├── LICENSE
├── NudgeMe.cs
├── README.md
├── Rope Editor.cs
└── Rope.cs
/LICENSE:
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/NudgeMe.cs:
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1 | using UnityEngine;
2 |
3 | public class NudgeMe : MonoBehaviour {
4 |
5 | public float xDir = 1000;
6 | public float yDir = 1000;
7 |
8 | // Update is called once per frame
9 | void Update () {
10 | if(Input.GetKey (KeyCode.Space)){
11 | this.gameObject.GetComponent().AddForce(new Vector2(xDir,yDir));
12 | }
13 | }
14 | }
15 |
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/README.md:
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1 | # Unity2D
2 | Collaborate anything related to Unity2D
3 |
4 | #How to use the rope generation tool.
5 |
6 | - Drag and drop both .cs files into your unity assets folder.
7 | - Create an empty gameobject and attach the Rope script.
8 | - Attach a sprite image and material in the inspector window.
9 | - At the bottom of the script, click 'Generate Rope', 'Apply Ridgedbodies', and 'Apply Hinge2D'.
10 |
11 | ###Note:
12 | >'Apply Ridgedbodies' and 'Apply Hinge2D' can also update all child rigidbodies and hinge2D components.
13 | This script will function in Editor or Runtime.
14 | 100% Free to use under CC0 license! Enjoy!
15 |
16 | ##Changelog 1.0:
17 | - Added script 'NudgeMe' to the list. To use this script, attach it to the last rope object and press space during runtime.
18 |
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/Rope Editor.cs:
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1 | using UnityEngine;
2 | using UnityEditor;
3 |
4 | [CustomEditor(typeof(Rope))]
5 | public class RopeEditor : Editor {
6 |
7 | public override void OnInspectorGUI()
8 | {
9 | DrawDefaultInspector();
10 |
11 | Rope ropeScript = (Rope)target;
12 |
13 | if(GUILayout.Button ("Generate Rope"))
14 | ropeScript.GenerateRope();
15 |
16 | if(GUILayout.Button("Apply Rigidbodies"))
17 | ropeScript.ApplyRigidbody2D();
18 |
19 | if(GUILayout.Button("Apply Hinge2D"))
20 | ropeScript.ApplyHinge2D();
21 | }
22 | }
23 |
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/Rope.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using UnityEngine;
6 | using UnityEditor;
7 |
8 | public class Rope : MonoBehaviour {
9 |
10 | Rigidbody2D[] rigidbodies;
11 | JointMotor2D motor;
12 | JointAngleLimits2D limits;
13 | Vector2 anchorDistance;
14 |
15 |
16 | public Sprite SpriteImage;
17 | public Material Material;
18 | public int RopeLength;
19 | public string SortingLayer = "Default";
20 |
21 | [Header("Rigidbody2D")]
22 | public bool DecrementMassValue;
23 | public double DecrementValue;
24 | public double Mass = 1;
25 | public float LinearDrag = 0;
26 | public float AngularDrag = 0.005F;
27 | public float GravityScale = 1;
28 | public bool FixedAngle;
29 | public bool isKinematic;
30 | public RigidbodyInterpolation2D Interpolate = RigidbodyInterpolation2D.None;
31 | public RigidbodySleepMode2D SleepingMode = RigidbodySleepMode2D.StartAsleep;
32 | public CollisionDetectionMode2D CollisionDetection = CollisionDetectionMode2D.None;
33 |
34 | [Header("Hinge2D")]
35 | public bool EnableCollision;
36 | public Rigidbody2D BaseRigidBody;
37 | public bool UseAutoAnchor = true;
38 | public float anchorOffset;
39 | public Vector2 Anchor;
40 | public Vector2 ConnectedAnchor;
41 | public bool UseMotor;
42 | public float MotorSpeed;
43 | public float MaximumMotorForce;
44 | public bool UseLimit = true;
45 | public float LowerAngle = 45;
46 | public float UpperAngle = -45;
47 |
48 | public void GenerateRope()
49 | {
50 | if(this.gameObject.GetComponent() == null){
51 | this.gameObject.AddComponent();
52 | }
53 | BaseRigidBody = this.GetComponent();
54 |
55 | Vector3 distance = new Vector3(0,0,0);
56 | for(int n = 0; n < RopeLength; n++)
57 | {
58 |
59 | GameObject RopeObject = new GameObject (SpriteImage.name, typeof(SpriteRenderer), typeof(Rigidbody2D), typeof(HingeJoint2D)) as GameObject;
60 | SpriteRenderer Rope = RopeObject.GetComponent();
61 | Rope.sprite = SpriteImage;
62 | Rope.sortingLayerName = SortingLayer;
63 | Rope.material = Material;
64 | if(n==0){
65 | RopeObject.transform.SetParent (this.transform);
66 | RopeObject.transform.localPosition = Vector3.zero;
67 | }
68 | else
69 | {
70 | //Use this code if you wish to have ladder parenting for all new objects. Anchors may not set properly.
71 | //RopeObject.transform.SetParent (this.gameObject.GetComponentsInChildren().ElementAt(n).transform);
72 | //distance.y = -DistanceBetweenRopePiece;
73 |
74 | RopeObject.transform.SetParent (this.transform);
75 | distance.y = -(Rope.bounds.size.y * n);
76 |
77 | RopeObject.transform.localPosition = distance;
78 | }
79 | RopeObject.name = SpriteImage.name + " " + n;
80 |
81 | }
82 | Debug.Log ("Rope generated!");
83 | }
84 |
85 | public void ApplyRigidbody2D()
86 | {
87 | int n = 0;
88 | var bodies = gameObject.GetComponentsInChildren(true);
89 | foreach(var rigidbody in bodies)
90 | {
91 | if(n!=0){
92 |
93 | #region "Update Rigidbody2D Components"
94 | rigidbody.mass = (float)Mass;
95 | rigidbody.drag = LinearDrag;
96 | rigidbody.angularDrag = AngularDrag;
97 | rigidbody.gravityScale = GravityScale;
98 | rigidbody.fixedAngle = FixedAngle;
99 | rigidbody.isKinematic = isKinematic;
100 | rigidbody.interpolation = Interpolate;
101 | rigidbody.sleepMode = SleepingMode;
102 | rigidbody.collisionDetectionMode = CollisionDetection;
103 | #endregion
104 |
105 | if(DecrementMassValue){
106 | Mass -= DecrementValue;
107 | }
108 | }
109 | else{
110 | rigidbody.fixedAngle = true;
111 | rigidbody.isKinematic = true;
112 | }
113 | n++;
114 | }
115 | Debug.Log ("Rigidbody components updated.");
116 | }
117 | public void ApplyHinge2D()
118 | {
119 | rigidbodies = this.gameObject.GetComponentsInChildren(true);
120 | int n = 0;
121 | var hinges = this.gameObject.GetComponentsInChildren(true);
122 |
123 | foreach(var hinge in hinges)
124 | {
125 | hinge.enableCollision = EnableCollision;
126 | if(!UseAutoAnchor){
127 | hinge.anchor = Anchor;
128 | hinge.connectedAnchor = ConnectedAnchor;
129 | }
130 |
131 | #region Update Hinge2D Components"
132 | motor.motorSpeed = MotorSpeed;
133 | motor.maxMotorTorque = MaximumMotorForce;
134 | hinge.motor = motor;
135 | hinge.useMotor = UseMotor;
136 |
137 | limits.min = LowerAngle;
138 | limits.max = UpperAngle;
139 | hinge.limits = limits;
140 | hinge.useLimits = UseLimit;
141 | #endregion
142 | if(n!=0){
143 | hinge.connectedBody = rigidbodies[n-1];
144 | }
145 | else
146 | hinge.connectedBody = null;
147 | n++;
148 | }
149 |
150 | if(UseAutoAnchor){
151 | AutoAnchor();
152 | }
153 | Debug.Log ("Hinge2D components updated.");
154 | }
155 |
156 | private void AutoAnchor(){
157 | int n = 0;
158 |
159 | var hinges = this.gameObject.GetComponentsInChildren(true);
160 | foreach(var hinge in hinges)
161 | {
162 | anchorDistance.y = this.gameObject.GetComponentInChildren().sprite.bounds.size.y/2 - anchorOffset;
163 | if(n==0){
164 | Debug.Log ("Base anchor skipped.");
165 | }
166 | if(n==1){
167 | hinge.anchor = anchorDistance;
168 | hinge.connectedAnchor = anchorDistance;
169 | }
170 | if(n>=2){
171 | hinge.anchor = anchorDistance;
172 | anchorDistance.y = -anchorDistance.y;
173 | hinge.connectedAnchor = anchorDistance;
174 | }
175 | n++;
176 | }
177 | }
178 | }
179 |
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