Exemple #1
0
    private void startGrap(Vector3 input)
    {
        RaycastHit2D hit;
        Vector3      shootDirection;

        shootDirection   = Camera.main.ScreenToWorldPoint(input);
        shootDirection   = shootDirection - this.gameObject.transform.position;
        shootDirection.z = 0;
        hit = Physics2D.Raycast(weapon.transform.position, shootDirection, maxDistanceGrapple, whatCanWeGrapple);
        try {
            if (hit != null && hit.collider.gameObject.GetComponent <Rigidbody2D> () != null)
            {
                grapplePoint = hit.point;
                joint        = this.gameObject.AddComponent <SpringJoint2D> ();
                joint.autoConfigureConnectedAnchor = false;
                joint.connectedBody   = hit.collider.gameObject.GetComponent <Rigidbody2D> ();
                joint.connectedAnchor = hit.point - new Vector2(hit.collider.transform.position.x, hit.collider.transform.position.y);

                joint.distance         = distanceBetweenObjects;
                joint.dampingRatio     = jointDampingRatio;
                isHanged               = true;
                line.positionCount     = 2;
                currentGrapplePosition = weapon.transform.position;
                hit.collider.GetComponent <TargetManager> ().GivePoint();
                if (hit.collider.tag == "ExplodeTarget")
                {
                    explotion = hit.collider.gameObject.GetComponent <TargetExplotion> ();
                    explotion.playerHanged = true;
                    explotion.StartCoroutine(explotion.StartExplotion());
                }
            }
        } catch (NullReferenceException ex) {
            Debug.Log("Catched exception: " + ex);
            return;
        }
    }
Exemple #2
0
    private void HookShot()
    {
        #region WinCompiler
#if UNITY_EDITOR_WIN
        if (Input.GetMouseButtonDown(0))
        {
            startGrap(Input.mousePosition);
        }
        else if (Input.GetMouseButtonUp(0))
        {
            if (explotion != null)
            {
                explotion.playerHanged = false;
                explotion = null;
            }
            stopGrap();
        }
#endif
        #endregion

        #region Android
#if UNITY_ANDROID
        if (Input.touchCount > 0)
        {
            Touch touch = Input.GetTouch(0);

            switch (touch.phase)
            {
            case TouchPhase.Began:
                Vector3 pos;     //touc.position returns a Vector2, so i addapted it as Vector3
                pos           = new Vector3(touch.position.x, touch.position.y, 0f);
                startPosition = pos;
                startGrap(pos);
                break;

            case TouchPhase.Moved:     //impulse
                if (isHanged)
                {
                    Vector3 newPos     = new Vector3(touch.position.x, touch.position.y, 0f);
                    float   swipeValue = startPosition.x - newPos.x;
                    float   nwimfrce   = 0;

                    if (Mathf.Abs(swipeValue) > Mathf.Abs(impulseTrh))
                    {
                        if (swipeValue > 0.1)
                        {
                            nwimfrce = -impulseForce;
                        }
                        else if (swipeValue < -0.1)
                        {
                            nwimfrce = impulseForce * 1.35f;
                        }

                        rb.AddForce(Vector2.right * nwimfrce, ForceMode2D.Impulse);
                    }

                    startPosition = newPos;
                }

                break;

            case TouchPhase.Ended:
                // releas target
                stopGrap();
                break;
            }
        }
#endif
        #endregion
    }