Got this mostly implemented, we still need to handle a few things:
[x] Multi-shot is broken, needs to either not let you shoot while on-rope or delete the previous rope.
[x] After multi-shot is out of shots (currently 5) it auto-ends your turn, probably not desirable.
[ ] Need to let players swap weapons while on-rope, and everything that entails (aiming, maybe just a straight shot idk, shooting/dropping for sure)
[x] The inputs might not be handled as elegantly as we want, the "RopeBehaviorComponent" directly reads off Input.AnalogMove, might want to make it part of the mounted stuff and feed it from the grub inputs?
[ ] Rope rendering in multiplayer needs to be handled somehow, either making it clientside and figure out all the corner gameobjects without affecting the physics joint or syncing up all the gameobject corners?
[ ] Should it have a max range? If so, fail to hook on and delete the projectile before it gets there.
The ninja rope is a staple of Worms, and could prove incredibly fun in Grubs. There is a pretty decent proof of concept that ducc did awhile back that you can reference: https://github.com/apetavern/grubs/compare/main...chrisspieler:grubs:ninja-rope