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Increase Drag Distance??
Hello:), I have a working script to drag objects that have a rigidbody (i found it on internet), It works to open doors by dragging them, or any object in my game with rigidbody. The proble is that it only drag things that are too close, and i need it to drag things like drawers that are closer to the ground. The only way i can drag them is increasing the size of their colliders, but that's not the right way, I know there must be a way in the script to change raycast distance or somethig. Any ideas??:)
var spring = 50.0; var damper = 5.0; var drag = 10.0; var angularDrag = 5.0; var distance = 0.2; var pushForce = 0.2; var attachToCenterOfMass = false;
var highlightMaterial : Material; private var highlightObject : GameObject;
private var springJoint : SpringJoint;
function Update() { var mainCamera = FindCamera();
highlightObject = null;
if( springJoint != null && springJoint.connectedBody != null )
{
highlightObject = springJoint.connectedBody.gameObject;
}
else
{
// We need to actually hit an object
var hitt : RaycastHit;
if( Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), hitt, 3.5 ) ) {
if( hitt.rigidbody && !hitt.rigidbody.isKinematic ) {
highlightObject = hitt.rigidbody.gameObject;
}
}
}
// Make sure the user pressed the mouse down
if (!Input.GetMouseButtonDown (0))
return;
// We need to actually hit an object
var hit : RaycastHit;
if (!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), hit, 3.5)) {
return;
}
hit.transform.gameObject.SendMessage("OnBeingDragged", SendMessageOptions.DontRequireReceiver);
// We need to hit a rigidbody that is not kinematic
if (!hit.rigidbody || hit.rigidbody.isKinematic) {
return;
}
if (!springJoint)
{
var go = new GameObject("Rigidbody dragger");
body = go.AddComponent ("Rigidbody");
springJoint = go.AddComponent ("SpringJoint");
body.isKinematic = true;
}
springJoint.transform.position = hit.point;
if (attachToCenterOfMass)
{
var anchor = transform.TransformDirection(hit.rigidbody.centerOfMass) + hit.rigidbody.transform.position;
anchor = springJoint.transform.InverseTransformPoint(anchor);
springJoint.anchor = anchor;
}
else
{
springJoint.anchor = Vector3.zero;
}
springJoint.spring = spring;
springJoint.damper = damper;
springJoint.maxDistance = distance;
springJoint.connectedBody = hit.rigidbody;
DragObject(hit.distance, hit.point, mainCamera.ScreenPointToRay(Input.mousePosition).direction);
}
function DragObject (distance : float, hitpoint : Vector3, dir : Vector3) { var startTime = Time.time; var mousePos = Input.mousePosition;
var oldDrag = springJoint.connectedBody.drag;
var oldAngularDrag = springJoint.connectedBody.angularDrag;
springJoint.connectedBody.drag = drag;
springJoint.connectedBody.angularDrag = angularDrag;
var mainCamera = FindCamera();
while (Input.GetMouseButton (0))
{
var ray = mainCamera.ScreenPointToRay (Input.mousePosition);
springJoint.transform.position = ray.GetPoint(distance);
yield;
}
if (Mathf.Abs(mousePos.x - Input.mousePosition.x) <= 2 && Mathf.Abs(mousePos.y - Input.mousePosition.y) <= 2 && Time.time - startTime < .2 && springJoint.connectedBody)
{
dir.y = 0;
dir.Normalize();
springJoint.connectedBody.AddForceAtPosition(dir * pushForce, hitpoint, ForceMode.VelocityChange);
ToggleLight( springJoint.connectedBody.gameObject );
}
if (springJoint.connectedBody)
{
springJoint.connectedBody.drag = oldDrag;
springJoint.connectedBody.angularDrag = oldAngularDrag;
springJoint.connectedBody = null;
}
}
static function ToggleLight( go : GameObject ) {
var theLight : Light = go.GetComponentInChildren(Light); if( !theLight ) return;
theLight.enabled = !theLight.enabled;
var illumOn = theLight.enabled;
var renderers = go.GetComponentsInChildren(MeshRenderer);
for( var r : MeshRenderer in renderers )
{
if( r.gameObject.layer == 1 )
{
r.material.shader = Shader.Find(illumOn ? "Self-Illumin/Diffuse" : "Diffuse");
}
}
}
function FindCamera () { if (camera) return camera; else return Camera.main; }
function OnPostRender() { if( highlightObject == null ) return;
var go = highlightObject;
highlightMaterial.SetPass( 0 );
var meshes = go.GetComponentsInChildren(MeshFilter);
for( var m : MeshFilter in meshes )
{
Graphics.DrawMeshNow( m.sharedMesh, m.transform.position, m.transform.rotation );
}
}
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