using System.Collections; using System.Collections.Generic; using UnityEngine; using Obi; /** * Sample component that shows how to use Obi Rope to create a grappling hook for a 2.5D game. * 95% of the code is the grappling hook logic (user input, scene raycasting, launching, attaching the hook, etc) and parameter setup, * to show how to use Obi completely at runtime. This might not be practical for real-world scenarios, * but illustrates how to do it. * * Note that the choice of using actual rope simulation for grapple dynamics is debatable. Usually * a simple spring works better both in terms of performance and controllability. * * If complex interaction is required with the scene, a purely geometry-based approach (ala Worms ninja rope) can * be the right choice under certain circumstances. */ public class GrapplingHook : MonoBehaviour { public ObiSolver solver; public ObiCollider character; public float hookExtendRetractSpeed = 2; public Material material; public ObiRopeSection section; private ObiRope rope; private ObiRopeBlueprint blueprint; private ObiRopeExtrudedRenderer ropeRenderer; private ObiRopeCursor cursor; private RaycastHit hookAttachment; void Awake() { // Create both the rope and the solver: rope = gameObject.AddComponent(); ropeRenderer = gameObject.AddComponent(); ropeRenderer.section = section; ropeRenderer.uvScale = new Vector2(1, 4); ropeRenderer.normalizeV = false; ropeRenderer.uvAnchor = 1; rope.GetComponent().material = material; // Setup a blueprint for the rope: blueprint = ScriptableObject.CreateInstance(); blueprint.resolution = 0.5f; // Tweak rope parameters: rope.maxBending = 0.02f; // Add a cursor to be able to change rope length: cursor = rope.gameObject.AddComponent(); cursor.cursorMu = 0; cursor.direction = true; } private void OnDestroy() { DestroyImmediate(blueprint); } /** * Raycast against the scene to see if we can attach the hook to something. */ private void LaunchHook() { // Get the mouse position in the scene, in the same XY plane as this object: Vector3 mouse = Input.mousePosition; mouse.z = transform.position.z - Camera.main.transform.position.z; Vector3 mouseInScene = Camera.main.ScreenToWorldPoint(mouse); // Get a ray from the character to the mouse: Ray ray = new Ray(transform.position, mouseInScene - transform.position); // Raycast to see what we hit: if (Physics.Raycast(ray, out hookAttachment)) { // We actually hit something, so attach the hook! StartCoroutine(AttachHook()); } } private IEnumerator AttachHook() { yield return 0; Vector3 localHit = rope.transform.InverseTransformPoint(hookAttachment.point); int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything,0); // Procedurally generate the rope path (a simple straight line): blueprint.path.Clear(); blueprint.path.AddControlPoint(Vector3.zero, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "Hook start"); blueprint.path.AddControlPoint(localHit, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "Hook end"); blueprint.path.FlushEvents(); // Generate the particle representation of the rope (wait until it has finished): yield return blueprint.Generate(); // Set the blueprint (this adds particles/constraints to the solver and starts simulating them). rope.ropeBlueprint = blueprint; rope.GetComponent().enabled = true; // Pin both ends of the rope (this enables two-way interaction between character and rope): var pinConstraints = rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints; pinConstraints.Clear(); var batch = new ObiPinConstraintsBatch(); batch.AddConstraint(rope.solverIndices[0], character, transform.localPosition, Quaternion.identity, 0, 0, float.PositiveInfinity); batch.AddConstraint(rope.solverIndices[blueprint.activeParticleCount - 1], hookAttachment.collider.GetComponent(), hookAttachment.collider.transform.InverseTransformPoint(hookAttachment.point), Quaternion.identity, 0, 0, float.PositiveInfinity); batch.activeConstraintCount = 2; pinConstraints.AddBatch(batch); rope.SetConstraintsDirty(Oni.ConstraintType.Pin); } private void DetachHook() { // Set the rope blueprint to null (automatically removes the previous blueprint from the solver, if any). rope.ropeBlueprint = null; rope.GetComponent().enabled = false; } void Update() { if (Input.GetMouseButtonDown(0)) { if (!rope.isLoaded) LaunchHook(); else DetachHook(); } if (rope.isLoaded) { if (Input.GetKey(KeyCode.W)) { cursor.ChangeLength(rope.restLength - hookExtendRetractSpeed * Time.deltaTime); } if (Input.GetKey(KeyCode.S)) { cursor.ChangeLength(rope.restLength + hookExtendRetractSpeed * Time.deltaTime); } } } }