████████╗ ██╗░░██╗ ██╗ ░█████╗░ ░█████╗░
╚══██╔══╝ ██║░░██║ ██║ ██╔══██╗ ██╔══██╗
░░░██║░░░ ███████║ ██║ ██║░░╚═╝ ██║░░╚═╝
░░░██║░░░ ██╔══██║ ██║ ██║░░██╗ ██║░░██╗
░░░██║░░░ ██║░░██║ ██║ ╚█████╔╝ ╚█████╔╝
BongDev
Creator of
Recent community posts
please help me how to sync line renderer this is my code:-
using UnityEngine;
using Photon.Pun;
public class Grappling : MonoBehaviourPunCallbacks
{
private LineRenderer lr;
private Vector3 grapplePoint;
public LayerMask whatIsGrappleable;
public Transform gunTip, player;
public Camera camera;
private float maxDistance = 100f;
private SpringJoint joint;
PhotonView PV;
void Awake()
{
lr = GetComponent<LineRenderer>();
PV = GetComponent<PhotonView>();
}
void Update()
{
if (PV.IsMine)
{
if (Input.GetMouseButtonDown(1))
{
StartGrapple();
}
else if (Input.GetMouseButtonUp(1))
{
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.transform.position, camera.transform.forward, out hit, maxDistance, whatIsGrappleable))
{
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 = 4.5f;
joint.damper = 7f;
joint.massScale = 4.5f;
lr.positionCount = 2;
currentGrapplePosition = gunTip.position;
}
}
/// <summary>
/// Call whenever we want to stop a grapple
/// </summary>
void StopGrapple()
{
lr.positionCount = 0;
Destroy(joint);
}
private Vector3 currentGrapplePosition;
void DrawRope()
{
PV.RPC("RPC_DrawRope", RpcTarget.AllBuffered);
}
public bool IsGrappling()
{
return joint != null;
}
public Vector3 GetGrapplePoint()
{
return grapplePoint;
}
[PunRPC]
void RPC_DrawRope()
{
//If not grappling, dont' draw rope
if (!joint) return;
currentGrapplePosition = Vector3.Lerp(currentGrapplePosition, grapplePoint, Time.deltaTime * 8f);
lr.SetPosition(0, gunTip.position);
lr.SetPosition(1, currentGrapplePosition);
}
}