Beispiel #1
0
    void Update()
    {
        if (isRopeAttached)
        {
            if (colideObject == null)
            {
                collisionType = RopeCollisionType.NONE;
                stopRope();
            }
            if (collisionType == RopeCollisionType.CAN_ATTACH)
            {
                getRopePullForce(curLength, player.GetComponent <HingeJoint2D> (), this.gameObject, player.gameObject, 200);
            }
            if (collisionType == RopeCollisionType.CAN_ATTACH_AND_DROP)
            {
                float length = (transform.position - colideObject.transform.position).magnitude;
                getRopePullForce(curLength, player.GetComponent <HingeJoint2D> (), colideObject, player.gameObject, length * 50);
                getRopePullForce(curLength, null, player.gameObject, colideObject, length * 7);
            }
        }
        if (isRopeLaunched)
        {
            lineRenderer.SetPosition(0, transform.position + new Vector3(0, 0, 1));
            lineRenderer.SetPosition(1, player.transform.position + new Vector3(0, 0, 1));

            // Rope fly
            if (!isRopeAttached)
            {
                rigidBody2D.velocity = moveVector;
            }
        }
    }
Beispiel #2
0
 void Awake()
 {
     enabled        = false;
     isRopeLaunched = false;
     isRopeAttached = false;
     rigidBody2D    = GetComponent <Rigidbody2D> ();
     lineRenderer   = GetComponent <LineRenderer> ();
     colideObject   = null;
     collisionType  = RopeCollisionType.NONE;
     Debug.Log("Rope Start!");
 }
Beispiel #3
0
    void OnCollisionEnter2D(Collision2D collision)
    {
        Collider2D other = collision.collider;

        if (other.GetComponent <Collision> () != null && isRopeLaunched)
        {
            RopeCollisionType col = other.GetComponent <Collision> ().collideWithRopeHead(this);
            switch (col)
            {
            case RopeCollisionType.CAN_ATTACH:
                colideObject            = other.gameObject;
                moveVector              = new Vector2(0, 0);
                transform.parent        = other.transform;
                rigidBody2D.isKinematic = true;
                GetComponent <CircleCollider2D> ().isTrigger = true;

                isRopeAttached = true;
                Instantiate(Resources.Load("Prefabs/RopeAttachedParticle"), transform.position, new Quaternion());
                collisionType = RopeCollisionType.CAN_ATTACH;
                break;

            case RopeCollisionType.CAN_ATTACH_AND_DROP:
                colideObject            = other.gameObject;
                moveVector              = new Vector2(0, 0);
                transform.parent        = other.transform;
                rigidBody2D.isKinematic = true;
                GetComponent <CircleCollider2D> ().isTrigger = true;

                isRopeAttached = true;
                Instantiate(Resources.Load("Prefabs/RopeAttachedParticle"), transform.position, new Quaternion());
                collisionType = RopeCollisionType.CAN_ATTACH_AND_DROP;
                break;

            case RopeCollisionType.CAN_NOT_ATTACH_AND_CUT:
                FindObjectOfType <GameManager> ().setText(RopeCollisionType.CAN_NOT_ATTACH_AND_CUT.ToString());
                colideObject = other.gameObject;
                stopRope();
                collisionType = RopeCollisionType.CAN_NOT_ATTACH_AND_CUT;
                break;

            case RopeCollisionType.CAN_NOT_ATTACH_AND_THROUGH:
                FindObjectOfType <GameManager> ().setText(RopeCollisionType.CAN_NOT_ATTACH_AND_THROUGH.ToString());
                colideObject  = other.gameObject;
                collisionType = RopeCollisionType.CAN_NOT_ATTACH_AND_THROUGH;
                break;
            }
        }

        if (!isRopeLaunched)
        {
            collisionType = RopeCollisionType.NONE;
        }
    }
Beispiel #4
0
 public void stopRope()
 {
     isRopeLaunched = false;
     isRopeAttached = false;
     colideObject   = null;
     enabled        = false;
     lineRenderer.SetPosition(0, Vector3.zero);
     lineRenderer.SetPosition(1, Vector3.zero);
     collisionType      = RopeCollisionType.NONE;
     transform.position = player.transform.position;
     transform.parent   = player.transform;
     GetComponent <CircleCollider2D> ().isTrigger = false;
     rigidBody2D.isKinematic = true;
 }