Files
AppleHillsProduction/Assets/Scripts/Minigames/DivingForPictures/RopeEndPhysicsFollower.cs
Michal Pikulski 2942b22c62 Add background
2025-09-22 00:01:28 +02:00

307 lines
11 KiB
C#

using GogoGaga.OptimizedRopesAndCables;
using UnityEngine;
public class RopeEndPhysicsFollower : MonoBehaviour
{
[Header("Target Settings")]
[Tooltip("Transform this endpoint should follow")]
public Transform targetTransform;
[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("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 enabled")]
public float initialFallImpulse = 2.0f;
[Tooltip("Whether this end can fall with gravity (false for player-attached ends)")]
public bool canFall = true;
// Private variables
private Transform target;
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($"[RopeEndPhysicsFollower] Y position: {transform.position.y}, Y velocity: {physicsVelocity.y}, Distance: {currentDistance}/{maxDistance}");
}
// Apply physics velocity to position
Vector3 newPos = transform.position;
newPos.x += physicsVelocity.x * deltaTime;
// Only apply vertical movement if this end can fall
if (canFall)
{
newPos.y += physicsVelocity.y * deltaTime;
}
transform.position = newPos;
// Final distance check - hard constraint to ensure we never exceed the rope length
// This prevents numerical instability from causing the rope to stretch
float finalDistance = Vector2.Distance(
new Vector2(transform.position.x, transform.position.y),
new Vector2(target.position.x, target.position.y)
);
if (finalDistance > maxDistance)
{
// Calculate the direction from target to this transform
Vector2 direction = new Vector2(
transform.position.x - target.position.x,
transform.position.y - target.position.y
).normalized;
// Set position to be exactly at the maximum distance
Vector3 constrainedPos = new Vector3(
target.position.x + direction.x * maxDistance,
target.position.y + direction.y * maxDistance,
transform.position.z
);
transform.position = constrainedPos;
}
}
private void FindAttachedRope()
{
// Find the Rope component on the same GameObject or parent
attachedRope = GetComponent<Rope>();
if (attachedRope == null)
{
attachedRope = GetComponentInParent<Rope>();
}
// If we still couldn't find it, look for it on a child GameObject
if (attachedRope == null)
{
attachedRope = GetComponentInChildren<Rope>();
}
// Look for a rope attached to this endpoint
if (attachedRope == null)
{
// Find any rope that has this transform as an endpoint
Rope[] allRopes = FindObjectsOfType<Rope>();
foreach (var rope in allRopes)
{
if (rope.EndPoint == transform || rope.StartPoint == transform)
{
attachedRope = rope;
break;
}
}
}
// Set max distance based on rope length if we found a rope
if (attachedRope != null)
{
maxDistance = attachedRope.ropeLength;
if (debugLog) Debug.Log($"[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");
}
}
public void SetTargetTransform(Transform newTarget)
{
targetTransform = newTarget;
target = newTarget;
if (target != null)
{
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 this end can fall
if (canFall)
{
physicsVelocity = new Vector2(physicsVelocity.x, -initialFallImpulse);
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Reset Y velocity to {physicsVelocity.y} after target change to {target.name}");
}
}
}
// Original tag-based method kept for backward compatibility
public void SetTargetTag(string tag)
{
targetTag = tag;
GameObject found = GameObject.FindGameObjectWithTag(targetTag);
if (found)
{
SetTargetTransform(found.transform);
}
}
// Debug method to force reset the physics
public void ForceResetPhysics()
{
if (target)
{
// Reset velocity with a strong downward impulse
physicsVelocity = new Vector2(0, -initialFallImpulse * 2f);
// Reset position to be at the same level as the target
Vector3 pos = transform.position;
pos.y = target.position.y;
transform.position = pos;
if (debugLog) Debug.Log($"[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}");
}
}