129 lines
4.3 KiB
C#
129 lines
4.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class Grapparoni : MonoBehaviour
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{
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public float radius;
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public GameObject grabSpot;
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public GameObject grabbedObject;
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private LineRenderer lineRenderer;
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// Start is called before the first frame update
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void Start()
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{
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lineRenderer = GetComponent<LineRenderer>();
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lineRenderer.enabled = false;
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}
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void DrawLineToClosest()
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{
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Collider[] items = Physics.OverlapSphere(grabSpot.transform.position, radius);
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if (items.Length < 1) { lineRenderer.enabled = false; return; }
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GameObject closest = items[0].gameObject;
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foreach (Collider item in items)
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{
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Rigidbody rb = item.gameObject.GetComponent<Rigidbody>();
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if (rb)
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{
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float dist = Vector3.Distance(item.transform.position, transform.position);
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if (dist < Vector3.Distance(closest.transform.position, transform.position))
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{
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closest = item.gameObject;
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}
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}
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}
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Rigidbody closestRb = closest.transform.GetComponent<Rigidbody>();
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if (closestRb)
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{
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lineRenderer.enabled = true;
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lineRenderer.SetPosition(0, grabSpot.transform.position);
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lineRenderer.SetPosition(1, closest.transform.position);
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} else
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{
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lineRenderer.enabled = false;
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}
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}
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// Update is called once per frame
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void Update()
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{
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Vector3 directionVector = transform.parent.position - transform.parent.parent.position;
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transform.rotation = transform.parent.parent.rotation;//Quaternion.LookRotation(directionVector);
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DrawLineToClosest();
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}
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public void GrabClosest()
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{
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if (grabbedObject) //We already have stuff, let go!
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{
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grabbedObject.transform.SetParent(null);
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grabbedObject.GetComponent<Rigidbody>().isKinematic = false;
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grabbedObject = null;
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return;
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}
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Collider[] items = Physics.OverlapSphere(grabSpot.transform.position, radius);
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if (items.Length < 1) { return; }
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GameObject closest = items[0].gameObject;
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foreach (Collider item in items)
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{
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Rigidbody rb = item.gameObject.GetComponent<Rigidbody>();
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if(rb)
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{
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float dist = Vector3.Distance(item.transform.position, transform.position);
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if (dist < Vector3.Distance(closest.transform.position, transform.position)) {
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closest = item.gameObject;
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}
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}
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}
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Rigidbody closestRb = closest.transform.GetComponent<Rigidbody>();
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if (closestRb)
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{
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closest.transform.SetParent(gameObject.transform);
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closest.transform.position = grabSpot.transform.position;
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closestRb.isKinematic = true;
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grabbedObject = closest.gameObject;
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}
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}
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private void OnDrawGizmos()
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{
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Gizmos.DrawWireSphere(grabSpot.transform.position, radius);
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Collider[] items = Physics.OverlapSphere(grabSpot.transform.position, radius);
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if(items.Length < 1) { return; }
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GameObject closest = items[0].gameObject;
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foreach (Collider item in items)
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{
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Rigidbody rb = item.gameObject.GetComponent<Rigidbody>();
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if (rb)
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{
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Debug.DrawRay(grabSpot.transform.position, (item.transform.position - grabSpot.transform.position), Color.gray);
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float dist = Vector3.Distance(item.transform.position, transform.position);
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if (dist < Vector3.Distance(closest.transform.position, transform.position))
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{
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closest = item.gameObject;
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}
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} else
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{
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Debug.DrawRay(grabSpot.transform.position, (item.transform.position - grabSpot.transform.position), Color.red);
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}
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}
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Debug.DrawRay(grabSpot.transform.position, (closest.transform.position - grabSpot.transform.position), Color.green);
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}
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}
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