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Grapple.cs
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81 lines (71 loc) · 1.96 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Grapple : MonoBehaviour
{
private LineRenderer lr;
private Vector3 grapplePoint;
public LayerMask Grappable;
public Transform gunTip, cam, player;
public float maxDistance;
private SpringJoint joint;
// Start is called before the first frame update
void Start()
{
lr = GetComponent<LineRenderer>();
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
StartGrapple();
}
else if (Input.GetMouseButtonUp(0))
{
StopGrapple();
}
}
private void LateUpdate()
{
DrawRope();
}
void StartGrapple()
{
RaycastHit hit;
if (Physics.Raycast(cam.position, cam.forward, out hit, maxDistance, Grappable))
{
grapplePoint = hit.point;
joint = player.gameObject.AddComponent<SpringJoint>();
joint.autoConfigureConnectedAnchor = false;
joint.connectedAnchor = grapplePoint;
float distanceFromPoint = Vector3.Distance(player.position, grapplePoint);
//distance grapple will try to keep from grapplePoint
joint.maxDistance = distanceFromPoint * 0.6f;
joint.minDistance = distanceFromPoint * 0.1f;
joint.spring = 10f;
joint.damper = 7f;
joint.massScale = 1000f;
lr.positionCount = 2;
}
}
void StopGrapple()
{
lr.positionCount = 0;
Destroy(joint);
}
void DrawRope()
{
if (!joint) return;
lr.SetPosition(0, gunTip.position);
lr.SetPosition(1, grapplePoint);
}
public bool IsGrappling()
{
return joint != null;
}
public Vector3 GetGrapplePoint()
{
return grapplePoint;
}
}