c# - Can't collapse the rope by script -


i use rope script using hingejoint2d can't collapse cuz understood hingejoint2d tries keep distance between objects... how fix it?
signle solution come it's disable hingejoint2d , rigitbody2d , after changing of positions enable again...
below rope script:

namespace entities {     [requirecomponent(typeof(rigidbody2d))]     [requirecomponent(typeof(linerenderer))]     public class rope : monobehaviour     {         private enum mode         {             none,             rope,             line,             collapsing         }          public bool m_automatic = true;         public gameobject m_target;         public gameobject m_source;         [range(1, 100)]         public int m_segments = 1;         public float m_mass = 1f;         private linerenderer m_renderer;         private mode m_mode = mode.none;         private float m_timer;         private float m_maxdistance;         private float m_speed;         private int m_activeindex;          private gameobject[] m_nodes;          private void awake()         {             m_renderer = getcomponent<linerenderer>();              if (m_automatic)             {                 buildline(1f, 232f);             }         }          private void update()         {         }          private void lateupdate()         {             if (m_mode == mode.line)             {                 m_timer -= time.deltatime;                  if (m_timer <= 0)                 {                     buildrope();                     collapse(1f);                 }                  float curdistance = vector3.distance(m_target.transform.position, m_source.transform.position);                  if (curdistance >= m_maxdistance)                 {                     buildrope();                     collapse(1f);                 }             }             else if (m_mode == mode.collapsing)             {                 vector2 pos = m_nodes[m_activeindex].transform.position;                 vector2 targetpos = m_nodes[m_activeindex + 1].transform.position;                 pos = lerp(targetpos, pos, time.deltatime * m_speed);                  float distance = vector2.distance(pos, targetpos);                  if (distance <= 0.001f)                 {                     pos = targetpos;                     ++m_activeindex;                      if (m_activeindex == m_nodes.length - 2)                     {                         m_mode = mode.none;                     }                 }                  (int = 0; <= m_activeindex; ++i)                 {                     float z = m_nodes[i].transform.position.z;                     m_nodes[i].transform.position = new vector3(pos.x, pos.y, z);                 }             }              (int = 0; < m_nodes.length; ++i)             {                 m_renderer.setposition(i, m_nodes[i].transform.position);             }         }          private vector2 lerp(vector2 a, vector2 b, float factor)         {             float x = a.x - (a.x - b.x) * factor;             float y = a.y - (a.y - b.y) * factor;             return new vector2(x, y);         }          public bool visible         {                         {                 return m_mode != mode.none;             }         }          public void buildline(float timer, float maxdistance)         {             if (m_mode == mode.none)             {                 m_mode = mode.line;                 m_timer = timer;                 m_maxdistance = maxdistance;                 m_renderer.positioncount = 2;                 m_nodes = new gameobject[2];                 m_nodes[0] = m_source;                 m_nodes[1] = m_target;                 m_renderer.setposition(0, m_source.transform.position);                 m_renderer.setposition(1, m_target.transform.position);             }         }          public void collapse(float speed)         {             if (m_mode == mode.rope)             {                 m_mode = mode.collapsing;                 var srccollider = m_nodes[0].getcomponent<circlecollider2d>();                 srccollider.enabled = false;                 m_speed = speed;                 m_activeindex = 0;             }         }          public void buildrope()         {             if (m_mode != mode.rope && m_mode != mode.collapsing)             {                 m_mode = mode.rope;                 int nodecount = m_segments + 1;                 m_nodes = new gameobject[nodecount];                 m_nodes[0] = m_source;                 m_nodes[nodecount - 1] = m_target;                 var segmentoffset = (m_target.transform.position - m_source.transform.position) / m_segments;                  (int = 1; < m_segments; ++i)                 {                     var position = segmentoffset * + m_source.transform.position;                     buildnode(i, position, m_renderer.widthmultiplier);                 }                  var joint = m_target.addcomponent<hingejoint2d>();                 joint.connectedbody = m_nodes[m_nodes.length - 2].getcomponent<rigidbody2d>();                 m_renderer.positioncount = m_segments + 1;             }         }          public void destroyrope()         {             if (visible)             {                 m_mode = mode.none;                  (int = 0; < m_nodes.length - 1; ++i)                 {                     destroy(m_nodes[i]);                 }                  m_nodes = null;             }         }          private void buildnode(int index, vector3 position, float radius)         {             var node = new gameobject("node " + index);             node.transform.position = position;             node.transform.parent = transform;             var rigidbody = node.addcomponent<rigidbody2d>();             rigidbody.mass = m_mass;             var joint = node.addcomponent<hingejoint2d>();             makeelastic(joint);             m_nodes[index] = node;              joint.connectedbody = m_nodes[index - 1].getcomponent<rigidbody2d>();         }          private void makeelastic(hingejoint2d joint)         {             var limits = joint.limits;             limits.min = -45;             limits.max = 45;             joint.limits = limits;             joint.uselimits = true;         }     } } 

the current bug when call collapse() rope collapses short time , after becomes increase only.
screenshot of bug


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