Esempio n. 1
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    private void setTimeStatus(bool running)
    {
        if (this._hasWon)
        {
            return;
        }

        for (int i = 1; i < this._ropeNodes.Count - 1; i++)
        {
            logic_rope_node node = this._ropeNodes[i];
            if (node == null)
            {
                continue;
            }

            if (!running)
            {
                this.resetRope();
            }
            else
            {
                node.body.bodyType = RigidbodyType2D.Dynamic;
            }
        }

        this._timeRunning = running;
    }
Esempio n. 2
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    private void resetRope()
    {
        if (this._hasWon)
        {
            return;
        }

        // Restore position
        this.end.transform.position      = this._end_originalPosition;
        this.end.transform.localPosition = this._end_originalLocalPosition;
        this.end.transform.rotation      = this._end_originalAngle;

        // Cleanup
        for (int i = 0; i < this._ropeNodes.Count; i++)
        {
            logic_rope_node node = this._ropeNodes[i];
            if (node == null)
            {
                continue;
            }

            if (node.isTEMP)
            {
                this._ropeNodes.Remove(node);
                Destroy(node.gameObject);
            }
            else
            {
                node.resetNode();
            }
        }
    }
Esempio n. 3
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    /* *************
     * CREATION
     * ===============*/

    private logic_rope_node createStartNode(GameObject originalNode, RigidbodyType2D bodyType)
    {
        // CREATE A TEMP NODE
        int index = this._ropeNodes.Count;

        GameObject temp = new GameObject();

        temp.name             = "rope_node_START_" + index;
        temp.transform.parent = this.gameObject.transform;
        temp.tag = "particle_object";

        Vector3 pos = originalNode.transform.position;

        temp.transform.position = new Vector3(pos.x, pos.y, this.transform.position.z); // Fix Z
        temp.layer = 13;

        Rigidbody2D tempBody = temp.AddComponent <Rigidbody2D>();

        tempBody.bodyType    = bodyType;
        tempBody.mass        = 100f;
        tempBody.angularDrag = 1f;

        logic_rope_node node = temp.AddComponent <logic_rope_node>();

        node.setRopeController(this);
        node.body = tempBody;

        return(node);
    }
Esempio n. 4
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    private void generateRope()
    {
        // GET TOTAL NODES
        int totalNodes = this.getTotalNodes();

        // GENERATE NODES
        this._ropeNodes.Clear();
        this._ropeNodes.Add(this.createStartNode(this.gameObject, RigidbodyType2D.Kinematic)); // Add start

        // Loop between positions and create a node
        for (int i = 1; i <= totalNodes; i++)
        {
            logic_rope_node prevNode = this._ropeNodes[i - 1];
            Vector3         nodePos  = this.getNodePosition(i);

            this._ropeNodes.Add(this.createRopeNode(prevNode, nodePos));
        }


        // Add last node

        logic_rope_node lastNode = this._ropeNodes[totalNodes];
        HingeJoint2D    joint    = this.createJoint(lastNode.body, end);

        joint.anchor -= new Vector2(0, ropeOffset.y);


        this._endNode.body  = this._endBody;
        this._endNode.joint = joint;

        this._ropeNodes.Add(this._endNode);


        this.saveAndAssignNodes();
    }
Esempio n. 5
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    public void resetNode()
    {
        this.transform.parent        = this._originalParent;
        this.transform.position      = this._originalPos;
        this.transform.rotation      = this._originalAngle;
        this.transform.localRotation = this._originalAngleLocal;
        this.transform.localPosition = this._originalPosLocal;

        this.nextNode      = this._oldNextNode;
        this.body.bodyType = this._oldBody;
        if (this.body.bodyType != RigidbodyType2D.Static)
        {
            this.body.velocity        = Vector3.zero;
            this.body.angularVelocity = 0f;
            this.body.mass            = this._oldMass;
        }

        if (this.joint != null)
        {
            this.joint.anchor        = this._oldAnchor;
            this.joint.connectedBody = this._oldConnectedBody;

            this.updateNode();
        }
    }
Esempio n. 6
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    private logic_rope_node createRopeNode(logic_rope_node prevNode, Vector3 nodePos)
    {
        int index = this._ropeNodes.Count;

        // Main
        GameObject node = new GameObject();

        node.name               = "rope_node_" + index;
        node.transform.parent   = this.gameObject.transform;
        node.transform.position = new Vector3(nodePos.x, nodePos.y, this.transform.position.z); // Fix Z
        node.layer              = 13;
        node.tag = "particle_object";

        Rigidbody2D body = node.AddComponent <Rigidbody2D>();

        body.bodyType    = RigidbodyType2D.Kinematic;
        body.mass        = 100f;
        body.angularDrag = 1f;

        HingeJoint2D joint = this.createJoint(prevNode.body, node);

        LineRenderer lineRender = node.AddComponent <LineRenderer>();

        lineRender.receiveShadows       = false;
        lineRender.shadowCastingMode    = ShadowCastingMode.Off;
        lineRender.lightProbeUsage      = LightProbeUsage.Off;
        lineRender.reflectionProbeUsage = ReflectionProbeUsage.Off;
        lineRender.useWorldSpace        = false;
        lineRender.textureMode          = LineTextureMode.Tile;
        lineRender.sortingLayerName     = "Background";
        lineRender.sharedMaterial       = ropeMaterial;

        lineRender.positionCount = 2;
        lineRender.SetPosition(0, joint.anchor);
        lineRender.SetPosition(1, joint.connectedAnchor);

        lineRender.widthMultiplier = this.ropeWidth;

        EdgeCollider2D col = node.AddComponent <EdgeCollider2D>();

        col.isTrigger  = true;
        col.points     = new Vector2[] { joint.anchor, joint.connectedAnchor };
        col.edgeRadius = 0.03f;

        logic_rope_node logic_node = node.AddComponent <logic_rope_node>();

        logic_node.setRopeController(this);

        logic_node.col   = col;
        logic_node.line  = lineRender;
        logic_node.body  = body;
        logic_node.joint = joint;

        return(logic_node);
    }
Esempio n. 7
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    /* *************
     * ROPE UTIL
     * ===============*/
    public void setRopeMass(logic_rope_node node, float newMass)
    {
        if (node == null || node.nextNode == null)
        {
            return;
        }
        node.body.mass = newMass;

        // Recursive
        this.setRopeMass(node.nextNode, newMass);
    }
Esempio n. 8
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    /* *************
     * Rope cutting
     * ===============*/
    public void onRopeCut(logic_rope_node rope_node, Vector3 localCutPoint, Vector3 worldCutPoint)
    {
        if (rope_node == null || rope_node.joint == null)
        {
            return;
        }
        if (!this._timeRunning || this._hasWon)
        {
            return;
        }

        logic_rope_node next_rope_node = rope_node.nextNode;

        if (next_rope_node == null)
        {
            return;
        }

        // Update the current rope with the cut position
        rope_node.transform.position = worldCutPoint;
        rope_node.joint.anchor      -= new Vector2(0, localCutPoint.y);
        rope_node.body.bodyType      = RigidbodyType2D.Dynamic;

        rope_node.updateNode();

        // Create a new rope
        logic_rope_node ropeStart = this.createStartNode(rope_node.gameObject, RigidbodyType2D.Dynamic);

        ropeStart.transform.localPosition = new Vector3(localCutPoint.x, localCutPoint.y, this.transform.position.z); // Fix Z
        ropeStart.transform.position      = new Vector3(worldCutPoint.x, worldCutPoint.y, this.transform.position.z); // Fix Z
        ropeStart.isTEMP = true;

        // Create a new rope node
        logic_rope_node newNode = this.createRopeNode(ropeStart, worldCutPoint - localCutPoint);

        newNode.body.bodyType = RigidbodyType2D.Dynamic;
        newNode.isTEMP        = true;

        next_rope_node.joint.connectedBody = newNode.body;
        next_rope_node.updateNode();

        ropeStart.nextNode = newNode;
        newNode.nextNode   = next_rope_node;
        rope_node.nextNode = null;

        this._ropeNodes.Add(ropeStart);
        this._ropeNodes.Add(newNode);

        // Remove mass
        this.setRopeMass(ropeStart, 5f);
    }
Esempio n. 9
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    public void Awake()
    {
        this._ropeNodes = new List <logic_rope_node>();
        this._endBody   = this.end.GetComponent <Rigidbody2D>();

        this._endNode = this.end.AddComponent <logic_rope_node>();
        this._endNode.setRopeController(this);

        // Store original pos
        #region Old positions
        this._end_originalPosition      = this.end.transform.position;
        this._end_originalLocalPosition = this.end.transform.localPosition;
        this._end_originalAngle         = this.end.transform.rotation;
        #endregion

        this.generateRope();
    }
Esempio n. 10
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    public void cutRope()
    {
        if (this._ropeNodes.Count <= 0)
        {
            return;
        }

        logic_rope_node node = this._ropeNodes[1];

        if (node == null)
        {
            return;
        }

        Vector3 worldPos = node.col.transform.position;

        this.onRopeCut(node, new Vector3(-0.1f, 0.1f, 0), worldPos);
    }
Esempio n. 11
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    public void saveNode()
    {
        this._originalParent     = this.transform.parent;
        this._originalPos        = this.transform.position;
        this._originalPosLocal   = this.transform.localPosition;
        this._originalAngle      = this.transform.rotation;
        this._originalAngleLocal = this.transform.localRotation;

        this._oldNextNode = nextNode;
        this._oldBody     = this.body.bodyType;
        this._oldMass     = this.body.mass;

        if (this.joint != null)
        {
            this._oldAnchor        = this.joint.anchor;
            this._oldConnectedBody = this.joint.connectedBody;
        }
    }
Esempio n. 12
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    public void OnTriggerEnter2D(Collider2D collider)
    {
        if (this._isAttached || Time.time > this._attachTime)
        {
            return;
        }

        logic_rope_node rope_node = collider.GetComponent <logic_rope_node>();

        if (rope_node == null || rope_node.ropeController == null)
        {
            return;
        }
        if (collider.tag != "particle_object")
        {
            return;
        }

        this._isAttached    = true;
        this._logic.canKill = false; // Prevent cleanup

        // Attach and get the hit position (locally)
        this.transform.parent = rope_node.transform;
        this._body.bodyType   = RigidbodyType2D.Static;

        // Alert the rope
        rope_node.ropeController.onRopeCut(rope_node, this.transform.localPosition, this.transform.position);

        /* == DESTROY Collisions == */
        GameObject.Destroy(this._body);

        foreach (BoxCollider2D collision in this._collisions)
        {
            GameObject.Destroy(collision);
        }

        /* == FIX POSITION == */
        this.transform.position      = Vector3.zero;
        this.transform.localPosition = Vector3.zero;
        this.transform.rotation      = Quaternion.Euler(0, 0, 165);
    }