Create a diving minigame MVP #6

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tschesky merged 10 commits from minigame_end_wip into main 2025-09-22 12:16:32 +00:00
13 changed files with 1273 additions and 106 deletions
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@@ -436,12 +436,10 @@ MonoBehaviour:
ropeFollowSpeed: 5
ropeTrailing: 0.2
ropeGravityStrength: 9.8
ropeMaxHangDistance: 2
ropeVerticalHangStrength: 2
ropeOscillationAmplitude: 0.15
ropeOscillationFrequency: 2
ropeDamping: 0.3
initialSeparationDistance: 0.1
initialFallImpulse: 2
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ropeFollowSpeed: 5
ropeTrailing: 0.2
ropeGravityStrength: 9.8
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ropeVerticalHangStrength: 2
ropeOscillationAmplitude: 0.15
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ropeDamping: 0.3
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ropeTrailing: 0.2
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ropeMaxHangDistance: 2
ropeVerticalHangStrength: 2
ropeOscillationAmplitude: 0.1
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@@ -40,9 +40,6 @@ public class RopeBreaker : MonoBehaviour
[Tooltip("Initial downward impulse for falling rope end")]
[SerializeField] private float initialFallImpulse = 2.0f;
[Tooltip("Force Y position reset on start to ensure proper falling")]
[SerializeField] private bool forceYReset = true;
// Private references
private Rope originalRope;
@@ -122,10 +119,9 @@ public class RopeBreaker : MonoBehaviour
// Set specific transform to follow instead of using tag
follower.SetTargetTransform(originalStartPoint);
follower.canFall = false; // Player rope end doesn't fall
follower.followSpeed = ropeFollowSpeed;
follower.trailing = ropeTrailing;
follower.useGravity = true; // Player rope end doesn't use gravity
// Create second break point (for the rock-attached end)
GameObject secondBreakObj = new GameObject("RopeBreakPoint_Second");
@@ -138,15 +134,13 @@ public class RopeBreaker : MonoBehaviour
// Set specific transform to follow instead of using tag
secondFollower.SetTargetTransform(originalEndPoint);
secondFollower.canFall = true; // Rock end can fall
secondFollower.followSpeed = ropeFollowSpeed;
secondFollower.trailing = ropeTrailing;
secondFollower.useGravity = true; // Enable gravity for hanging rope end
secondFollower.gravityStrength = ropeGravityStrength;
secondFollower.verticalHangStrength = ropeVerticalHangStrength;
secondFollower.damping = ropeDamping;
secondFollower.initialFallImpulse = initialFallImpulse;
secondFollower.forceYReset = forceYReset;
// Create initial separation
Vector3 direction = (originalEndPoint.position - breakPointPosition).normalized;

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@@ -4,43 +4,196 @@ using UnityEngine;
public class RopeEndPhysicsFollower : MonoBehaviour
{
[Header("Target Settings")]
[Tooltip("Tag of the object this endpoint should follow (used if targetTransform is not set)")]
public string targetTag;
[Tooltip("Transform this endpoint should follow (takes precedence over targetTag)")]
[Tooltip("Transform this endpoint should follow")]
public Transform targetTransform;
[Tooltip("How quickly the endpoint follows the target")]
[Tooltip("Tag of the object this endpoint should follow (only used if targetTransform is not set)")]
public string targetTag;
[Tooltip("How quickly the endpoint follows the target when not using physics")]
public float followSpeed = 5f;
[Tooltip("How much trailing (0 = instant, 1 = very slow)")]
public float trailing = 0.2f;
[Header("Physics Simulation")]
[Tooltip("Enable/disable gravity effect")]
public bool useGravity = true;
[Tooltip("Gravity strength")]
public float gravityStrength = 9.8f;
[Tooltip("How strongly the rope attempts to hang vertically")]
public float verticalHangStrength = 2f;
[Tooltip("Damping for physics movement (higher = less bouncy)")]
public float damping = 0.3f;
[Tooltip("Initial downward impulse when gravity is enabled")]
[Tooltip("Initial downward impulse when enabled")]
public float initialFallImpulse = 2.0f;
[Tooltip("Force a Y position reset on start to ensure falling occurs")]
public bool forceYReset = true;
[Tooltip("Whether this end can fall with gravity (false for player-attached ends)")]
public bool canFall = true;
// Private variables
private Transform target;
private Vector3 velocity;
private Vector2 physicsVelocity;
private Vector2 offset;
private Vector3 lastTargetPosition;
private bool initialized = false;
private bool debugLog = true;
// Rope reference to get the actual rope length
private Rope attachedRope;
private float maxDistance;
void Start()
{
// Find the Rope component to determine the maximum distance
FindAttachedRope();
// Use targetTransform if set, otherwise try to find by tag
if (targetTransform != null)
{
target = targetTransform;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Using assigned target transform: {target.name}");
}
else if (!string.IsNullOrEmpty(targetTag))
{
GameObject found = GameObject.FindGameObjectWithTag(targetTag);
if (found)
{
target = found.transform;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Found target by tag '{targetTag}': {target.name}");
}
}
// Initialize offset and velocities
if (target)
{
// Only store horizontal offset, not vertical for physics simulation
Vector2 offsetVec = transform.position - target.position;
offset.x = offsetVec.x;
offset.y = 0; // Don't preserve vertical offset for gravity simulation
lastTargetPosition = target.position;
// Apply initial falling impulse if this end can fall
if (canFall)
{
physicsVelocity = new Vector2(0, -initialFallImpulse);
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Initialized with target: {target.name}, initial Y velocity: {physicsVelocity.y}");
}
}
else
{
offset = Vector2.zero;
lastTargetPosition = transform.position;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] No target found");
}
initialized = true;
}
void Update()
{
if (!target) return;
// Calculate deltaTime for physics stability
float deltaTime = Time.deltaTime;
// Get target velocity
Vector3 targetVelocity = (target.position - lastTargetPosition) / deltaTime;
lastTargetPosition = target.position;
// Current position relative to target
Vector2 relativePos = new Vector2(
transform.position.x - target.position.x,
transform.position.y - target.position.y
);
// Get the straight-line distance between target and this transform
float currentDistance = relativePos.magnitude;
// Normalized direction from target to this transform
Vector2 directionToTarget = relativePos.normalized;
// Apply forces based on whether this end can fall
if (canFall)
{
// 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)
{
// Use the actual X position of the target as the desired X position
float xOffset = transform.position.x - target.position.x;
physicsVelocity.x -= xOffset * verticalHangStrength * deltaTime;
// Debug log to track vertical hanging behavior
if (debugLog && Time.frameCount % 120 == 0)
{
Debug.Log($"[RopeEndPhysicsFollower] Vertical hanging: target X={target.position.x}, my X={transform.position.x}, offset={xOffset}");
}
}
// 3. Rope length constraint - apply a force toward the target if we're exceeding the rope length
if (currentDistance > maxDistance)
{
// Calculate constraint force proportional to how much we're exceeding the rope length
float exceededDistance = currentDistance - maxDistance;
// Apply a stronger constraint force the more we exceed the max distance
Vector2 constraintForce = -directionToTarget * exceededDistance * 10f;
// Apply to velocity
physicsVelocity += constraintForce * deltaTime;
if (debugLog && Time.frameCount % 60 == 0)
{
Debug.Log($"[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($"[RopeEndPhysicsFollower] Y position: {transform.position.y}, Y velocity: {physicsVelocity.y}, Distance: {currentDistance}/{maxDistance}");
}
// Apply physics velocity to position
Vector3 newPos = transform.position;
newPos.x += physicsVelocity.x * deltaTime;
// Only apply vertical movement if this end can fall
if (canFall)
{
newPos.y += physicsVelocity.y * deltaTime;
}
transform.position = newPos;
// Final distance check - hard constraint to ensure we never exceed the rope length
// This prevents numerical instability from causing the rope to stretch
float finalDistance = Vector2.Distance(
new Vector2(transform.position.x, transform.position.y),
new Vector2(target.position.x, target.position.y)
);
if (finalDistance > maxDistance)
{
// Calculate the direction from target to this transform
Vector2 direction = new Vector2(
transform.position.x - target.position.x,
transform.position.y - target.position.y
).normalized;
// Set position to be exactly at the maximum distance
Vector3 constrainedPos = new Vector3(
target.position.x + direction.x * maxDistance,
target.position.y + direction.y * maxDistance,
transform.position.z
);
transform.position = constrainedPos;
}
}
private void FindAttachedRope()
{
// Find the Rope component on the same GameObject or parent
attachedRope = GetComponent<Rope>();
@@ -82,172 +235,6 @@ public class RopeEndPhysicsFollower : MonoBehaviour
maxDistance = 2f;
if (debugLog) Debug.Log("[RopeEndPhysicsFollower] No attached rope found, using default max distance");
}
// Use targetTransform if set, otherwise try to find by tag
if (targetTransform != null)
{
target = targetTransform;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Using assigned target transform: {target.name}");
}
else if (!string.IsNullOrEmpty(targetTag))
{
GameObject found = GameObject.FindGameObjectWithTag(targetTag);
if (found)
{
target = found.transform;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Found target by tag '{targetTag}': {target.name}");
}
}
// Initialize offset and velocities
if (target)
{
// Only store horizontal offset, not vertical
Vector2 offsetVec = transform.position - target.position;
offset.x = offsetVec.x;
offset.y = 0; // Don't preserve vertical offset for gravity simulation
lastTargetPosition = target.position;
// Apply initial falling impulse if using gravity
if (useGravity)
{
physicsVelocity = new Vector2(0, -initialFallImpulse);
// Force an initial position change to ensure things start moving
if (forceYReset)
{
Vector3 pos = transform.position;
pos.y = target.position.y; // Reset to target's Y position
transform.position = pos;
}
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Initialized with target: {target.name}, gravity enabled, initial Y velocity: {physicsVelocity.y}");
}
}
else
{
offset = Vector2.zero;
lastTargetPosition = transform.position;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] No target found");
}
velocity = Vector3.zero;
initialized = true;
}
void Update()
{
if (!target) return;
// Calculate deltaTime for physics stability
float deltaTime = Time.deltaTime;
// Get target velocity
Vector3 targetVelocity = (target.position - lastTargetPosition) / deltaTime;
lastTargetPosition = target.position;
// Basic position the endpoint should be at based on target position and horizontal offset
Vector3 basePosition = target.position + new Vector3(offset.x, 0, 0);
// Apply physics simulation if enabled
if (useGravity)
{
// Get the straight-line distance between target and this transform
float currentDistance = Vector2.Distance(
new Vector2(transform.position.x, transform.position.y),
new Vector2(target.position.x, target.position.y)
);
// Current position relative to target
Vector2 relativePos = new Vector2(
transform.position.x - target.position.x,
transform.position.y - target.position.y
);
// Normalized direction from target to this transform
Vector2 directionToTarget = relativePos.normalized;
// Apply forces:
// 1. Gravity - always pulls down
physicsVelocity.y -= gravityStrength * deltaTime;
// 2. Vertical hanging force - try to align X with target (not with world origin)
if (Mathf.Abs(targetVelocity.x) < 0.1f)
{
// Use the actual X position of the target as the desired X position
float xOffset = transform.position.x - target.position.x;
physicsVelocity.x -= xOffset * verticalHangStrength * deltaTime;
// Debug log to track vertical hanging behavior
if (debugLog && Time.frameCount % 120 == 0)
{
Debug.Log($"[RopeEndPhysicsFollower] Vertical hanging: target X={target.position.x}, my X={transform.position.x}, offset={xOffset}");
}
}
// 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);
}
}
public void SetTargetTransform(Transform newTarget)
@@ -273,8 +260,8 @@ public class RopeEndPhysicsFollower : MonoBehaviour
offset.y = 0; // Don't preserve vertical offset for gravity simulation
}
// Apply initial falling impulse if using gravity
if (useGravity)
// Apply initial falling impulse if this end can fall
if (canFall)
{
physicsVelocity = new Vector2(physicsVelocity.x, -initialFallImpulse);
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Reset Y velocity to {physicsVelocity.y} after target change to {target.name}");
@@ -289,30 +276,7 @@ public class RopeEndPhysicsFollower : MonoBehaviour
GameObject found = GameObject.FindGameObjectWithTag(targetTag);
if (found)
{
targetTransform = found.transform;
target = found.transform;
lastTargetPosition = target.position;
// Only update horizontal offset to maintain current vertical position
if (initialized)
{
Vector2 newOffset = transform.position - target.position;
offset.x = newOffset.x;
// Don't update offset.y to allow gravity to work
}
else
{
Vector2 newOffset = transform.position - target.position;
offset.x = newOffset.x;
offset.y = 0; // Don't preserve vertical offset for gravity simulation
}
// Apply initial falling impulse if using gravity
if (useGravity)
{
physicsVelocity = new Vector2(physicsVelocity.x, -initialFallImpulse);
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Reset Y velocity to {physicsVelocity.y} after target change");
}
SetTargetTransform(found.transform);
}
}
@@ -323,16 +287,16 @@ public class RopeEndPhysicsFollower : MonoBehaviour
{
// 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)
{