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| 1 | using UnityEngine; | |
| 2 | using System.Collections; | |
| 3 | ||
| 4 | public class CharacterController2D : MonoBehaviour | |
| 5 | {
| |
| 6 | private const float SkinWidth = .02f; | |
| 7 | private const int TotalHorizontalRays = 8; | |
| 8 | private const int TotalVerticalRays = 4; | |
| 9 | ||
| 10 | private static readonly float SlopeLimitTangant = Mathf.Tan (75f* Mathf.Deg2Rad); | |
| 11 | ||
| 12 | public LayerMask PlatformMask; | |
| 13 | public ControllerParameters2D DefaultParameters; | |
| 14 | ||
| 15 | public ControllerState2D State { get; private set; }
| |
| 16 | public Vector2 Velocity { get { return _velocity; } }
| |
| 17 | public bool HandleCollisions { get; set; }
| |
| 18 | public ControllerParameters2D Parameters { get { return _overrideParameters ?? DefaultParameters; } }
| |
| 19 | public GameObject StandingOn { get; private set; }
| |
| 20 | public bool CanJump | |
| 21 | {
| |
| 22 | get | |
| 23 | {
| |
| 24 | if (Parameters.JumpRestrictions == ControllerParameters2D.JumpBehavior.CanJumpAnywhere) | |
| 25 | return _jumpIn <= 0; | |
| 26 | ||
| 27 | if (Parameters.JumpRestrictions == ControllerParameters2D.JumpBehavior.CanJumpOnGround) | |
| 28 | return State.IsGrounded; | |
| 29 | ||
| 30 | return false; | |
| 31 | } | |
| 32 | } | |
| 33 | ||
| 34 | private Vector2 _velocity; | |
| 35 | private Transform _transform; | |
| 36 | private Vector3 _localScale; | |
| 37 | private BoxCollider2D _boxCollider; | |
| 38 | private ControllerParameters2D _overrideParameters; | |
| 39 | private float _jumpIn; | |
| 40 | ||
| 41 | private Vector3 | |
| 42 | _raycastTopLeft, | |
| 43 | _raycastBottomRight, | |
| 44 | _raycastBottomLeft; | |
| 45 | ||
| 46 | private float | |
| 47 | _verticalDistanceBetweenRays, | |
| 48 | _horizontalDistanceBetweenRays; | |
| 49 | ||
| 50 | public void Awake() | |
| 51 | {
| |
| 52 | HandleCollisions = true; | |
| 53 | State = new ControllerState2D(); | |
| 54 | _transform = transform; | |
| 55 | _localScale = transform.localScale; | |
| 56 | _boxCollider = GetComponent<BoxCollider2D>(); | |
| 57 | ||
| 58 | var colliderWidth = _boxCollider.size.x * Mathf.Abs (transform.localScale.x) - (2 * SkinWidth); | |
| 59 | _horizontalDistanceBetweenRays = colliderWidth / (TotalVerticalRays - 1); | |
| 60 | ||
| 61 | var ColliderHeight = _boxCollider.size.y * Mathf.Abs(transform.localScale.y) - (2 * SkinWidth); | |
| 62 | _verticalDistanceBetweenRays = ColliderHeight / (TotalHorizontalRays - 1); | |
| 63 | } | |
| 64 | ||
| 65 | public void AddForce(Vector2 force) | |
| 66 | {
| |
| 67 | _velocity += force; | |
| 68 | } | |
| 69 | ||
| 70 | public void SetForce(Vector2 force) | |
| 71 | {
| |
| 72 | _velocity = force; | |
| 73 | } | |
| 74 | ||
| 75 | public void SetHorizontalForce(float x) | |
| 76 | {
| |
| 77 | _velocity.x = x; | |
| 78 | } | |
| 79 | ||
| 80 | public void SetVerticalForce (float y) | |
| 81 | {
| |
| 82 | _velocity.y = y; | |
| 83 | } | |
| 84 | ||
| 85 | public void Jump() | |
| 86 | {
| |
| 87 | // TODO: Moving platform Support | |
| 88 | AddForce(new Vector2(0, Parameters.JumpMagnitude)); | |
| 89 | _jumpIn = Parameters.JumpFrequency; | |
| 90 | } | |
| 91 | ||
| 92 | public void LateUpdate() | |
| 93 | {
| |
| 94 | _jumpIn -= Time.deltaTime; | |
| 95 | _velocity.y += Parameters.Gravity * Time.deltaTime; | |
| 96 | Move(Velocity * Time.deltaTime); | |
| 97 | ||
| 98 | } | |
| 99 | ||
| 100 | private void Move(Vector2 deltaMovement) | |
| 101 | {
| |
| 102 | var wasGrounded = State.IsCollidingBelow; | |
| 103 | State.Reset(); | |
| 104 | ||
| 105 | if (HandleCollisions) | |
| 106 | {
| |
| 107 | HandlePlatforms(); | |
| 108 | CalculateRayOrigins(); | |
| 109 | ||
| 110 | if (deltaMovement.y < 0 && wasGrounded) | |
| 111 | HandleVerticalSlope(ref deltaMovement); | |
| 112 | ||
| 113 | if (Mathf.Abs(deltaMovement.x) > .001f) | |
| 114 | MoveHorizontally(ref deltaMovement); | |
| 115 | ||
| 116 | MoveVertically(ref deltaMovement); | |
| 117 | } | |
| 118 | ||
| 119 | _transform.Translate(deltaMovement, Space.World); | |
| 120 | ||
| 121 | // TODO: Additional moving platform code | |
| 122 | ||
| 123 | if (Time.deltaTime > 0) | |
| 124 | _velocity = deltaMovement / Time.deltaTime; | |
| 125 | ||
| 126 | _velocity.x = Mathf.Min(_velocity.x, Parameters.MaxVelocity.x); | |
| 127 | _velocity.y = Mathf.Min(_velocity.y, Parameters.MaxVelocity.y); | |
| 128 | ||
| 129 | if (State.IsMovingUpSlope) | |
| 130 | _velocity.y = 0; | |
| 131 | } | |
| 132 | ||
| 133 | private void HandlePlatforms() | |
| 134 | {
| |
| 135 | ||
| 136 | } | |
| 137 | ||
| 138 | private void CalculateRayOrigins() | |
| 139 | {
| |
| 140 | var size = new Vector2(_boxCollider.size.x * Mathf.Abs(_localScale.x), _boxCollider.size.y * Mathf.Abs(_localScale.y)) / 2; | |
| 141 | var center = new Vector2(_boxCollider.center.x * _localScale.x, _boxCollider.center.y * _localScale.y); | |
| 142 | ||
| 143 | _raycastTopLeft = _transform.position + new Vector3(center.x - size.x + SkinWidth, center.y + size.y - SkinWidth); | |
| 144 | _raycastBottomRight = _transform.position + new Vector3(center.x + size.x - SkinWidth, center.y - size.y + SkinWidth); | |
| 145 | _raycastBottomLeft = _transform.position + new Vector3(center.x - size.x + SkinWidth, center.y - size.y + SkinWidth); | |
| 146 | } | |
| 147 | ||
| 148 | private void MoveHorizontally(ref Vector2 deltaMovement) | |
| 149 | {
| |
| 150 | var isGoingRight = deltaMovement.x > 0; | |
| 151 | var rayDistance = Mathf.Abs(deltaMovement.x) + SkinWidth; | |
| 152 | var rayDirection = isGoingRight ? Vector2.right : -Vector2.right; | |
| 153 | var rayOrigin = isGoingRight ? _raycastBottomRight : _raycastBottomLeft; | |
| 154 | ||
| 155 | for (var i = 0; i < TotalHorizontalRays; i++) | |
| 156 | {
| |
| 157 | var rayVector = new Vector2(rayOrigin.x, rayOrigin.y + (i * _verticalDistanceBetweenRays)); | |
| 158 | Debug.DrawRay(rayVector, rayDirection * rayDistance, Color.red); | |
| 159 | ||
| 160 | var rayCastHit = Physics2D.Raycast(rayVector, rayDirection, rayDistance, PlatformMask); | |
| 161 | if (!rayCastHit) | |
| 162 | continue; | |
| 163 | ||
| 164 | ||
| 165 | if (i == 0 && HandleHorizontalSlope(ref deltaMovement, Vector2.Angle(rayCastHit.normal, Vector2.up), isGoingRight)) | |
| 166 | break; | |
| 167 | ||
| 168 | deltaMovement.x = rayCastHit.point.x - rayVector.x; | |
| 169 | rayDistance = Mathf.Abs(deltaMovement.x); | |
| 170 | ||
| 171 | if (isGoingRight) | |
| 172 | {
| |
| 173 | deltaMovement.x -= SkinWidth; | |
| 174 | State.IsCollidingRight = true; | |
| 175 | } | |
| 176 | else | |
| 177 | {
| |
| 178 | deltaMovement.x += SkinWidth; | |
| 179 | State.IsCollidingLeft = true; | |
| 180 | } | |
| 181 | ||
| 182 | if (rayDistance < SkinWidth + .0001f) | |
| 183 | break; | |
| 184 | } | |
| 185 | } | |
| 186 | ||
| 187 | private void MoveVertically(ref Vector2 deltaMovement) | |
| 188 | {
| |
| 189 | var isGoingUp = deltaMovement.y > 0; | |
| 190 | var rayDistance = Mathf.Abs(deltaMovement.y) + SkinWidth; | |
| 191 | var rayDirection = isGoingUp ? Vector2.up : -Vector2.up; | |
| 192 | var rayOrigin = isGoingUp ? _raycastTopLeft : _raycastBottomLeft; | |
| 193 | ||
| 194 | rayOrigin.x += deltaMovement.x; | |
| 195 | ||
| 196 | var standingOnDistance = float.MaxValue; | |
| 197 | for (var i = 0; i < TotalVerticalRays; i++) | |
| 198 | {
| |
| 199 | var rayVector = new Vector2(rayOrigin.x + (i * _horizontalDistanceBetweenRays), rayOrigin.y); | |
| 200 | Debug.DrawRay(rayVector, rayDirection * rayDistance, Color.red); | |
| 201 | ||
| 202 | var raycastHit = Physics2D.Raycast(rayVector, rayDirection, rayDistance, PlatformMask); | |
| 203 | if (!raycastHit) | |
| 204 | continue; | |
| 205 | ||
| 206 | if (!isGoingUp) | |
| 207 | {
| |
| 208 | var verticalDistanceToHit = _transform.position.y - raycastHit.point.y; | |
| 209 | if (verticalDistanceToHit < standingOnDistance) | |
| 210 | {
| |
| 211 | standingOnDistance = verticalDistanceToHit; | |
| 212 | StandingOn = raycastHit.collider.gameObject; | |
| 213 | } | |
| 214 | } | |
| 215 | ||
| 216 | deltaMovement.y = raycastHit.point.y - rayVector.y; | |
| 217 | rayDistance = Mathf.Abs(deltaMovement.y); | |
| 218 | ||
| 219 | if (isGoingUp) | |
| 220 | {
| |
| 221 | deltaMovement.y -= SkinWidth; | |
| 222 | State.IsCollidingAbove = true; | |
| 223 | } | |
| 224 | else | |
| 225 | {
| |
| 226 | deltaMovement.y += SkinWidth; | |
| 227 | State.IsCollidingBelow = true; | |
| 228 | } | |
| 229 | ||
| 230 | if (!isGoingUp && deltaMovement.y > .0001f) | |
| 231 | {
| |
| 232 | State.IsMovingUpSlope = true; | |
| 233 | } | |
| 234 | ||
| 235 | if (rayDistance < SkinWidth + .0001f) | |
| 236 | break; | |
| 237 | ||
| 238 | } | |
| 239 | ||
| 240 | } | |
| 241 | ||
| 242 | private void HandleVerticalSlope(ref Vector2 deltaMovement) | |
| 243 | {
| |
| 244 | var center = (_raycastBottomLeft.x + _raycastBottomRight.x) / 2; | |
| 245 | var direction = -Vector2.up; | |
| 246 | - | var slopeRayVector = new Vector2(center, _raycastBottomLeft.x); |
| 246 | + | |
| 247 | var slopeDistance = SlopeLimitTangant * (_raycastBottomRight.x - center); | |
| 248 | var slopeRayVector = new Vector2(center, _raycastBottomLeft.y); | |
| 249 | ||
| 250 | Debug.DrawRay(slopeRayVector, direction * slopeDistance, Color.yellow); | |
| 251 | ||
| 252 | var raycastHit = Physics2D.Raycast(slopeRayVector, direction, slopeDistance, PlatformMask); | |
| 253 | - | return false; |
| 253 | + | if (!raycastHit) |
| 254 | return; | |
| 255 | ||
| 256 | // Resharper disable CompareOfFloatsByEqualityOperator | |
| 257 | ||
| 258 | var isMovingDownSlope = Mathf.Sign(raycastHit.normal.x) == Mathf.Sign(deltaMovement.x); | |
| 259 | if (!isMovingDownSlope) | |
| 260 | return; | |
| 261 | ||
| 262 | var angle = Vector2.Angle(raycastHit.normal, Vector2.up); | |
| 263 | if (Mathf.Abs(angle) < .0001f) | |
| 264 | return; | |
| 265 | ||
| 266 | State.IsMovingDownSlope = true; | |
| 267 | State.SlopeAngle = angle; | |
| 268 | deltaMovement.y = raycastHit.point.y - slopeRayVector.y; | |
| 269 | ||
| 270 | } | |
| 271 | ||
| 272 | private bool HandleHorizontalSlope(ref Vector2 deltaMovement, float angle, bool isGoingRight) | |
| 273 | {
| |
| 274 | if (Mathf.RoundToInt(angle) == 90) | |
| 275 | return false; | |
| 276 | ||
| 277 | if (angle > Parameters.SlopeLimit) | |
| 278 | {
| |
| 279 | deltaMovement.x = 0; | |
| 280 | return true; | |
| 281 | } | |
| 282 | ||
| 283 | if (deltaMovement.y > .07f) | |
| 284 | return true; | |
| 285 | ||
| 286 | deltaMovement.x += isGoingRight ? -SkinWidth : SkinWidth; | |
| 287 | deltaMovement.y = Mathf.Abs(Mathf.Tan(angle * Mathf.Deg2Rad) * deltaMovement.x); | |
| 288 | State.IsMovingUpSlope = true; | |
| 289 | State.IsCollidingBelow = true; | |
| 290 | return true; | |
| 291 | } | |
| 292 | ||
| 293 | public void OnTriggerEnter2D(Collider2D other) | |
| 294 | {
| |
| 295 | ||
| 296 | } | |
| 297 | ||
| 298 | public void OnTriggerExit2D(Collider2D other) | |
| 299 | {
| |
| 300 | ||
| 301 | } | |
| 302 | } |