Create a diving minigame MVP #6
@@ -107,7 +107,11 @@ public class RopeBreaker : MonoBehaviour
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/// </summary>
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private void CreateBreakPointTransform(Vector3 breakPointPosition)
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{
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// Create a new GameObject for the break point
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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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@@ -115,12 +119,15 @@ public class RopeBreaker : MonoBehaviour
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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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follower.targetTag = "Player";
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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.followSpeed = ropeFollowSpeed;
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follower.trailing = ropeTrailing;
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follower.useGravity = false; // Player rope end doesn't use gravity
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follower.useGravity = true; // Player rope end doesn't use gravity
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// Create second break point
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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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@@ -128,7 +135,10 @@ public class RopeBreaker : MonoBehaviour
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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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// Set specific transform to follow instead of using tag
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secondFollower.SetTargetTransform(originalEndPoint);
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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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@@ -139,7 +149,7 @@ public class RopeBreaker : MonoBehaviour
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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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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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@@ -4,8 +4,10 @@ using UnityEngine;
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public class RopeEndPhysicsFollower : MonoBehaviour
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{
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[Header("Target Settings")]
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[Tooltip("Tag of the object this endpoint should follow")]
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[Tooltip("Tag of the object this endpoint should follow (used if targetTransform is not set)")]
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public string targetTag;
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[Tooltip("Transform this endpoint should follow (takes precedence over targetTag)")]
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public Transform targetTransform;
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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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@@ -81,10 +83,20 @@ public class RopeEndPhysicsFollower : MonoBehaviour
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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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// Use targetTransform if set, otherwise try to find by tag
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if (targetTransform != null)
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{
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target = targetTransform;
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if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Using assigned target transform: {target.name}");
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}
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else if (!string.IsNullOrEmpty(targetTag))
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{
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GameObject found = GameObject.FindGameObjectWithTag(targetTag);
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if (found) target = found.transform;
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if (found)
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{
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target = found.transform;
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if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Found target by tag '{targetTag}': {target.name}");
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}
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}
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// Initialize offset and velocities
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@@ -109,14 +121,14 @@ public class RopeEndPhysicsFollower : MonoBehaviour
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transform.position = pos;
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}
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if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Initialized with tag {targetTag}, gravity enabled, initial Y velocity: {physicsVelocity.y}");
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if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Initialized with target: {target.name}, 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($"[RopeEndPhysicsFollower] No target found with tag {targetTag}");
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if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] No target found");
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}
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velocity = Vector3.zero;
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@@ -159,11 +171,18 @@ public class RopeEndPhysicsFollower : MonoBehaviour
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// 1. Gravity - always pulls down
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physicsVelocity.y -= gravityStrength * deltaTime;
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// 2. Vertical hanging force - try to align X with target when stationary
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// 2. Vertical hanging force - try to align X with target (not with world origin)
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if (Mathf.Abs(targetVelocity.x) < 0.1f)
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{
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// Use the actual X position of the target as the desired X position
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float xOffset = transform.position.x - target.position.x;
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physicsVelocity.x -= xOffset * verticalHangStrength * deltaTime;
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// Debug log to track vertical hanging behavior
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if (debugLog && Time.frameCount % 120 == 0)
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{
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Debug.Log($"[RopeEndPhysicsFollower] Vertical hanging: target X={target.position.x}, my X={transform.position.x}, offset={xOffset}");
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}
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}
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// 3. Rope length constraint - apply a force toward the target if we're exceeding the rope length
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@@ -231,12 +250,46 @@ public class RopeEndPhysicsFollower : MonoBehaviour
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}
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}
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public void SetTargetTransform(Transform newTarget)
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{
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targetTransform = newTarget;
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target = newTarget;
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if (target != null)
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{
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lastTargetPosition = target.position;
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// Only update horizontal offset to maintain current vertical position
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if (initialized)
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{
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Vector2 newOffset = transform.position - target.position;
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offset.x = newOffset.x;
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// Don't update offset.y to allow gravity to work
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}
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else
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{
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Vector2 newOffset = transform.position - target.position;
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offset.x = newOffset.x;
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offset.y = 0; // Don't preserve vertical offset for gravity simulation
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}
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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(physicsVelocity.x, -initialFallImpulse);
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if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Reset Y velocity to {physicsVelocity.y} after target change to {target.name}");
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}
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}
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}
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// Original tag-based method kept for backward compatibility
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public void SetTargetTag(string tag)
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{
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targetTag = tag;
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GameObject found = GameObject.FindGameObjectWithTag(targetTag);
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if (found)
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{
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targetTransform = found.transform;
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target = found.transform;
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lastTargetPosition = target.position;
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