63 lines
1.6 KiB
C#
63 lines
1.6 KiB
C#
using UnityEngine;
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namespace Obi
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{
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[RequireComponent(typeof(ObiRopeCursor))]
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public class ObiRopeReel : MonoBehaviour
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{
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private ObiRopeCursor cursor;
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private ObiRope rope;
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[Header("Roll out/in thresholds")]
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public float outThreshold = 0.8f;
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public float inThreshold = 0.4f;
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[Header("Roll out/in speeds")]
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public float outSpeed = 4;
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public float inSpeed = 2;
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public float maxLength = 10;
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private float restLength;
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public void Awake()
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{
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cursor = GetComponent<ObiRopeCursor>();
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rope = GetComponent<ObiRope>();
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restLength = rope.restLength;
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}
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public void OnValidate()
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{
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// Make sure the range thresholds don't cross:
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outThreshold = Mathf.Max(inThreshold, outThreshold);
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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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// get current and rest lengths:
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float length = rope.CalculateLength();
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// calculate difference between current length and rest length:
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float diff = Mathf.Max(0, length - restLength);
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float lengthChange = 0;
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// if the rope has been stretched beyond the reel out threshold, increase its rest length:
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if (diff > outThreshold)
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lengthChange = outSpeed * Time.deltaTime;
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// if the rope is not stretched past the reel in threshold, decrease its rest length:
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if (diff < inThreshold)
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lengthChange = -inSpeed * Time.deltaTime;
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// make sure not to exceed maxLength:
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lengthChange -= Mathf.Max(0, restLength + lengthChange - maxLength);
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// set the new rest length:
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restLength = cursor.ChangeLength(lengthChange);
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}
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}
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}
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