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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 | } |