Esempio n. 1
0
    public GrappleObject NextGrappleObject(Vector3 position, float minDistance)
    {
        float         min           = minDistance;
        GrappleObject closestTarget = null;

        for (int i = 0; i < grappleObjects.Count; i++)
        {
            float distance = Vector3.Distance(position, grappleObjects[i].transform.position);
            if (grappleObjects[i].canGrapple && distance < min)
            {
                min           = distance;
                closestTarget = grappleObjects[i];
            }
        }
        return(closestTarget);
    }
Esempio n. 2
0
    IEnumerator Swing()
    {
        Physics2D.SyncTransforms();
        GrappleObject vineGrapplePoint = LevelManager.singleton.NextGrappleObject(transform.position, grappleDistance);

        if (vineGrapplePoint != null)
        {
            canGrapple = false;
            float distance = Vector3.Distance(vineGrapplePoint.transform.position, transform.position);
            vineGrapplePointObject = vineGrapplePoint.gameObject;
            AudioManager.singleton.PlaySoundEffect(vineSFX, 1);
            if (distance < grappleDistance)
            {
                vine.SetPosition(0, transform.position);
                vine.SetPosition(1, vineGrapplePointObject.transform.position);
                vine.enabled = true;

                Vector3 midPoint = (vineGrapplePointObject.transform.position + transform.position) / 2f;
                vineParticles.transform.position = midPoint;

                var particleShape = vineGlow.shape;
                particleShape.scale = new Vector3(distance, particleShape.scale.y, particleShape.scale.z);

                vineParticles.transform.LookAt(transform.position);
                Vector3 targetRot = vineParticles.transform.eulerAngles;
                targetRot.z = (vineGrapplePointObject.transform.position.x - transform.position.x >= 0) ? targetRot.x : -targetRot.x;
                targetRot.x = targetRot.y = 0;
                vineParticles.transform.eulerAngles = targetRot;

                vineParticles.SetActive(true);
                controller.freeze = true;

                Vector3 hit3d = vineGrapplePointObject.transform.position;
                Vector3 dir   = hit3d - transform.position;
                if (dir.normalized.x < 0)
                {
                    sprite.flipX = true;
                }
                else
                {
                    sprite.flipX = false;
                }
                yield return(new WaitForSeconds(.1f));
            }

            controller.freeze = false;
            while (vineGrapplePointObject != null)
            {
                controller.collisions.below = false;
                distance = Vector3.Distance(vineGrapplePointObject.transform.position, transform.position);

                if (distance < 1f)
                {
                    canGrapple = true;
                    //velocity = Vector3.zero;
                    vineGrapplePoint.canGrapple = false;
                    vineGrapplePoint.timer      = .75f;
                    Debug.Log("Break grapple");
                    vineGrapplePointObject = null;
                    vine.enabled           = false;
                    vineParticles.SetActive(false);
                }
                else if (distance < grappleDistance)
                {
                    vine.SetPosition(0, transform.position);
                    vine.SetPosition(1, vineGrapplePointObject.transform.position);
                    vine.enabled = true;

                    Vector3 hit3d = vineGrapplePointObject.transform.position;
                    Vector3 dir   = hit3d - transform.position;
                    velocity = dir.normalized * 15f;
                }
                if (vineGrapplePointObject != null && ((controller.collisions.above || controller.collisions.right || controller.collisions.left) || distance > grappleDistance || (controller.collisions.below && distance < 3)))
                {
                    vineGrapplePointObject      = null;
                    vine.enabled                = false;
                    canGrapple                  = true;
                    vineGrapplePoint.canGrapple = false;
                    vineGrapplePoint.timer      = .75f;
                    vineParticles.SetActive(false);
                    //velocity = Vector3.zero;
                }
                yield return(null);
            }
        }
        else
        {
            vineTimer = .3f;
            AudioManager.singleton.PlaySoundEffect(vineSFX, 1);
            while (vineTimer > 0)
            {
                canGrapple   = false;
                vine.enabled = true;
                vine.SetPosition(0, transform.position);
                Vector3 targetPos;
                if (sprite.flipX)
                {
                    targetPos = transform.position - Vector3.right * 3;
                }
                else
                {
                    targetPos = transform.position + Vector3.right * 3;
                }
                vine.SetPosition(1, targetPos);
                float   distance = Vector3.Distance(targetPos, transform.position);
                Vector3 midPoint = (targetPos + transform.position) / 2f;
                vineParticles.transform.position = midPoint;
                var particleShape = vineGlow.shape;
                particleShape.scale = new Vector3(distance, particleShape.scale.y, particleShape.scale.z);

                vineParticles.transform.LookAt(transform.position);
                Vector3 targetRot = vineParticles.transform.eulerAngles;
                targetRot.z = (targetPos.x - transform.position.x >= 0) ? targetRot.x : -targetRot.x;
                targetRot.x = targetRot.y = 0;
                vineParticles.transform.eulerAngles = targetRot;

                vineParticles.SetActive(true);
                vineTimer -= Time.deltaTime;
                yield return(null);
            }
            if (vine.enabled)
            {
                canGrapple = true;
                vineParticles.SetActive(false);
                vine.enabled = false;
            }
        }
    }