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ragdollRigidbodies; + public Collider[] ragdollColliders; + public Animator CharacterAnimator; + bool bonefollower; + Vector3 offset; + private void Start() + { + Invoke(nameof(Rotator), 3); + + ragdollRigidbodies = GetComponentsInChildren(); + ragdollColliders = GetComponentsInChildren(); + + DisableRagdoll(); + bonefollower = true; + offset=transform.position- connectedBone.transform.position; + } + public void DisableRagdoll() + { + foreach (Rigidbody rb in ragdollRigidbodies) + { + rb.isKinematic = true; // Disable physics on rigidbodies + } + + foreach (Collider col in ragdollColliders) + { + col.enabled = false; // Disable colliders + } + } + public void EnableRagdoll() + { + CharacterAnimator.enabled = false; + foreach (Rigidbody rb in ragdollRigidbodies) + { + rb.isKinematic = false; // Enable physics on rigidbodies + } + foreach (Collider col in ragdollColliders) + { + col.enabled = true; // Enable colliders + } + } + void Rotator() + { + transform.DOLocalRotate(new Vector3(90, 180, 0), 1); + transform.DOLocalMoveZ(0.75f, 1).OnComplete(() => + { + bonefollower = false; + EnableRagdoll(); + SpineHingeJoint.connectedBody = connectedBone; + }); + //boneTransform.transform.DOLocalMoveZ(0, 1.25f); + //boneTransform.transform.DOLocalRotate(Vector3.zero, 1.25f); + } void Update() { // Control the character with horizontal input float input = CnInputManager.GetAxis("Horizontal"); characterRigidbody.AddForce(Vector2.right * input * swingForce); + if(bonefollower) + { + transform.position = connectedBone.position + offset; + } } private void OnCollisionEnter(Collision collision) { - if(collision.gameObject.layer==LayerMask.NameToLayer("Obstacle")) + Debug.Log("collision with: " + collision.gameObject.name); + if (collision.gameObject.layer == LayerMask.NameToLayer("Obstacle")) { Health -= 0.5f; UIManager.instance.UpdateHealth(); diff --git a/Assets/Scripts/RocketMovement.cs b/Assets/Scripts/RocketMovement.cs index 152c4996..2f2c097b 100644 --- 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