GrapplingGun | FEP
Mon Apr 04 2022 20:16:48 GMT+0000 (Coordinated Universal Time)
Saved by @BiscuitTinx #c#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Grappling : MonoBehaviour
{
private LineRenderer lr;
private Vector3 grapplePoint;
public LayerMask whatIsGrapple;
public Transform gunTip, cam, player;
private float maxDistance = 100f;
private SpringJoint joint;
private void Awake()
{
lr = GetComponent<LineRenderer>();
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
StartGrapple();
}
else if (Input.GetMouseButtonUp(0))
{
StopGrapple();
}
}
// called after update
private void LateUpdate()
{
DrawRope();
}
/// <summary>
/// call whenever we want to start a grapple
/// </summary>
void StartGrapple()
{
RaycastHit hit;
if (Physics.Raycast(cam.position, direction: cam.forward, out hit, maxDistance))
{
grapplePoint = hit.point;
joint = player.gameObject.AddComponent<SpringJoint>();
joint.autoConfigureConnectedAnchor = false;
joint.connectedAnchor = grapplePoint;
float distanceFromPoint = Vector3.Distance(a: player.position, b: grapplePoint);
// the distance grapple will try to keep from grapple point
joint.maxDistance = distanceFromPoint * 0.8f;
joint.minDistance = distanceFromPoint * 0.25f;
// change the values to make it fit your game
joint.spring = 4.5f;
joint.damper = 7f;
joint.massScale = 4.5f;
lr.positionCount = 2;
}
}
/// <summary>
/// call whenever we want to stop a grapple
/// </summary>
void StopGrapple()
{
lr.positionCount = 0;
Destroy(joint);
}
void DrawRope()
{
// if not grappling, dont draw rope
if (!joint)
{
return;
}
lr.SetPosition(index: 0, gunTip.position);
lr.SetPosition(index: 1, grapplePoint);
}
public bool IsGrappling()
{
return joint != null;
}
public Vector3 GetGrapplePoint()
{
return grapplePoint;
}
private void OnDisable()
{
StopGrapple();
}
}



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