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HingeJoint-based rope building component
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using System; | |
using UnityEngine; | |
using UnityEngine.Serialization; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
public class RopeGenerator : MonoBehaviour | |
{ | |
public Rigidbody attachementBody; | |
[Space] | |
[Header("Generator")] | |
[Range(0.25f, 1f)] | |
public float jointDistance = 0.5f; | |
public Vector3 offset; | |
[Space] | |
[Header("Appearance")] | |
public LineRenderer lineRenderer; | |
public float length = 5f; | |
[Range(0.025f, 0.25f)] | |
public float radius = 0.05f; | |
[Header("Physics")] | |
public float mass = 100; | |
public float drag = 1; | |
[Space] | |
[SerializeField] [HideInInspector] | |
private HingeJoint[] hinges; | |
private void LateUpdate() | |
{ | |
UpdateLineRenderer(); | |
} | |
private void Start() | |
{ | |
//Unparent object so that it follows the attachement point freely | |
this.transform.parent = null; | |
} | |
public void Rebuild() | |
{ | |
if (!attachementBody) attachementBody = GetComponent<Rigidbody>(); | |
attachementBody.isKinematic = true; | |
int segmentCount = Mathf.RoundToInt(length / jointDistance); | |
if (hinges != null) | |
{ | |
for (int i = 0; i < hinges.Length; i++) | |
{ | |
DestroyImmediate(hinges[i].gameObject); | |
} | |
hinges = null; | |
} | |
hinges = new HingeJoint[segmentCount]; | |
Vector3 direction = Vector3.down; | |
Vector3 localDirection = transform.TransformDirection(direction); | |
for (int i = 0; i < hinges.Length; i++) | |
{ | |
GameObject hingeObj = new GameObject("Hinge_" + i); | |
hingeObj.transform.up = direction; | |
hingeObj.transform.parent = this.transform; | |
hingeObj.transform.localPosition = offset + localDirection * (i * jointDistance); | |
HingeJoint joint = hingeObj.AddComponent<HingeJoint>(); | |
Rigidbody rb = joint.GetComponent<Rigidbody>(); | |
rb.mass = mass; | |
rb.drag = drag; | |
CapsuleCollider collider = joint.gameObject.AddComponent<CapsuleCollider>(); | |
collider.radius = radius; | |
collider.center = new Vector3(0f, jointDistance * 0.5f, 0f); | |
collider.height = jointDistance; | |
//Make the last joint a sphere, to be used as an attachement point | |
if (i == hinges.Length-1) | |
{ | |
collider.height = 0f; | |
collider.center = Vector3.zero; | |
collider.gameObject.name = "End Point"; | |
} | |
if (i == 0) joint.connectedBody = attachementBody; | |
if (i > 0) joint.connectedBody = hinges[i - 1].GetComponent<Rigidbody>(); | |
hinges[i] = joint; | |
} | |
//if (endJoint == null) endJoint = endPoint.GetComponent<HingeJoint>(); | |
//if (endJoint == null) endJoint = endPoint.gameObject.AddComponent<HingeJoint>(); | |
//endJoint.connectedBody = hinges[hinges.Length - 1].GetComponent<Rigidbody>(); | |
RebuildLineRenderer(); | |
} | |
private void UpdateLineRenderer() | |
{ | |
if (!lineRenderer) return; | |
for (int i = 0; i < hinges.Length; i++) | |
{ | |
lineRenderer.SetPosition(i, hinges[i].transform.position); | |
} | |
lineRenderer.SetPosition(lineRenderer.positionCount-1, hinges[hinges.Length-1].transform.position + (-hinges[hinges.Length-1].transform.up * jointDistance)); | |
} | |
private void RebuildLineRenderer() | |
{ | |
if (!lineRenderer) return; | |
lineRenderer.positionCount = hinges.Length+1; | |
lineRenderer.useWorldSpace = true; | |
lineRenderer.widthMultiplier = radius * 2f; | |
for (int i = 0; i < hinges.Length; i++) | |
{ | |
lineRenderer.SetPosition(i, hinges[i].transform.position); | |
} | |
lineRenderer.SetPosition(lineRenderer.positionCount-1, hinges[hinges.Length-1].transform.position + (-hinges[hinges.Length-1].transform.up * jointDistance)); | |
//lineRenderer.SetPosition(lineRenderer.positionCount-1, endPoint.position); | |
} | |
} | |
#if UNITY_EDITOR | |
[CustomEditor(typeof(RopeGenerator))] | |
public class RopeBuilderInspector : Editor | |
{ | |
private RopeGenerator script; | |
private void OnEnable() | |
{ | |
script = (RopeGenerator)target; | |
} | |
public override void OnInspectorGUI() | |
{ | |
EditorGUI.BeginChangeCheck(); | |
base.OnInspectorGUI(); | |
//Can't destroy objects in OnValidate, so do it here | |
if (EditorGUI.EndChangeCheck()) | |
{ | |
script.Rebuild(); | |
} | |
} | |
} | |
#endif |
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