Create a diving minigame MVP #6

Merged
tschesky merged 10 commits from minigame_end_wip into main 2025-09-22 12:16:32 +00:00
11 changed files with 928 additions and 104 deletions
Showing only changes of commit ef3b50b99f - Show all commits

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@@ -433,12 +433,15 @@ MonoBehaviour:
breakPosition: 0.5
breakEffect: {fileID: 0}
breakSound: {fileID: 0}
fallSpeed: 2
swingAmount: 0.5
ropeFollowSpeed: 5
ropeTrailing: 0.2
ropeGravityStrength: 9.8
ropeMaxHangDistance: 2
ropeVerticalHangStrength: 2
ropeOscillationAmplitude: 0.15
ropeOscillationFrequency: 2
ropeDamping: 0.3
initialSeparationDistance: 0.1
--- !u!1 &224729330
GameObject:
m_ObjectHideFlags: 0
@@ -1313,12 +1316,15 @@ MonoBehaviour:
breakPosition: 0.5
breakEffect: {fileID: 0}
breakSound: {fileID: 0}
fallSpeed: 2
swingAmount: 0.5
ropeFollowSpeed: 5
ropeTrailing: 0.2
ropeGravityStrength: 9.8
ropeMaxHangDistance: 2
ropeVerticalHangStrength: 2
ropeOscillationAmplitude: 0.15
ropeOscillationFrequency: 2
ropeDamping: 0.3
initialSeparationDistance: 0.1
--- !u!1 &1063641111
GameObject:
m_ObjectHideFlags: 0
@@ -1807,12 +1813,15 @@ MonoBehaviour:
breakPosition: 0.5
breakEffect: {fileID: 0}
breakSound: {fileID: 0}
fallSpeed: 2
swingAmount: 0.5
ropeFollowSpeed: 5
ropeTrailing: 0.2
ropeGravityStrength: 9.8
ropeMaxHangDistance: 2
ropeVerticalHangStrength: 2
ropeOscillationAmplitude: 0.1
ropeOscillationFrequency: 3
ropeDamping: 0.3
initialSeparationDistance: 0.1
--- !u!1 &1679185997
GameObject:
m_ObjectHideFlags: 0
@@ -2041,7 +2050,7 @@ GameObject:
- component: {fileID: 2106431004}
m_Layer: 0
m_Name: Rock
m_TagString: Untagged
m_TagString: Rock
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0

View File

@@ -19,25 +19,30 @@ public class RopeBreaker : MonoBehaviour
[Tooltip("Sound to play when rope breaks (optional)")]
[SerializeField] private AudioClip breakSound;
[Header("Animation Settings")]
[Tooltip("How quickly the rope ends fall after breaking")]
[SerializeField] private float fallSpeed = 2f;
[Tooltip("How much the rope ends swing after breaking")]
[SerializeField] private float swingAmount = 0.5f;
[Header("Physics Settings")]
[Tooltip("Follow speed for the rope physics simulation")]
[SerializeField] private float ropeFollowSpeed = 5f;
[Tooltip("Trailing amount for the rope physics simulation")]
[SerializeField] private float ropeTrailing = 0.2f;
[Tooltip("Gravity strength applied to hanging rope end")]
[SerializeField] private float ropeGravityStrength = 9.8f;
[Tooltip("Oscillation amplitude for the rope physics simulation")]
[SerializeField] private float ropeOscillationAmplitude = 0.15f;
[Tooltip("How strongly the rope tries to hang vertically")]
[SerializeField] private float ropeVerticalHangStrength = 2f;
[Tooltip("Oscillation frequency for the rope physics simulation")]
[SerializeField] private float ropeOscillationFrequency = 2f;
[Tooltip("Damping for physics movement (higher = less bouncy)")]
[SerializeField] private float ropeDamping = 0.3f;
[Tooltip("Initial separation distance between rope ends when broken")]
[SerializeField] private float initialSeparationDistance = 0.1f;
[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;
@@ -86,7 +91,7 @@ public class RopeBreaker : MonoBehaviour
CreateBreakPointTransform(breakPointPosition);
// Create two new rope GameObjects
CreateRopeSegments();
CreateRopeSegments(breakPointPosition);
// Hide the original rope
originalLineRenderer.enabled = false;
@@ -94,9 +99,6 @@ public class RopeBreaker : MonoBehaviour
// Play effects
PlayBreakEffects(breakPointPosition);
// Start the animation coroutine
StartCoroutine(AnimateRopeBreak());
return true;
}
@@ -116,15 +118,38 @@ public class RopeBreaker : MonoBehaviour
follower.targetTag = "Player";
follower.followSpeed = ropeFollowSpeed;
follower.trailing = ropeTrailing;
follower.oscillationAmplitude = ropeOscillationAmplitude;
follower.oscillationFrequency = ropeOscillationFrequency;
follower.disableOscillation = true; // Disable oscillation for player-attached rope
follower.useGravity = false; // Player rope end doesn't use gravity
// Create second break point
GameObject secondBreakObj = new GameObject("RopeBreakPoint_Second");
secondBreakTransform = secondBreakObj.transform;
secondBreakTransform.position = breakPointPosition;
secondBreakTransform.SetParent(transform.parent);
// Add physics behavior to second break point
RopeEndPhysicsFollower secondFollower = secondBreakObj.AddComponent<RopeEndPhysicsFollower>();
secondFollower.targetTag = "Rock";
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 = (originalRope.EndPoint.position - breakPointPosition).normalized;
if (direction.magnitude < 0.01f) direction = Vector3.down;
breakPointTransform.position -= direction * initialSeparationDistance * 0.5f;
secondBreakTransform.position += direction * initialSeparationDistance * 0.5f;
}
/// <summary>
/// Creates two new rope GameObjects for the broken segments
/// </summary>
private void CreateRopeSegments()
private void CreateRopeSegments(Vector3 breakPointPosition)
{
// Create the first half rope (from start to break point)
firstHalfRope = new GameObject("Rope_FirstHalf");
@@ -177,7 +202,7 @@ public class RopeBreaker : MonoBehaviour
// Configure the second half rope - REVERSED: Rock (End) is now Start, Break point is now End
secondHalfRopeComponent.SetStartPoint(originalRope.EndPoint);
secondHalfRopeComponent.SetEndPoint(breakPointTransform, false); // Don't recalculate yet
secondHalfRopeComponent.SetEndPoint(secondBreakTransform, false); // Don't recalculate yet
// Copy properties from original rope
CopyRopeProperties(originalRope, secondHalfRopeComponent);
@@ -187,6 +212,20 @@ public class RopeBreaker : MonoBehaviour
// Now force recalculation after initialization
secondHalfRopeComponent.RecalculateRope();
// Set explicit rope length constraints on the physics followers
// This needs to be done after the rope segments are created so we have the correct rope lengths
RopeEndPhysicsFollower playerFollower = breakPointTransform.GetComponent<RopeEndPhysicsFollower>();
if (playerFollower != null)
{
playerFollower.SetMaxDistance(firstHalfRopeComponent.ropeLength);
}
RopeEndPhysicsFollower rockFollower = secondBreakTransform.GetComponent<RopeEndPhysicsFollower>();
if (rockFollower != null)
{
rockFollower.SetMaxDistance(secondHalfRopeComponent.ropeLength);
}
}
/// <summary>
@@ -252,92 +291,6 @@ public class RopeBreaker : MonoBehaviour
}
}
/// <summary>
/// Animates the rope break with falling and swinging effects
/// </summary>
private IEnumerator AnimateRopeBreak()
{
float elapsedTime = 0f;
Vector3 originalBreakPosition = breakPointTransform.position;
// Create a second break point that will move in the opposite direction
GameObject secondBreakPoint = new GameObject("RopeBreakPoint_Second");
secondBreakTransform = secondBreakPoint.transform;
secondBreakTransform.position = originalBreakPosition;
secondBreakTransform.SetParent(transform.parent);
// Add the physics follower component to the second break point
RopeEndPhysicsFollower secondFollower = secondBreakPoint.AddComponent<RopeEndPhysicsFollower>();
secondFollower.targetTag = "Rock";
secondFollower.followSpeed = ropeFollowSpeed;
secondFollower.trailing = ropeTrailing;
secondFollower.oscillationAmplitude = ropeOscillationAmplitude * 1.5f; // Slightly more oscillation for falling piece
secondFollower.oscillationFrequency = ropeOscillationFrequency;
secondFollower.disableOscillation = true; // Enable oscillation for rock-attached end
// Update the second rope to use this new break point as the end point
// (since we reversed the rope direction, the break point is now the end)
secondHalfRopeComponent.SetEndPoint(secondBreakTransform);
secondHalfRopeComponent.RecalculateRope();
// Get the directions for swinging
Vector3 direction1 = (originalRope.StartPoint.position - breakPointTransform.position).normalized;
Vector3 direction2 = (originalRope.EndPoint.position - breakPointTransform.position).normalized;
// Make sure the directions have horizontal components
direction1.y = 0;
direction2.y = 0;
// Normalize to prevent zero vectors
if (direction1.magnitude < 0.01f) direction1 = Vector3.right;
if (direction2.magnitude < 0.01f) direction2 = Vector3.left;
direction1.Normalize();
direction2.Normalize();
// Initial separation to create a visual gap
float separationDistance = originalLineRenderer.startWidth * 2f; // Base the gap on the rope width
breakPointTransform.position += -direction2 * separationDistance * 0.5f;
secondBreakTransform.position += direction2 * separationDistance * 0.5f;
// Recalculate the ropes after initial separation
firstHalfRopeComponent.RecalculateRope();
secondHalfRopeComponent.RecalculateRope();
while (elapsedTime < 0.75f) // Animate for 1 second
{
elapsedTime += Time.deltaTime;
// Calculate swing motion using sine wave (with different phases for each end)
float swingFactor1 = Mathf.Sin(elapsedTime * 4f) * swingAmount * Mathf.Exp(-elapsedTime);
float swingFactor2 = Mathf.Sin(elapsedTime * 4f + Mathf.PI * 0.5f) * swingAmount * Mathf.Exp(-elapsedTime);
// First break point (attached to player) - maintain Y position but allow swinging
Vector3 pos1 = originalBreakPosition;
pos1.y = originalBreakPosition.y; // Keep original Y position - no falling
pos1 += direction1 * swingFactor1;
pos1 += -direction2 * (separationDistance * 0.5f); // Maintain separation
breakPointTransform.position = pos1;
// Second break point (hanging rope end) - allow small amount of falling
Vector3 pos2 = originalBreakPosition;
float fallDistance = fallSpeed * elapsedTime;
pos2.y = originalBreakPosition.y - fallDistance; // Limited falling
pos2 += direction2 * swingFactor2;
pos2 += direction2 * (separationDistance * 0.5f); // Maintain separation
secondBreakTransform.position = pos2;
// Recalculate the ropes each frame
firstHalfRopeComponent.RecalculateRope();
secondHalfRopeComponent.RecalculateRope();
yield return null;
}
// After the initial animation, let the physics followers take over
// They will continue to move and animate the rope endpoints
}
/// <summary>
/// Restores the original rope and cleans up the broken pieces
/// </summary>
@@ -366,11 +319,9 @@ public class RopeBreaker : MonoBehaviour
Destroy(breakPointTransform.gameObject);
}
// Find and destroy the second break point if it exists
Transform secondBreakPoint = transform.parent?.Find("RopeBreakPoint_Second");
if (secondBreakPoint != null)
if (secondBreakTransform != null)
{
Destroy(secondBreakPoint.gameObject);
Destroy(secondBreakTransform.gameObject);
}
}
}

View File

@@ -1,45 +1,233 @@
using UnityEngine;
using GogoGaga.OptimizedRopesAndCables;
using UnityEngine;
public class RopeEndPhysicsFollower : MonoBehaviour
{
[Tooltip("Tag of the object this endpoint should follow (e.g., 'player' or 'rock')")]
[Header("Target Settings")]
[Tooltip("Tag of the object this endpoint should follow")]
public string targetTag;
[Tooltip("How quickly the endpoint follows the target")] public float followSpeed = 5f;
[Tooltip("How much trailing (0 = instant, 1 = very slow)")] public float trailing = 0.2f;
[Tooltip("Amplitude of fake gravity/flap")] public float oscillationAmplitude = 0.15f;
[Tooltip("Frequency of fake gravity/flap")] public float oscillationFrequency = 2f;
[Tooltip("If true, disable vertical oscillation (useful for player attachment)")]
public bool disableOscillation = true;
[Tooltip("How quickly the endpoint follows the target")]
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")]
public float initialFallImpulse = 2.0f;
[Tooltip("Force a Y position reset on start to ensure falling occurs")]
public bool forceYReset = true;
// Private variables
private Transform target;
private Vector3 velocity;
private Vector3 offset;
private float oscillationTime;
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 on the same GameObject or parent
attachedRope = GetComponent<Rope>();
if (attachedRope == null)
{
attachedRope = GetComponentInParent<Rope>();
}
// If we still couldn't find it, look for it on a child GameObject
if (attachedRope == null)
{
attachedRope = GetComponentInChildren<Rope>();
}
// Look for a rope attached to this endpoint
if (attachedRope == null)
{
// Find any rope that has this transform as an endpoint
Rope[] allRopes = FindObjectsOfType<Rope>();
foreach (var rope in allRopes)
{
if (rope.EndPoint == transform || rope.StartPoint == transform)
{
attachedRope = rope;
break;
}
}
}
// Set max distance based on rope length if we found a rope
if (attachedRope != null)
{
maxDistance = attachedRope.ropeLength;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Found attached rope with length: {maxDistance}");
}
else
{
// Default fallback value if no rope is found
maxDistance = 2f;
if (debugLog) Debug.Log("[RopeEndPhysicsFollower] No attached rope found, using default max distance");
}
if (!string.IsNullOrEmpty(targetTag))
{
GameObject found = GameObject.FindGameObjectWithTag(targetTag);
if (found) target = found.transform;
}
offset = transform.position - (target ? target.position : Vector3.zero);
oscillationTime = Random.value * Mathf.PI * 2f; // randomize phase
// Initialize offset and velocities
if (target)
{
// Only store horizontal offset, not vertical
Vector2 offsetVec = transform.position - target.position;
offset.x = offsetVec.x;
offset.y = 0; // Don't preserve vertical offset for gravity simulation
lastTargetPosition = target.position;
// Apply initial falling impulse if using gravity
if (useGravity)
{
physicsVelocity = new Vector2(0, -initialFallImpulse);
// Force an initial position change to ensure things start moving
if (forceYReset)
{
Vector3 pos = transform.position;
pos.y = target.position.y; // Reset to target's Y position
transform.position = pos;
}
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Initialized with tag {targetTag}, gravity enabled, initial Y velocity: {physicsVelocity.y}");
}
}
else
{
offset = Vector2.zero;
lastTargetPosition = transform.position;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] No target found with tag {targetTag}");
}
velocity = Vector3.zero;
initialized = true;
}
void Update()
{
if (!target) return;
// Smooth follow with trailing
Vector3 desired = target.position + offset;
transform.position = Vector3.SmoothDamp(transform.position, desired, ref velocity, trailing, followSpeed);
// Calculate deltaTime for physics stability
float deltaTime = Time.deltaTime;
// Add fake gravity/flap (only if oscillation is enabled)
if (!disableOscillation)
// 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)
{
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}");
}
}