Weapons/ToolGun/Modes/ElasticTool.cs
[Icon( "🌀" )]
[Title( "#tool.name.elastic" )]
[ClassName( "elastic" )]
[Group( "#tool.group.constraints" )]
public sealed class ElasticTool : BaseConstraintToolMode
{
[Range( 0, 15 )]
[Property, Sync]
public float Frequency { get; set; } = 2.0f;
[Range( 0, 4 )]
[Property, Sync]
public float Damping { get; set; } = 0.1f;
[Property, Sync]
public bool StretchOnly { get; set; } = false;
public override string Description => Stage == 1 ? "#tool.hint.elastic.stage1" : "#tool.hint.elastic.stage0";
public override string PrimaryAction => Stage == 1 ? "#tool.hint.elastic.finish" : "#tool.hint.elastic.source";
public override string ReloadAction => "#tool.hint.elastic.remove";
protected override void CreateConstraint( SelectionPoint point1, SelectionPoint point2 )
{
var go1 = new GameObject( false, "elastic" );
go1.Parent = point1.GameObject;
go1.LocalTransform = point1.LocalTransform;
go1.LocalRotation = Rotation.Identity;
var go2 = new GameObject( false, "elastic" );
go2.Parent = point2.GameObject;
go2.LocalTransform = point2.LocalTransform;
go2.LocalRotation = Rotation.Identity;
var cleanup = go1.AddComponent<ConstraintCleanup>();
cleanup.Attachment = go2;
var len = point1.WorldPosition().Distance( point2.WorldPosition() );
if ( point1.GameObject != point2.GameObject )
{
var joint = go1.AddComponent<SpringJoint>();
joint.Body = go2;
joint.MinLength = 0;
joint.MaxLength = float.MaxValue;
joint.RestLength = len;
joint.Frequency = Frequency;
joint.Damping = Damping;
joint.EnableCollision = true;
joint.ForceMode = StretchOnly ? SpringJoint.SpringForceMode.Pull : SpringJoint.SpringForceMode.Both;
}
var vertletRope = go1.AddComponent<VerletRope>();
vertletRope.Attachment = go2;
vertletRope.SegmentCount = MathX.CeilToInt( len / 16.0f );
var lineRenderer = go1.AddComponent<LineRenderer>();
lineRenderer.Points = [go1, go2];
lineRenderer.Width = 0.5f;
lineRenderer.Color = Color.Orange;
lineRenderer.Lighting = true;
lineRenderer.CastShadows = true;
go2.NetworkSpawn();
go1.NetworkSpawn();
Track( go1, go2 );
var undo = Player.Undo.Create();
undo.Name = "Elastic";
undo.Add( go1 );
undo.Add( go2 );
}
}