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Question by Geneve-Goh · Jul 16, 2016 at 08:51 AM · unity 2d

Allowing unity game to have unlimited runs

 public float maxStretch = 3.0f;
 public LineRenderer catapultLineFront;
 public LineRenderer catapultLineBack;
 

 private SpringJoint2D spring;
 private Transform catapult;
 private Ray rayToMouse;
 private Ray leftCatapultToProjectile;
 
 private float maxStretchSqr;
 private float circleRadius;
 private bool clickedOn;
 private Vector2 prevVelocity;
 private Vector3 velocity;

 void Awake()
 {
     spring = GetComponent <SpringJoint2D> ();
     catapult = spring.connectedBody.transform;
 }

 // Use this for initialization
 void Start () 
 {
     LineRendererSetup();
     rayToMouse = new Ray(catapult.position, Vector3.zero);
     leftCatapultToProjectile = new Ray(catapultLineFront.transform.position, Vector3.zero);
     maxStretchSqr = maxStretch * maxStretch;
     CircleCollider2D circle = GetComponent<Collider2D>() as CircleCollider2D;
     circleRadius = circle.radius;
 }
 
 // Update is called once per frame
 void Update (){
     if (clickedOn)
         Dragging();

     if (spring != null){
         if (!GetComponent<Rigidbody2D>().isKinematic && prevVelocity.sqrMagnitude > GetComponent<Rigidbody2D>().velocity.sqrMagnitude){
             Destroy(spring);
             GetComponent<Rigidbody2D>().velocity = prevVelocity;
         }
         if (!clickedOn)
             prevVelocity = GetComponent<Rigidbody2D>().velocity;

         LineRendererUpdate();
     }
     else
     {
         catapultLineFront.enabled = false;
         catapultLineBack.enabled = false;
     }

 
 }

 void LineRendererSetup()
 {
     catapultLineFront.SetPosition(0, catapultLineFront.transform.position);
     catapultLineBack.SetPosition(0, catapultLineBack.transform.position);

     catapultLineFront.sortingLayerName = "Foreground";
     catapultLineBack.sortingLayerName = "Foreground";

     catapultLineFront.sortingOrder = 3;
     catapultLineBack.sortingOrder = 1;
 }

 void OnMouseDown()
 {
     spring.enabled = false;
     clickedOn = true;
 }

 void OnMouseUp()
 {
     spring.enabled = true;
     GetComponent<Rigidbody2D>().isKinematic = false;
     clickedOn = false;
 }

 void Dragging()
 {
     Vector3 mouseWorldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     Vector2 catapultToMouse = mouseWorldPoint - catapult.position;

     if (catapultToMouse.sqrMagnitude > maxStretchSqr)
     {
         rayToMouse.direction = catapultToMouse;
         mouseWorldPoint = rayToMouse.GetPoint(maxStretch);
     }

     mouseWorldPoint.z = 0f;
     transform.position = mouseWorldPoint;
 }

 void LineRendererUpdate()
 {
     Vector2 catapultToProjectile = transform.position - catapultLineFront.transform.position;
     leftCatapultToProjectile.direction = catapultToProjectile;
     Vector3 holdPoint = leftCatapultToProjectile.GetPoint(catapultToProjectile.magnitude + circleRadius);
     catapultLineFront.SetPosition(1, holdPoint);
     catapultLineBack.SetPosition(1, holdPoint);

 }
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avatar image Geneve-Goh · Jul 16, 2016 at 08:54 AM 0
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Hello, I am actually creating a game that is similar to angry birds. When I hold and release the catapult, the asteroid on the catapult will be shooting towards the direction I'm ai$$anonymous$$g. However, I can only let it shoot once, not more than once. I think there's a problem with my asteroid code which I displayed it at the top. When I shoot once, it will go back to the catapult after hitting. But then, I couldn't move it anymore.

Really hope someone can help out as this is rather urgent.. Thank you!

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