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https://github.com/Leahnaya/TheKingsRace.git
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You need to use 2 colliders one thats a trigger and one thats not and it will work properly
108 lines
3.8 KiB
C#
108 lines
3.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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public class GrapplingHook : NetworkBehaviour
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{
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public float maxGrappleDistance = 25;
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private bool isGrappled;
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private int hookPointIndex;
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private GameObject hookPoint;
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private GameObject[] hookPoints;
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private float distance;
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private CharacterController movementController;
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private PlayerMovement playerMovement;
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private PlayerStats pStats;
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private float ropeLength;
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private float climbRate = 5;
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// Start is called before the first frame update
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void Start()
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{
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isGrappled = false;
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hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
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movementController = gameObject.GetComponent<CharacterController>();
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playerMovement = gameObject.GetComponent<PlayerMovement>();
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pStats = gameObject.GetComponent<PlayerStats>();
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}
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// Update is called once per frame
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void Update()
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{
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if (!IsLocalPlayer) { return; }
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if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
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{
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if (!isGrappled) //If we are not grappling
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{
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hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
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if (hookPointIndex != -1) //If there is a hookpoint
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{
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hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
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ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
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isGrappled = true; //toggle grappling state
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}
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}
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else //Else we are grappling
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{
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//physics tear down?
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isGrappled = false; //toggle grappling state to release
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}
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}
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}
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private void FixedUpdate()
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{
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if (isGrappled)
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{
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Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line
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if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.JoystickButton4)) //Extend hook
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{
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ropeLength += climbRate * Time.deltaTime;
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if (ropeLength > maxGrappleDistance)
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{
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ropeLength = maxGrappleDistance;
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}
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//Debug.Log(ropeLength.ToString());
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}
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if (Input.GetKey(KeyCode.RightShift) || Input.GetKey(KeyCode.JoystickButton5)) // Retract Hook
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{
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ropeLength -= climbRate * Time.deltaTime;
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if (ropeLength < 5)
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{
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ropeLength = 5;
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}
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//Debug.Log(ropeLength.ToString());
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}
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//Do grappling physics based on hookPoint
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if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
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{
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//Impact Based
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playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav);
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//Character controller move?
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//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength*Time.deltaTime);
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//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
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}
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}
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}
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int FindHookPoint()
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{
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float least = maxGrappleDistance;
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int index = -1;
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for(int i = 0; i<hookPoints.Length; i++)
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{
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distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
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if (distance <= least)
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{
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index = i;
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}
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}
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return index;
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}
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}
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