Hi I’m making a game where you throw a game and then try to swing or grapple on it to get around, however for some reason a few times when I grapple the players grapple point is a lot higher then the object I’m grappling to, other times it works fine. Any clue why?
private LineRenderer lr;
private UIManager ui;
private Vector3 grapplePoint;
public LayerMask whatIsGrappleable;
public Transform gunTip, player;
public new Transform camera;
private float maxDistance = 250f;
private SpringJoint joint;
public PlayerMovement pm;
public bool weaponWake;
public DeathScript ds;
public float massScale;
public float spring;
public float damper;
public float playerHeight;
public float gunHeight;
void Awake()
{
weaponWake = false;
pm = GetComponent<PlayerMovement>();
lr = GetComponent<LineRenderer>();
ui = GameObject.Find("Player").GetComponent<UIManager>();
}
void Update()
{
if (pm.throwWeapon == true)
{
gunHeight = GameObject.FindWithTag("Weapon").transform.position.y;
}
else if (pm.throwWeapon == false)
{
gunHeight = 0;
}
playerHeight = GameObject.FindWithTag("Player").transform.position.y;
if (ds.dead == true)
{
StopGrapple();
}
if (Input.GetMouseButtonDown(0))
{
StartGrapple();
}
else if (Input.GetMouseButtonUp(0))
{
StopGrapple();
}
}
//Called after Update
void LateUpdate()
{
DrawRope();
}
/// <summary>
/// Call whenever we want to start a grapple
/// </summary>
void StartGrapple()
{
RaycastHit hit;
if (Physics.Raycast(camera.position, camera.forward, out hit, maxDistance, whatIsGrappleable) && pm.throwWeapon == true && ui.gamePause == false && gunHeight > playerHeight)
{
weaponWake = true;
grapplePoint = hit.point;
joint = player.gameObject.AddComponent<SpringJoint>();
joint.autoConfigureConnectedAnchor = false;
joint.connectedAnchor = grapplePoint;
float distanceFromPoint = Vector3.Distance(player.position, grapplePoint);
//The distance grapple will try to keep from grapple point.
joint.maxDistance = distanceFromPoint * 0.8f;
joint.minDistance = distanceFromPoint * 0.25f;
//Adjust these values to fit your game.
joint.spring = spring;
joint.damper = damper;
joint.massScale = massScale;
lr.positionCount = 2;
currentGrapplePosition = gunTip.position;
}
}
/// <summary>
/// Call whenever we want to stop a grapple
/// </summary>
void StopGrapple()
{
lr.positionCount = 0;
Destroy(joint);
if (weaponWake == true)
{
pm.throwWeapon = false;
weaponWake = false;
}
}
private Vector3 currentGrapplePosition;
void DrawRope()
{
//If not grappling, don't draw rope
if (!joint) return;
currentGrapplePosition = Vector3.Lerp(currentGrapplePosition, grapplePoint, Time.deltaTime * 8f);
lr.SetPosition(0, gunTip.position);
lr.SetPosition(1, currentGrapplePosition);
}
public bool IsGrappling()
{
return joint != null;
}
public Vector3 GetGrapplePoint()
{
return grapplePoint;
}
}