Created
October 14, 2016 18:21
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class RopeScript : MonoBehaviour { | |
public Vector2 destiny; | |
public float speed= 1; | |
public float distance = 2; | |
public GameObject nodePrefab; | |
public GameObject player; | |
public GameObject lastNode; | |
public LineRenderer lr; | |
int vertexCount=2; | |
public List<GameObject> Nodes = new List<GameObject>(); | |
bool done=false; | |
// Use this for initialization | |
void Start () { | |
lr = GetComponent<LineRenderer> (); | |
player = GameObject.FindGameObjectWithTag ("Player"); | |
lastNode = transform.gameObject; | |
Nodes.Add (transform.gameObject); | |
} | |
// Update is called once per frame | |
void Update () { | |
transform.position = Vector2.MoveTowards (transform.position,destiny,speed); | |
if ((Vector2)transform.position != destiny) { | |
if (Vector2.Distance (player.transform.position, lastNode.transform.position) > distance) { | |
CreateNode (); | |
} | |
} else if (done == false) { | |
done = true; | |
while (Vector2.Distance (player.transform.position, lastNode.transform.position) > distance) { | |
CreateNode (); | |
} | |
lastNode.GetComponent<HingeJoint2D> ().connectedBody = player.GetComponent<Rigidbody2D> (); | |
} else if (Vector2.Distance (player.transform.position, lastNode.transform.position) > distance) { | |
CreateNode (); | |
lastNode.GetComponent<HingeJoint2D> ().connectedBody = player.GetComponent<Rigidbody2D> (); | |
} | |
RenderLine (); | |
} | |
void RenderLine() | |
{ | |
lr.SetVertexCount (vertexCount); | |
int i; | |
for (i = 0; i < Nodes.Count; i++) { | |
lr.SetPosition (i, Nodes [i].transform.position); | |
} | |
lr.SetPosition (i, player.transform.position); | |
} | |
void CreateNode() | |
{ | |
Vector2 pos2Create = player.transform.position - lastNode.transform.position; | |
pos2Create.Normalize (); | |
pos2Create *= distance; | |
pos2Create += (Vector2)lastNode.transform.position; | |
GameObject go = (GameObject) Instantiate (nodePrefab, pos2Create, Quaternion.identity); | |
go.transform.SetParent (transform); | |
lastNode.GetComponent<HingeJoint2D> ().connectedBody = go.GetComponent<Rigidbody2D> (); | |
lastNode = go; | |
Nodes.Add (lastNode); | |
vertexCount++; | |
} | |
} |
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