private void Start() { distanceJoint = GetComponent <DistanceJoint2D>(); nodes.Add(distanceJoint); NinjaController ninja = GetComponentInParent <NinjaController>(); distanceJoint.connectedBody = ninja.Rigidbody; for (int i = 0; i < nodeCount; i++) { var node = Instantiate(nodePrefab, transform.position, Quaternion.identity); node.transform.SetParent(transform); var joint = node.GetComponent <DistanceJoint2D>(); joint.connectedBody = nodes[i].GetComponent <Rigidbody2D>(); nodes.Add(joint); } }
static int _CreateDistanceJoint2D(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { DistanceJoint2D obj = new DistanceJoint2D(); LuaScriptMgr.Push(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: DistanceJoint2D.New"); } return(0); }
// public void SeverAtLink(int link) { Debug.Log("remove link " + link); if (link > -1 && chainPieces.Count > link) { Debug.Log("do sever"); GameObject severingObject = chainPieces[link].gameObject; HingeJoint2D linkHinge = severingObject.GetComponent <HingeJoint2D>(); linkHinge.connectedBody = null; linkHinge.enabled = false; DistanceJoint2D distanceJoint = severingObject.GetComponent <DistanceJoint2D>(); distanceJoint.connectedBody = null; distanceJoint.enabled = false; // all severed objects need to be destroyed or moved to their own object (this will impact some climbing) } }
public override void Initialize(Controller owner) { _controller = (PlayerController)owner; ropeHingeAnchor = GameObject.Find("RopeHingeAnchor"); ropeJoint = GameObject.Find("Player").GetComponent <DistanceJoint2D>(); crosshair = GameObject.Find("Crosshair").GetComponent <Transform>(); crosshairSprite = GameObject.Find("Crosshair").GetComponent <SpriteRenderer>(); playerPosition = _controller.transform.position; ropeHingeAnchorRb = ropeHingeAnchor.GetComponent <Rigidbody2D>(); ropeHingeAnchorSprite = ropeHingeAnchor.GetComponent <SpriteRenderer>(); ropeRenderer = GameObject.Find("Player").GetComponent <LineRenderer>(); ropeJoint.enabled = false; playerPosition = _controller.transform.position; ropeHingeAnchorRb = ropeHingeAnchor.GetComponent <Rigidbody2D>(); ropeHingeAnchorSprite = ropeHingeAnchor.GetComponent <SpriteRenderer>(); }
public float timeKeeper; //Used as a timer. //bool m_hooking = false; // Use this for initialization void Start() { GameObject pHook = (GameObject)Instantiate(hookPrefab, Vector3.zero, Quaternion.identity); HookLine = pHook.GetComponent <LineRenderer>(); // HookLine.enabled = false; ///without incontrol. crossHair = GetComponent <Playercontrol>().crosshair; Hookdistance = GetComponent <Playercontrol>().aimDistance; joint = GetComponent <DistanceJoint2D> (); joint.enabled = false; timeKeeper = hookTime; //Set the Timer. }
public new void OnSceneGUI() { DistanceJoint2D target = (DistanceJoint2D)this.target; if (!target.enabled) { return; } Vector3 anchor = Joint2DEditor.TransformPoint(target.transform, (Vector3)target.anchor); Vector3 vector3 = (Vector3)target.connectedAnchor; if ((bool)((Object)target.connectedBody)) { vector3 = Joint2DEditor.TransformPoint(target.connectedBody.transform, vector3); } Joint2DEditor.DrawDistanceGizmo(anchor, vector3, target.distance); base.OnSceneGUI(); }
public new void OnSceneGUI() { DistanceJoint2D distanceJoint2D = (DistanceJoint2D)this.target; if (!distanceJoint2D.enabled) { return; } Vector3 anchor = Joint2DEditor.TransformPoint(distanceJoint2D.transform, distanceJoint2D.anchor); Vector3 vector = distanceJoint2D.connectedAnchor; if (distanceJoint2D.connectedBody) { vector = Joint2DEditor.TransformPoint(distanceJoint2D.connectedBody.transform, vector); } Joint2DEditor.DrawDistanceGizmo(anchor, vector, distanceJoint2D.distance); base.OnSceneGUI(); }
// Start is called before the first frame update void Start() { joint = gameObject.GetComponent <DistanceJoint2D>(); gm = GameObject.Find("GameManager").GetComponent <GameManager>(); rb = gameObject.GetComponent <Rigidbody2D>(); torch = gameObject.transform.Find("Torch").GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); torchCollider = gameObject.transform.Find("Torch").GetComponent <TorchCollider>(); rb.freezeRotation = true; powerUpSpriteMask = gameObject.transform.Find("PowerUpSpriteMask"); startPos = transform.position; joint.enabled = false; torchInnerRadius = torch.pointLightInnerRadius; torchOuterRadius = torch.pointLightOuterRadius; torchInnerAngle = torch.pointLightInnerAngle; torchOuterAngle = torch.pointLightOuterAngle; }
void Start() { cc = GameObject.Find("Main Camera").GetComponent <CameraController>(); gm = GameObject.Find("GameManager").GetComponent <GameManager>(); dbc = GetComponentInChildren <DBController>(); joint = GetComponent <DistanceJoint2D>(); line = GameObject.Find("line").GetComponent <LineRenderer>(); fabCtrl = GameObject.Find("FabricCtrl").GetComponent <FabricCtrl>(); rb = GetComponent <Rigidbody2D>(); capCol = GetComponent <CapsuleCollider2D>(); facingRight = true; currentAimState = AimState.Right; lastHorizontalState = AimState.Right; canMove = true; joint.enabled = false; line.enabled = false; gm.UpdatePlayerEnemyHealth(hp, gm.enemyHealth); }
void Start() { //Recebe o controle, os inputs e uma referencia para a direção do hook input = GetComponent <InputHandler>(); player = GetComponent <PlayerController>(); arrow = GameObject.FindGameObjectWithTag("HookArrow"); //Recebe o DistanceJoint2D, principal objeto do hook, que conecta o player em algum outro objeto joint = GetComponent <DistanceJoint2D>(); joint.enabled = false; line = GetComponent <LineRenderer>(); line.positionCount = 0; line.sortingOrder = sortingOrder; line.sortingLayerName = sortingLayer; MemoryManager.OnSave += passHookToMemory; }
protected override void Start() { base.Start(); //_mask = 1 << raycast_layer; if (attach_body == null) { return; } _joint = attach_body.gameObject.AddComponent <DistanceJoint2D>(); _joint.enabled = false; _joint.autoConfigureConnectedAnchor = false; _joint.enableCollision = true; _joint.anchor = attach_point; _joint.connectedBody = null; _joint.autoConfigureDistance = false; _joint.maxDistanceOnly = true; }
void Start() { joint = GetComponent <DistanceJoint2D>(); line = GetComponent <LineRenderer>(); _animator = GetComponent <Animator>(); Physics2D.IgnoreLayerCollision(Layers.Documents, Layers.Documents, true); SpawnPosition = this.transform.position; Debug.Log("Doc type: " + DocumentType); if (DocumentType == DocumentTypes.Red) { GetComponent <SpriteRenderer>().color = Color.red; } else if (DocumentType != DocumentTypes.White) { DocumentType = DocumentTypes.White; } }
// Start is called before the first frame update void Start() { description.text = ""; timeSpent = Time.time; originalPos = swarm.cursor.position; spawner = pickupSpawner.GetComponent <PickupSpawner>(); Cc = GetComponent <CameraController>(); Cc.X = swarm.cursor.position.x; Cc.Y = swarm.cursor.position.y; boss.gameObject.SetActive(false); playerMovement = swarm.cursor.GetComponent <DistanceJoint2D>(); playerMovement.enabled = false; a.enabled = false; l.enabled = false; rt.enabled = false; pickup.enabled = false; AkSoundEngine.SetState("BossPhase", "Phase1"); }
// Start is called before the first frame update void Start() { armor = 0; myRigidBody2D = GetComponent <Rigidbody2D>(); myAnimator = GetComponent <Animator>(); myBoddyCollider2D = GetComponent <CapsuleCollider2D>(); myFeetCollider2D = GetComponent <BoxCollider2D>(); myAudioSource = GetComponent <AudioSource>(); mySpriteRenderer = GetComponent <SpriteRenderer>(); gravityAtStart = myRigidBody2D.gravityScale; //Distance Joint distanceJoint2D = GetComponent <DistanceJoint2D>(); //Target Joint targetJoint2D = GetComponent <TargetJoint2D>(); targetJoint2D.enabled = false; line = GetComponent <LineRenderer>(); line.enabled = false; }
/// <summary> /// Connects player to given rigidbody /// </summary> public void Connect(Rigidbody2D rb) { DistanceJoint2D dj2d = GetComponent <DistanceJoint2D>(); //if player isn't already connected to any enemy if (!dj2d) { dj2d = gameObject.AddComponent <DistanceJoint2D>(); dj2d.autoConfigureDistance = false; dj2d.distance = 0; dj2d.connectedBody = rb; //disallow player controling avatar for some delay bPlayerControl = false; loseControlDelay = 3.0f; } }
public bool dangling; // es un cerdo colgante o no? // Use this for initialization public override void Start() { base.Start(); distanceJoint = GetComponent <DistanceJoint2D>(); lineRenderer = GetComponent <LineRenderer>(); if (dangling == true) { distanceJoint.enabled = true; lineRenderer.enabled = true; } else { distanceJoint.enabled = false; lineRenderer.enabled = false; } }
// Update is called once per frame void FixedUpdate() { if (player1) { if (Input.GetJoystickNames().Length > 0) { transform.rigidbody2D.AddForce(new Vector2(Input.GetAxis("XBox360RightStickHorizontal") * speed, Input.GetAxis("XBox360RightStickVertical") * speed)); torso.rigidbody2D.AddForce(new Vector2(-Input.GetAxis("XBox360RightStickHorizontal") * speed, -Input.GetAxis("XBox360RightStickVertical") * speed)); } else { transform.rigidbody2D.AddForce(new Vector2(Input.GetAxis("Horizontal2") * speed, Input.GetAxis("Vertical2") * speed)); torso.rigidbody2D.AddForce(new Vector2(-Input.GetAxis("Horizontal2") * speed, -Input.GetAxis("Vertical2") * speed)); } } if (!player1) { if (Input.GetJoystickNames().Length > 1) { transform.rigidbody2D.AddForce(new Vector2(Input.GetAxis("P2XBox360RightStickHorizontal") * speed, Input.GetAxis("P2XBox360RightStickVertical") * speed)); torso.rigidbody2D.AddForce(new Vector2(-Input.GetAxis("P2XBox360RightStickHorizontal") * speed, -Input.GetAxis("P2XBox360RightStickVertical") * speed)); } else { transform.rigidbody2D.AddForce(new Vector2(Input.GetAxis("horizontalArms2p") * speed, Input.GetAxis("verticalArms2p") * speed)); torso.rigidbody2D.AddForce(new Vector2(-Input.GetAxis("horizontalArms2p") * speed, -Input.GetAxis("verticalArms2p") * speed)); } } if (!grabbing && grabbedList.Count > 0) { for (int i = 0; i <= grabbedList.Count; i++) { Transform grabbed = grabbedList.Dequeue().transform; //grabbed.gameObject.rigidbody2D.isKinematic = false; grabbed.gameObject.layer = layerList.Dequeue(); DistanceJoint2D newJoint = grabbed.gameObject.GetComponent <DistanceJoint2D>(); Component.Destroy(newJoint); //grabbed.gameObject.rigidbody2D.velocity = rigidbody2D.velocity; //grabbed.parent = null; //rigidbody2D.mass -= grabbed.gameObject.rigidbody2D.mass; } } }
void Start() { controller = GetComponent <Controller2D>(); sprite = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); rope = GetComponent <LineRenderer>(); rb = GetComponent <Rigidbody2D>(); joint = GetComponent <DistanceJoint2D>(); rope.enabled = false; rb.constraints = RigidbodyConstraints2D.FreezeAll; joint.enabled = false; joint.anchor = aimPivot.transform.position; // Calculate gravity and jump velocity gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); }
public static int set_distance(IntPtr l) { int result; try { DistanceJoint2D distanceJoint2D = (DistanceJoint2D)LuaObject.checkSelf(l); float distance; LuaObject.checkType(l, 2, out distance); distanceJoint2D.distance = distance; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_maxDistanceOnly(IntPtr l) { int result; try { DistanceJoint2D distanceJoint2D = (DistanceJoint2D)LuaObject.checkSelf(l); bool maxDistanceOnly; LuaObject.checkType(l, 2, out maxDistanceOnly); distanceJoint2D.maxDistanceOnly = maxDistanceOnly; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public void Start() { this.col = GetComponent <EdgeCollider2D>(); this.vertices = col.points; this.dJoint = GetComponent <DistanceJoint2D>(); this.sJoint = GetComponent <SpringJoint2D>(); this.rend = GetComponent <LineRenderer>(); this.rend.positionCount = 2; this.dJoint.connectedBody = this.startPoint.GetComponent <Rigidbody2D>(); this.sJoint.connectedBody = this.endPoint.GetComponent <Rigidbody2D>(); this.rend.SetPosition(0, this.startPoint.transform.position); this.rend.SetPosition(1, this.endPoint.transform.position); // this.rend.enabled = false; //this.gameObject.SetActive(false); // this.ConnectRope(this.startPoint, this.endPoint); }
void BallStatusChange(BallStatusEventParam param) { Debug.logger.Log("BallStatusChange " + param.status); if (param.ballName != gameObject.name) { return; } m_ballStatus = param.status; switch (param.status) { case BallStatus.DrawingLineFinished: { distance = Vector3.Distance(m_spawnPos, m_lineContainer.transform.position); m_lineContainer.GetComponent <LineContainer>().Stop(); } break; case BallStatus.Abort: { m_bDraged = false; m_moveDirection = Vector3.zero; if (m_lineContainer != null) { Destroy(m_lineContainer); m_lineContainer = null; if (m_fixedPoint != null) { Destroy(m_fixedPoint); m_fixedPoint = null; } if (m_distanceJoint2D != null) { Destroy(m_distanceJoint2D); m_distanceJoint2D = null; } } } break; } }
void Start() { rb = GetComponent <Rigidbody2D>(); distanceJoint = GetComponent <DistanceJoint2D>(); ropeRenderer = GetComponent <LineRenderer>(); distanceJoint.enabled = false; ringHighLighterO.SetActive(false); isAiming = false; isHooked = false; isTracting = false; canUseTraction = true; canShoot = true; isGhostHook = false; basicHookColor = hookPrefab.GetComponent <SpriteRenderer>().color; armShoulderO.SetActive(false); timeBeforeNextShoot = 0; subwidthAimAngle = widthAimAngle / (raycastNumber - 1); firstAngle = -widthAimAngle / 2; }
public void ConnectToEnd(Rigidbody2D rigid) { var joints = transform.GetComponents <DistanceJoint2D>(); if (joints.Length > 1) { connectToEndPoint = joints[1]; } else { connectToEndPoint = gameObject.AddComponent <DistanceJoint2D>(); } connectToEndPoint.connectedBody = rigid; connectToEndPoint.autoConfigureConnectedAnchor = false; connectToEndPoint.autoConfigureDistance = false; connectToEndPoint.connectedAnchor = Vector2.zero; connectToEndPoint.anchor = Vector2.zero; connectToEndPoint.distance = 0.005f; }
IEnumerator StartControlledDrag(Transform _senderPos, Vector2 _targetPos, Transform _hitTrans) { //get distance distance = Vector2.Distance(_senderPos.position, _targetPos); cont = unitTrans.GetComponent <PlayerController>(); //cont.IsGrappling = true; //add joint component joint = unitTrans.gameObject.AddComponent <DistanceJoint2D>(); joint.enableCollision = true; joint.autoConfigureDistance = false; joint.autoConfigureConnectedAnchor = false; //get anchor local target pos var localPos = _hitTrans.InverseTransformPoint(_targetPos); //set joint distance joint.distance = distance; joint.anchor = unitTrans.InverseTransformPoint(_senderPos.position); while (!retracting) { //set joint anchor position relative to collider var anchorPos = _hitTrans.TransformPoint(localPos); joint.connectedAnchor = anchorPos; hookSpawn.transform.position = anchorPos; //if (!cont.IsSideHitLeft && !cont.IsSideHitRight) //{ float vInput = Input.GetAxis("Vertical"); joint.distance += -vInput * Data.controlSpeed * Time.deltaTime; if (joint.distance < Data.minDistance) { joint.distance = Data.minDistance; } //} //set line positions SetLinePositions(_senderPos, hookSpawn.transform.position); yield return(new WaitForFixedUpdate()); } //cont.IsGrappling = false; Destroy(joint); }
// Start is called before the first frame update void Start() { initMovementVeloc = movementVelocity; parts.Add(circleCol); partRigidbodies.Add(circleCol.GetComponent <Rigidbody2D>()); circleCol.transform.rotation = Quaternion.Euler(0, 0, this.transform.eulerAngles.z); circleCol.transform.position = this.transform.position; Rigidbody2D body = partRigidbodies[0]; for (var i = 1; i < length; i++) { GameObject circle = GameObject.Instantiate(circleCol, this.transform); parts.Add(circle); circle.transform.rotation = Quaternion.Euler(0, 0, this.transform.eulerAngles.z); partRigidbodies.Add(circle.GetComponent <Rigidbody2D>()); /* circle.transform.position = * new Vector2(Mathf.Cos(circle.transform.rotation.eulerAngles.z * Mathf.Deg2Rad), Mathf.Sin(circle.transform.rotation.eulerAngles.z * Mathf.Deg2Rad)) * * pointDist + (Vector2)parts[i - 1].transform.position;*/ DistanceJoint2D joint = circle.GetComponent <DistanceJoint2D>(); joint.connectedBody = partRigidbodies[i - 1]; joint.distance = pointDist; /*DistanceJoint2D test = circle.AddComponent<DistanceJoint2D>(); * test.connectedBody = body; * test.autoConfigureDistance = false; * test.maxDistanceOnly = true; * test.distance = i * pointDist;*/ } for (var i = 0; i < length - 1; i++) { GameObject circle = parts[i]; DistanceJoint2D test = circle.AddComponent <DistanceJoint2D>(); test.connectedBody = partRigidbodies[length - 1]; test.autoConfigureDistance = false; test.maxDistanceOnly = true; test.distance = (length - 1 - i) * pointDist; } circleCol.GetComponent <DistanceJoint2D>().enabled = false; head1.transform.parent = circleCol.transform; //head2.transform.parent = circleCol.transform; }
void Start() { light = GetComponentInChildren <UnityEngine.Experimental.Rendering.Universal.Light2D>(); joint = gameObject.AddComponent <DistanceJoint2D>(); joint1 = gameObject.AddComponent <DistanceJoint2D>(); joint.enabled = false; joint1.enabled = false; rightleg = GameObject.FindGameObjectsWithTag("Attach"); leftleg = GameObject.FindGameObjectsWithTag("AttachLeft"); joint.autoConfigureDistance = false; joint1.autoConfigureDistance = false; joint.distance = 1f; joint1.distance = 1f; joint.maxDistanceOnly = true; joint1.maxDistanceOnly = true; back = GameObject.FindGameObjectsWithTag("Back"); backy = GameObject.FindGameObjectsWithTag("Backy"); particle.Stop(); }
private AudioSource audioSource; //componente de audio // Use this for initialization void Start() { audioSource = gameObject.GetComponent <AudioSource>(); //pegar audio source bulletSpawn = gameObject.transform.GetChild(0); //pegar bulletSpawn SetBulletSpawnPosition(); spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); spriteRenderer.enabled = false; boxCollider = gameObject.GetComponent <BoxCollider2D>(); boxCollider.enabled = false; player = gameObject.transform.parent.gameObject.transform.parent.gameObject; //pegar usuario da arma (partindo do pressuposto que a arma esta a um GunPivot abaixo do objeto) distanceJoint = player.GetComponent <DistanceJoint2D>(); //pegar distance joint do player distanceJoint.enabled = false; collisionMask = 1 << LayerMask.NameToLayer("PlayerBullet") | 1 << LayerMask.NameToLayer("EnemyBullet") | 1 << LayerMask.NameToLayer("Character") | 1 << LayerMask.NameToLayer("Enemy") /*| 1 << LayerMask.NameToLayer("GrapplingHook") */ | 1 << LayerMask.NameToLayer("TestLayerMap") | 1 << LayerMask.NameToLayer("CameraWal") | 1 << LayerMask.NameToLayer("CameraCol"); //pegar layer corrente (bit shift + bit or) collisionMask = ~collisionMask; //todas menos as selecionadas (inverter) //reajustar tamanhos Vector2 newSize = new Vector2(spriteRenderer.size.x * gameObject.transform.localScale.x, spriteRenderer.size.y * gameObject.transform.localScale.y); spriteRenderer.size = newSize; gameObject.transform.localScale = new Vector3(1f, 1f, transform.localScale.z); originalSize = /*gameObject.transform.localScale*/ spriteRenderer.size; // guarda tamanho original do grappling hook Bounds b = spriteRenderer.sprite.bounds; //isso deu trabalho pra encontrar '-'-' .-.-. //Debug.Log("Tamanhos gph: " + player.transform.localScale.x + " : : " + spriteRenderer.size.x);// + " : : " + b.size.x); xSize = /*b.size.x * */ player.transform.localScale.x;// * player.transform.localScale.x;// * spriteRenderer.size.x);//player.GetComponent<SpriteRenderer>().sprite.bounds.size.x; //como ja tem o tamanho da sprite original, soh precisa do tamanho do parent/player //isso tbm deu um trabalho pra achar --> resize no filho (independente, tipo como se fosse separado) = 1/size do pai //o xSize ja ta na divisao isThrowing = false; stopThrowing = true; needRotation = false; needResize = false; //startResizingSprite = false; }
public override void Enter() { anim = player.GetComponent <Animator>(); rbP = player.GetComponent <Rigidbody2D>(); anim.SetBool("hanging", true); iks = player.GetComponent <IKController>(); iks.leftArm.ik.gameObject.SetActive(true); iks.rightArm.ik.gameObject.SetActive(true); rbHang = player.actualHang.hangPoint.AddComponent <Rigidbody2D>(); rbHang.isKinematic = true; dj = player.actualHang.hangPoint.AddComponent <DistanceJoint2D>(); dj.connectedBody = rbP; dj.autoConfigureDistance = false; dj.maxDistanceOnly = true; dj.autoConfigureConnectedAnchor = false; dj.distance = 0.9f; }
void Start() { _line = new GameObject("Line").AddComponent <LineRenderer>(); _line.SetVertexCount(2); _line.SetWidth(.025f, .025f); _line.gameObject.SetActive(false); _line.SetColors(Color.black, Color.black); _line.renderer.material.color = Color.black; _grapple = new GameObject("Grapple"); _grapple.AddComponent <CircleCollider2D>().radius = .1f; _grapple.AddComponent <Rigidbody2D>(); _grapple.rigidbody2D.isKinematic = true; _previousGrapple = (GameObject)Instantiate(_grapple); _previousGrapple.name = "Previous Grapple"; _joint = gameObject.AddComponent <DistanceJoint2D>(); _joint.enabled = false; }