Example #1
0
    private void Update()
    {
        Vector2      mousePos = camera.ScreenToWorldPoint(Input.mousePosition);
        RaycastHit2D hit      = Physics2D.Raycast(mousePos, Vector2.zero, float.MaxValue, connectionLayer);

        Cursors cursor = Cursors.Pointer;

        if (currentPoint)
        {
            cursor = Cursors.Welder;
        }

        if (hit.collider)
        {
            ConnectionPoint point = hit.collider.GetComponent <ConnectionPoint>();
            if (point)
            {
                if (Vector2.Distance(hit.point, transform.position) <= maxDistance)
                {
                    if (point.connected)
                    {
                        // Occupied
                        // Should never happen
                    }
                    else
                    {
                        // If we're conenction 2 points
                        if (currentPoint)
                        {
                            // If it's the same point / object
                            if (point == currentPoint || point.physicsObject == currentPoint.physicsObject)
                            {
                                cursor = Cursors.WelderOutOfRange;
                                if (Input.GetButtonDown("Weld"))
                                {
                                    // Cancel
                                    currentPoint.UpdateVissibility();
                                    currentPoint = null;
                                }
                            }
                            else
                            {
                                // If it's in range
                                if (Vector3.Distance(point.transform.position, currentPoint.transform.position) <= maxDistance)
                                {
                                    cursor = Cursors.Welder;
                                    if (Input.GetButtonDown("Weld"))
                                    {
                                        currentPoint.connected = point;
                                        point.connected        = currentPoint;

                                        currentPoint.UpdateVissibility(false);
                                        point.UpdateVissibility(false);

                                        Transform a = currentPoint.physicsObject.transform;
                                        Transform b = point.physicsObject.transform;

                                        float rotZ = point.transform.rotation.eulerAngles.z + 180f - currentPoint.transform.rotation.eulerAngles.z;
                                        a.transform.rotation = Quaternion.Euler(0, 0, rotZ);

                                        a.transform.position = point.transform.position - (currentPoint.transform.position - a.transform.position);

                                        var joint = a.gameObject.AddComponent <HingeJoint2D>();
                                        joint.connectedBody   = b.GetComponent <Rigidbody2D>();
                                        joint.enableCollision = true;
                                        joint.autoConfigureConnectedAnchor = false;
                                        joint.anchor          = a.InverseTransformPoint(currentPoint.transform.position);
                                        joint.connectedAnchor = b.InverseTransformPoint(point.transform.position);

                                        /*joint.useLimits = true;
                                         * JointAngleLimits2D limits = new JointAngleLimits2D
                                         * {
                                         *  min = 0f,
                                         *  max = 0f
                                         * };
                                         * joint.limits = limits;*/

                                        currentPoint = null;
                                    }
                                }
                                else
                                {
                                    cursor = Cursors.WelderOutOfRange;
                                    if (Input.GetButtonDown("Weld"))
                                    {
                                        // Out of range
                                        currentPoint.UpdateVissibility();
                                        currentPoint = null;
                                    }
                                }
                            }
                        }
                        // Selecting the first point
                        else
                        {
                            cursor = Cursors.Welder;
                            if (Input.GetButtonDown("Weld"))
                            {
                                currentPoint = point;
                                currentPoint.UpdateVissibility(false);
                            }
                        }
                    }
                }
                else
                {
                    cursor = Cursors.WelderOutOfRange;
                }
            }
        }
        else if (currentPoint && Vector2.Distance(hit.point, transform.position) > maxDistance)
        {
            cursor = Cursors.WelderOutOfRange;
        }

        // Click to cancel
        if (Input.GetButtonDown("CancelWeld") && currentPoint)
        {
            currentPoint.UpdateVissibility();
            currentPoint = null;
        }

        CursorManager.SetCursor(cursor);
    }