TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dGrapplingHook.cs
Melbyj1125 7c72259708 Cleaned up code
Slide Works again
Ragdoll works again
Cam is stable
New Debugging prefab
2021-11-03 14:06:19 -05:00

71 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using MLAPI;
using UnityEngine;
public class dGrapplingHook : NetworkBehaviour
{
public float maxGrappleDistance = 25;
private bool isGrappled;
private int hookPointIndex;
private GameObject hookPoint;
private GameObject[] hookPoints;
private float distance;
// Start is called before the first frame update
void Start()
{
isGrappled = false;
hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
}
// Update is called once per frame
void Update()
{
if (!IsLocalPlayer) { return; }
if (Input.GetKeyDown(KeyCode.E)) //If grapple button is hit
{
if (!isGrappled) //If we are not grappling
{
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
if (hookPointIndex != -1) //If there is a hookpoint
{
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
//physics set up?
isGrappled = true; //toggle grappling state
}
}
else //Else we are grappling
{
//physics tear down?
isGrappled = false; //toggle grappling state to release
}
}
}
private void FixedUpdate()
{
if (isGrappled)
{
//Do grappling physics based on hookPoint
}
}
int FindHookPoint()
{
float least = maxGrappleDistance;
int index = -1;
for(int i = 0; i<hookPoints.Length; i++)
{
distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
if (distance <= least)
{
index = i;
}
}
return index;
}
}