[Diving] Movement with a rock and 3 ropes is working

This commit is contained in:
Michal Pikulski
2025-09-04 23:13:19 +02:00
parent d34eb77e20
commit fbb658098b
110 changed files with 28707 additions and 4 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GogoGaga.OptimizedRopesAndCables
{
public class CameraMove : MonoBehaviour
{
public float speed = 15;
public Transform[] cameraPoses;
int current = 0;
void Start()
{
}
void Update()
{
transform.position = Vector3.Lerp(transform.position, cameraPoses[current].position, Time.deltaTime * speed);
transform.rotation = Quaternion.Lerp(transform.rotation, cameraPoses[current].rotation, Time.deltaTime * speed);
if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Q))
{
current--;
if (current == -1)
current = cameraPoses.Length -1;
}
else if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.E))
{
current++;
if (current == cameraPoses.Length)
current = 0;
}
current = Mathf.Clamp(current, 0, cameraPoses.Length - 1);
}
}
}

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using UnityEngine;
namespace GogoGaga.OptimizedRopesAndCables
{
public class PointsAssignExample : MonoBehaviour
{
[SerializeField] private Transform point1;
[SerializeField] private Transform point2;
[SerializeField] private Rope rope;
void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
//Assigning new end point to the rope with animation
rope.SetEndPoint(point1);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
//Assigning new end point to the rope with animation
rope.SetEndPoint(point2);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
//Assigning new end point to the rope without animation
//The rope will be recalculated immediately
rope.SetEndPoint(point1, true);
}
if (Input.GetKeyDown(KeyCode.Alpha4))
{
//Assigning new end point to the rope without animation
//The rope will be recalculated immediately
rope.SetEndPoint(point2, true);
}
if (Input.GetKeyDown(KeyCode.Alpha5))
{
//Removing end point from the rope, the rope will be
//recalculated, LineRenderer will be cleared
rope.SetEndPoint(null);
}
}
}
}

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