}
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}
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else
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{
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offset = Vector2.zero;
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lastTargetPosition = transform.position;
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if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] No target found with tag {targetTag}");
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}
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velocity = Vector3.zero;
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initialized = true;
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}
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void Update()
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{
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if (!target) return;
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// Smooth follow with trailing
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Vector3 desired = target.position + offset;
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transform.position = Vector3.SmoothDamp(transform.position, desired, ref velocity, trailing, followSpeed);
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// Calculate deltaTime for physics stability
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float deltaTime = Time.deltaTime;
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// Add fake gravity/flap (only if oscillation is enabled)
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if (!disableOscillation)
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// Get target velocity
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Vector3 targetVelocity = (target.position - lastTargetPosition) / deltaTime;
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lastTargetPosition = target.position;
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// Basic position the endpoint should be at based on target position and horizontal offset
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Vector3 basePosition = target.position + new Vector3(offset.x, 0, 0);
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// Apply physics simulation if enabled
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if (useGravity)
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{
|
||||
oscillationTime += Time.deltaTime * oscillationFrequency;
|
||||
float yOsc = Mathf.Sin(oscillationTime) * oscillationAmplitude;
|
||||
transform.position += new Vector3(0, yOsc, 0);
|
||||
// Get the straight-line distance between target and this transform
|
||||
float currentDistance = Vector2.Distance(
|
||||
new Vector2(transform.position.x, transform.position.y),
|
||||
new Vector2(target.position.x, target.position.y)
|
||||
);
|
||||
|
||||
// Current position relative to target
|
||||
Vector2 relativePos = new Vector2(
|
||||
transform.position.x - target.position.x,
|
||||
transform.position.y - target.position.y
|
||||
);
|
||||
|
||||
// Normalized direction from target to this transform
|
||||
Vector2 directionToTarget = relativePos.normalized;
|
||||
|
||||
// Apply forces:
|
||||
// 1. Gravity - always pulls down
|
||||
physicsVelocity.y -= gravityStrength * deltaTime;
|
||||
|
||||
// 2. Vertical hanging force - try to align X with target when stationary
|
||||
if (Mathf.Abs(targetVelocity.x) < 0.1f)
|
||||
{
|
||||
float xOffset = transform.position.x - target.position.x;
|
||||
physicsVelocity.x -= xOffset * verticalHangStrength * deltaTime;
|
||||
}
|
||||
|
||||
// 3. Rope length constraint - apply a force toward the target if we're exceeding the rope length
|
||||
if (currentDistance > maxDistance)
|
||||
{
|
||||
// Calculate constraint force proportional to how much we're exceeding the rope length
|
||||
float exceededDistance = currentDistance - maxDistance;
|
||||
|
||||
// Apply a stronger constraint force the more we exceed the max distance
|
||||
Vector2 constraintForce = -directionToTarget * exceededDistance * 10f;
|
||||
|
||||
// Apply to velocity
|
||||
physicsVelocity += constraintForce * deltaTime;
|
||||
|
||||
if (debugLog && Time.frameCount % 60 == 0)
|
||||
{
|
||||
Debug.Log($"[RopeEndPhysicsFollower] Exceeding max distance: {exceededDistance}, applying constraint");
|
||||
}
|
||||
}
|
||||
|
||||
// Apply damping to physics velocity
|
||||
physicsVelocity *= (1f - damping * deltaTime);
|
||||
|
||||
// Log physics state periodically for debugging
|
||||
if (debugLog && Time.frameCount % 60 == 0)
|
||||
{
|
||||
Debug.Log($"[RopeEndPhysicsFollower] Y position: {transform.position.y}, Y velocity: {physicsVelocity.y}, Distance: {currentDistance}/{maxDistance}");
|
||||
}
|
||||
|
||||
// Apply physics velocity to position
|
||||
Vector3 newPos = transform.position;
|
||||
newPos.x += physicsVelocity.x * deltaTime;
|
||||
newPos.y += physicsVelocity.y * deltaTime;
|
||||
transform.position = newPos;
|
||||
|
||||
// Final distance check - hard constraint to ensure we never exceed the rope length
|
||||
// This prevents numerical instability from causing the rope to stretch
|
||||
float finalDistance = Vector2.Distance(
|
||||
new Vector2(transform.position.x, transform.position.y),
|
||||
new Vector2(target.position.x, target.position.y)
|
||||
);
|
||||
|
||||
if (finalDistance > maxDistance)
|
||||
{
|
||||
// Calculate the direction from target to this transform
|
||||
Vector2 direction = new Vector2(
|
||||
transform.position.x - target.position.x,
|
||||
transform.position.y - target.position.y
|
||||
).normalized;
|
||||
|
||||
// Set position to be exactly at the maximum distance
|
||||
Vector3 constrainedPos = new Vector3(
|
||||
target.position.x + direction.x * maxDistance,
|
||||
target.position.y + direction.y * maxDistance,
|
||||
transform.position.z
|
||||
);
|
||||
|
||||
transform.position = constrainedPos;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Original smooth follow behavior without physics
|
||||
transform.position = Vector3.SmoothDamp(transform.position, basePosition, ref velocity, trailing, followSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,6 +235,55 @@ public class RopeEndPhysicsFollower : MonoBehaviour
|
||||
{
|
||||
targetTag = tag;
|
||||
GameObject found = GameObject.FindGameObjectWithTag(targetTag);
|
||||
if (found) target = found.transform;
|
||||
if (found)
|
||||
{
|
||||
target = found.transform;
|
||||
lastTargetPosition = target.position;
|
||||
|
||||
// Only update horizontal offset to maintain current vertical position
|
||||
if (initialized)
|
||||
{
|
||||
Vector2 newOffset = transform.position - target.position;
|
||||
offset.x = newOffset.x;
|
||||
// Don't update offset.y to allow gravity to work
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 newOffset = transform.position - target.position;
|
||||
offset.x = newOffset.x;
|
||||
offset.y = 0; // Don't preserve vertical offset for gravity simulation
|
||||
}
|
||||
|
||||
// Apply initial falling impulse if using gravity
|
||||
if (useGravity)
|
||||
{
|
||||
physicsVelocity = new Vector2(physicsVelocity.x, -initialFallImpulse);
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Reset Y velocity to {physicsVelocity.y} after target change");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Debug method to force reset the physics
|
||||
public void ForceResetPhysics()
|
||||
{
|
||||
if (target)
|
||||
{
|
||||
// Reset velocity with a strong downward impulse
|
||||
physicsVelocity = new Vector2(0, -initialFallImpulse * 2f);
|
||||
|
||||
// Reset position to be at the same level as the target
|
||||
Vector3 pos = transform.position;
|
||||
pos.y = target.position.y;
|
||||
transform.position = pos;
|
||||
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Physics forcibly reset, new Y velocity: {physicsVelocity.y}");
|
||||
}
|
||||
}
|
||||
|
||||
// Method to manually set the maximum distance
|
||||
public void SetMaxDistance(float distance)
|
||||
{
|
||||
maxDistance = distance;
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Max distance manually set to: {maxDistance}");
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user