Weapons/ToolGun/Modes/SliderTool.cs
[Icon( "➖" )]
[Title( "#tool.name.slider" )]
[ClassName( "slider" )]
[Group( "#tool.group.constraints" )]
public sealed class SliderTool : BaseConstraintToolMode
{
public override string Description => Stage == 1 ? "#tool.hint.slider.stage1" : "#tool.hint.slider.stage0";
public override string PrimaryAction => Stage == 1 ? "#tool.hint.slider.finish" : "#tool.hint.slider.source";
public override string SecondaryAction => Stage == 1 ? "#tool.hint.slider.secondary.stage1" : "#tool.hint.slider.secondary";
public override string ReloadAction => "#tool.hint.slider.remove";
protected override IEnumerable<GameObject> FindConstraints( GameObject linked, GameObject target )
{
foreach ( var joint in linked.GetComponentsInChildren<SliderJoint>( true ) )
if ( linked == target || joint.Body?.Root == target )
yield return joint.GameObject;
}
protected override SelectionPoint? GetSecondaryPoint( SelectionPoint select )
{
return TraceFromRay( select.WorldTransform().ForwardRay, 4096, select.GameObject );
}
protected override void CreateConstraint( SelectionPoint point1, SelectionPoint point2 )
{
if ( point1.GameObject == point2.GameObject )
return;
var axis = Rotation.LookAt( Vector3.Direction( point1.WorldPosition(), point2.WorldPosition() ) );
var go1 = new GameObject( false, "slider" );
go1.Parent = point1.GameObject;
go1.LocalTransform = point1.LocalTransform;
go1.WorldRotation = axis;
var go2 = new GameObject( false, "slider" );
go2.Parent = point2.GameObject;
go2.LocalTransform = point2.LocalTransform;
go2.WorldRotation = axis;
var cleanup = go1.AddComponent<ConstraintCleanup>();
cleanup.Attachment = go2;
var len = point1.WorldPosition().Distance( point2.WorldPosition() );
var joint = go1.AddComponent<SliderJoint>();
joint.Body = go2;
joint.MinLength = 0;
joint.MaxLength = len;
joint.EnableCollision = true;
var lineRenderer = go1.AddComponent<LineRenderer>();
lineRenderer.Points = [go1, go2];
lineRenderer.Width = 0.5f;
lineRenderer.Color = Color.Black;
lineRenderer.Lighting = true;
lineRenderer.CastShadows = true;
go2.NetworkSpawn();
go1.NetworkSpawn();
Track( go1, go2 );
var undo = Player.Undo.Create();
undo.Name = "Slider";
undo.Add( go1 );
undo.Add( go2 );
}
}