bad-piggies-0.1.3-porting/Assets/Scripts/Assembly-CSharp/Rope.cs

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2024-02-24 22:40:44 -05:00
using System.Collections.Generic;
using UnityEngine;
public class Rope : BasePart
{
public GameObject m_segment;
private List<HingeJoint> m_joints = new List<HingeJoint>();
private void Start()
{
if ((bool)base.rigidbody)
{
base.rigidbody.isKinematic = true;
}
}
private void Update()
{
}
public void Create(BasePart leftPart, BasePart rightPart)
{
Vector3 position = base.transform.position - 0.5f * base.transform.right;
Quaternion rotation = base.transform.rotation;
float num = 75f;
rotation = Quaternion.AngleAxis(0f - num, Vector3.forward);
int num2 = 8;
HingeJoint hingeJoint = null;
if ((bool)leftPart)
{
hingeJoint = leftPart.gameObject.AddComponent<HingeJoint>();
hingeJoint.anchor = 0.5f * Vector3.right;
hingeJoint.axis = Vector3.forward;
}
for (int i = 0; i < num2; i++)
{
GameObject gameObject = (GameObject)Object.Instantiate(m_segment, position, rotation);
if (hingeJoint != null)
{
hingeJoint.connectedBody = gameObject.rigidbody;
m_joints.Add(hingeJoint);
}
if (i < num2 - 1 || (bool)rightPart)
{
hingeJoint = gameObject.AddComponent<HingeJoint>();
hingeJoint.anchor = 0.5f * Vector3.right;
hingeJoint.axis = Vector3.forward;
if (i == num2 - 1)
{
hingeJoint.connectedBody = rightPart.rigidbody;
m_joints.Add(hingeJoint);
}
}
position += 0.5f * (rotation * Vector3.right);
rotation = ((i % 2 != 0) ? Quaternion.AngleAxis(0f - num, Vector3.forward) : Quaternion.AngleAxis(num, Vector3.forward));
gameObject.transform.parent = base.transform;
}
base.renderer.enabled = false;
}
public void FixedUpdate()
{
float num = 0.5f * (float)(m_joints.Count + 1);
float num2 = 0f;
for (int i = 0; i < m_joints.Count; i++)
{
Rigidbody rigidbody = m_joints[i].rigidbody;
Rigidbody connectedBody = m_joints[i].connectedBody;
if ((bool)rigidbody && (bool)connectedBody)
{
num2 += Vector3.Distance(rigidbody.position, connectedBody.position);
}
}
Debug.Log(num2 + " " + num);
if (num2 > 1.05f * num)
{
Rigidbody rigidbody2 = m_joints[0].rigidbody;
Rigidbody connectedBody2 = m_joints[0].connectedBody;
Vector3 vector = (1f + num2 - num) * 100f * (connectedBody2.position - rigidbody2.position);
rigidbody2.AddForce(vector, ForceMode.Force);
Debug.DrawRay(rigidbody2.position, 0.1f * vector);
rigidbody2 = m_joints[m_joints.Count - 1].connectedBody;
connectedBody2 = m_joints[m_joints.Count - 1].rigidbody;
vector = (1f + num2 - num) * 100f * (connectedBody2.position - rigidbody2.position);
rigidbody2.AddForce(vector, ForceMode.Force);
Debug.DrawRay(rigidbody2.position, 0.1f * vector);
}
}
}