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GrapplingGun.cs
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GrapplingGun.cs
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using UnityEngine;
public class GrapplingGun : MonoBehaviour {
private LineRenderer lr;
private Vector3 grapplePoint;
public LayerMask whatIsGrappleable;
public Transform gunTip, camera, player;
private float maxDistance = 100f;
private SpringJoint joint;
void Awake() {
lr = GetComponent<LineRenderer>();
}
void Update() {
if (Input.GetMouseButtonDown(0)) {
StartGrapple();
}
else if (Input.GetMouseButtonUp(0)) {
StopGrapple();
}
}
//Called after Update
void LateUpdate() {
DrawRope();
}
/// <summary>
/// Call whenever we want to start a grapple
/// </summary>
void StartGrapple() {
RaycastHit hit;
if (Physics.Raycast(camera.position, camera.forward, out hit, maxDistance, whatIsGrappleable)) {
grapplePoint = hit.point;
joint = player.gameObject.AddComponent<SpringJoint>();
joint.autoConfigureConnectedAnchor = false;
joint.connectedAnchor = grapplePoint;
float distanceFromPoint = Vector3.Distance(player.position, grapplePoint);
//The distance grapple will try to keep from grapple point.
joint.maxDistance = distanceFromPoint * 0.8f;
joint.minDistance = distanceFromPoint * 0.25f;
//Adjust these values to fit your game.
joint.spring = 4.5f;
joint.damper = 7f;
joint.massScale = 4.5f;
lr.positionCount = 2;
currentGrapplePosition = gunTip.position;
}
}
/// <summary>
/// Call whenever we want to stop a grapple
/// </summary>
void StopGrapple() {
lr.positionCount = 0;
Destroy(joint);
}
private Vector3 currentGrapplePosition;
void DrawRope() {
//If not grappling, don't draw rope
if (!joint) return;
currentGrapplePosition = Vector3.Lerp(currentGrapplePosition, grapplePoint, Time.deltaTime * 8f);
lr.SetPosition(0, gunTip.position);
lr.SetPosition(1, currentGrapplePosition);
}
public bool IsGrappling() {
return joint != null;
}
public Vector3 GetGrapplePoint() {
return grapplePoint;
}
}