├── LICENSE ├── NudgeMe.cs ├── README.md ├── Rope Editor.cs └── Rope.cs /LICENSE: -------------------------------------------------------------------------------- 1 | CC0 1.0 Universal 2 | 3 | Statement of Purpose 4 | 5 | The laws of most jurisdictions throughout the world automatically confer 6 | exclusive Copyright and Related Rights (defined below) upon the creator and 7 | subsequent owner(s) (each and all, an "owner") of an original work of 8 | authorship and/or a database (each, a "Work"). 9 | 10 | Certain owners wish to permanently relinquish those rights to a Work for the 11 | purpose of contributing to a commons of creative, cultural and scientific 12 | works ("Commons") that the public can reliably and without fear of later 13 | claims of infringement build upon, modify, incorporate in other works, reuse 14 | and redistribute as freely as possible in any form whatsoever and for any 15 | purposes, including without limitation commercial purposes. These owners may 16 | contribute to the Commons to promote the ideal of a free culture and the 17 | further production of creative, cultural and scientific works, or to gain 18 | reputation or greater distribution for their Work in part through the use and 19 | efforts of others. 20 | 21 | For these and/or other purposes and motivations, and without any expectation 22 | of additional consideration or compensation, the person associating CC0 with a 23 | Work (the "Affirmer"), to the extent that he or she is an owner of Copyright 24 | and Related Rights in the Work, voluntarily elects to apply CC0 to the Work 25 | and publicly distribute the Work under its terms, with knowledge of his or her 26 | Copyright and Related Rights in the Work and the meaning and intended legal 27 | effect of CC0 on those rights. 28 | 29 | 1. Copyright and Related Rights. A Work made available under CC0 may be 30 | protected by copyright and related or neighboring rights ("Copyright and 31 | Related Rights"). Copyright and Related Rights include, but are not limited 32 | to, the following: 33 | 34 | i. the right to reproduce, adapt, distribute, perform, display, communicate, 35 | and translate a Work; 36 | 37 | ii. moral rights retained by the original author(s) and/or performer(s); 38 | 39 | iii. publicity and privacy rights pertaining to a person's image or likeness 40 | depicted in a Work; 41 | 42 | iv. rights protecting against unfair competition in regards to a Work, 43 | subject to the limitations in paragraph 4(a), below; 44 | 45 | v. rights protecting the extraction, dissemination, use and reuse of data in 46 | a Work; 47 | 48 | vi. database rights (such as those arising under Directive 96/9/EC of the 49 | European Parliament and of the Council of 11 March 1996 on the legal 50 | protection of databases, and under any national implementation thereof, 51 | including any amended or successor version of such directive); and 52 | 53 | vii. other similar, equivalent or corresponding rights throughout the world 54 | based on applicable law or treaty, and any national implementations thereof. 55 | 56 | 2. Waiver. To the greatest extent permitted by, but not in contravention of, 57 | applicable law, Affirmer hereby overtly, fully, permanently, irrevocably and 58 | unconditionally waives, abandons, and surrenders all of Affirmer's Copyright 59 | and Related Rights and associated claims and causes of action, whether now 60 | known or unknown (including existing as well as future claims and causes of 61 | action), in the Work (i) in all territories worldwide, (ii) for the maximum 62 | duration provided by applicable law or treaty (including future time 63 | extensions), (iii) in any current or future medium and for any number of 64 | copies, and (iv) for any purpose whatsoever, including without limitation 65 | commercial, advertising or promotional purposes (the "Waiver"). Affirmer makes 66 | the Waiver for the benefit of each member of the public at large and to the 67 | detriment of Affirmer's heirs and successors, fully intending that such Waiver 68 | shall not be subject to revocation, rescission, cancellation, termination, or 69 | any other legal or equitable action to disrupt the quiet enjoyment of the Work 70 | by the public as contemplated by Affirmer's express Statement of Purpose. 71 | 72 | 3. Public License Fallback. Should any part of the Waiver for any reason be 73 | judged legally invalid or ineffective under applicable law, then the Waiver 74 | shall be preserved to the maximum extent permitted taking into account 75 | Affirmer's express Statement of Purpose. In addition, to the extent the Waiver 76 | is so judged Affirmer hereby grants to each affected person a royalty-free, 77 | non transferable, non sublicensable, non exclusive, irrevocable and 78 | unconditional license to exercise Affirmer's Copyright and Related Rights in 79 | the Work (i) in all territories worldwide, (ii) for the maximum duration 80 | provided by applicable law or treaty (including future time extensions), (iii) 81 | in any current or future medium and for any number of copies, and (iv) for any 82 | purpose whatsoever, including without limitation commercial, advertising or 83 | promotional purposes (the "License"). The License shall be deemed effective as 84 | of the date CC0 was applied by Affirmer to the Work. Should any part of the 85 | License for any reason be judged legally invalid or ineffective under 86 | applicable law, such partial invalidity or ineffectiveness shall not 87 | invalidate the remainder of the License, and in such case Affirmer hereby 88 | affirms that he or she will not (i) exercise any of his or her remaining 89 | Copyright and Related Rights in the Work or (ii) assert any associated claims 90 | and causes of action with respect to the Work, in either case contrary to 91 | Affirmer's express Statement of Purpose. 92 | 93 | 4. Limitations and Disclaimers. 94 | 95 | a. No trademark or patent rights held by Affirmer are waived, abandoned, 96 | surrendered, licensed or otherwise affected by this document. 97 | 98 | b. Affirmer offers the Work as-is and makes no representations or warranties 99 | of any kind concerning the Work, express, implied, statutory or otherwise, 100 | including without limitation warranties of title, merchantability, fitness 101 | for a particular purpose, non infringement, or the absence of latent or 102 | other defects, accuracy, or the present or absence of errors, whether or not 103 | discoverable, all to the greatest extent permissible under applicable law. 104 | 105 | c. Affirmer disclaims responsibility for clearing rights of other persons 106 | that may apply to the Work or any use thereof, including without limitation 107 | any person's Copyright and Related Rights in the Work. Further, Affirmer 108 | disclaims responsibility for obtaining any necessary consents, permissions 109 | or other rights required for any use of the Work. 110 | 111 | d. Affirmer understands and acknowledges that Creative Commons is not a 112 | party to this document and has no duty or obligation with respect to this 113 | CC0 or use of the Work. 114 | 115 | For more information, please see 116 | 117 | 118 | -------------------------------------------------------------------------------- /NudgeMe.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Rope Editor.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Rope.cs: -------------------------------------------------------------------------------- 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 | --------------------------------------------------------------------------------