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externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs new file mode 100644 index 0000000..6ee3e2c --- /dev/null +++ b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs @@ -0,0 +1,170 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class KinematicObject : MonoBehaviour +{ + /// + /// The minimum normal (dot product) considered suitable for the entity sit on. + /// + public float minGroundNormalY = .65f; + + /// + /// A custom gravity coefficient applied to this entity. + /// + public float gravityModifier = 1f; + + /// + /// The current velocity of the entity. + /// + public Vector2 velocity; + + /// + /// Is the entity currently sitting on a surface? + /// + /// + public bool IsGrounded { get; private set; } + + protected Vector2 targetVelocity; + protected Vector2 groundNormal; + protected Rigidbody2D body; + protected ContactFilter2D contactFilter; + protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16]; + + protected const float minMoveDistance = 0.001f; + protected const float shellRadius = 0.01f; + + + /// + /// Bounce the object's vertical velocity. + /// + /// + public void Bounce(float value) + { + velocity.y = value; + } + + /// + /// Bounce the objects velocity in a direction. + /// + /// + public void Bounce(Vector2 dir) + { + velocity.y = dir.y; + velocity.x = dir.x; + } + + /// + /// Teleport to some position. + /// + /// + public void Teleport(Vector3 position) + { + body.position = position; + velocity *= 0; + body.velocity *= 0; + } + + protected virtual void OnEnable() + { + body = GetComponent(); + body.isKinematic = true; + } + + protected virtual void OnDisable() + { + body.isKinematic = false; + } + + protected virtual void Start() + { + contactFilter.useTriggers = false; + contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer)); + contactFilter.useLayerMask = true; + } + + protected virtual void Update() + { + targetVelocity = Vector2.zero; + ComputeVelocity(); + } + + protected virtual void ComputeVelocity() + { + + } + + protected virtual void FixedUpdate() + { + //if already falling, fall faster than the jump speed, otherwise use normal gravity. + if (velocity.y < 0) + velocity += gravityModifier * Physics2D.gravity * Time.deltaTime; + else + velocity += Physics2D.gravity * Time.deltaTime; + + velocity.x = targetVelocity.x; + + IsGrounded = false; + + var deltaPosition = velocity * Time.deltaTime; + + var moveAlongGround = new Vector2(groundNormal.y, -groundNormal.x); + + var move = moveAlongGround * deltaPosition.x; + + PerformMovement(move, false); + + move = Vector2.up * deltaPosition.y; + + PerformMovement(move, true); + + } + + void PerformMovement(Vector2 move, bool yMovement) + { + var distance = move.magnitude; + + if (distance > minMoveDistance) + { + //check if we hit anything in current direction of travel + var count = body.Cast(move, contactFilter, hitBuffer, distance + shellRadius); + for (var i = 0; i < count; i++) + { + var currentNormal = hitBuffer[i].normal; + + //is this surface flat enough to land on? + if (currentNormal.y > minGroundNormalY) + { + IsGrounded = true; + // if moving up, change the groundNormal to new surface normal. + if (yMovement) + { + groundNormal = currentNormal; + currentNormal.x = 0; + } + } + if (IsGrounded) + { + //how much of our velocity aligns with surface normal? + var projection = Vector2.Dot(velocity, currentNormal); + if (projection < 0) + { + //slower velocity if moving against the normal (up a hill). + velocity = velocity - projection * currentNormal; + } + } + else + { + //We are airborne, but hit something, so cancel vertical up and horizontal velocity. + velocity.x *= 0; + velocity.y = Mathf.Min(velocity.y, 0); + } + //remove shellDistance from actual move distance. + var modifiedDistance = hitBuffer[i].distance - shellRadius; + distance = modifiedDistance < distance ? modifiedDistance : distance; + } + } + body.position = body.position + move.normalized * distance; + } + +} \ No newline at end of file diff --git a/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs.meta b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs.meta new file mode 100644 index 0000000..df179a0 --- /dev/null +++ b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1d226cf511d23134aa0371a7db1b1e8c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/SidescrollerController.cs b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/SidescrollerController.cs new file mode 100644 index 0000000..e884f8b --- /dev/null +++ b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/SidescrollerController.cs @@ -0,0 +1,119 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SidescrollerController : KinematicObject +{ + /// + /// Max horizontal speed of the player. + /// + public float maxSpeed = 7; + /// + /// Initial jump velocity at the start of a jump. + /// + public float jumpTakeOffSpeed = 7; + public float jumpDeceleration; + + public JumpState jumpState = JumpState.Grounded; + private bool stopJump; + /*internal new*/ public Collider2D collider2d; + public bool controlEnabled = true; + + bool jump; + Vector2 move; + SpriteRenderer spriteRenderer; + internal Animator animator; + + public Bounds Bounds => collider2d.bounds; + + void Awake() + { + collider2d = GetComponent(); + spriteRenderer = GetComponent(); + animator = GetComponent(); + } + + protected override void Update() + { + if (controlEnabled) + { + move.x = Input.GetAxis("Horizontal"); + if (jumpState == JumpState.Grounded && Input.GetButtonDown("Jump")) + jumpState = JumpState.PrepareToJump; + else if (Input.GetButtonUp("Jump")) + { + stopJump = true; + } + } + else + { + move.x = 0; + } + UpdateJumpState(); + base.Update(); + } + + void UpdateJumpState() + { + jump = false; + switch (jumpState) + { + case JumpState.PrepareToJump: + jumpState = JumpState.Jumping; + jump = true; + stopJump = false; + break; + case JumpState.Jumping: + if (!IsGrounded) + { + jumpState = JumpState.InFlight; + } + break; + case JumpState.InFlight: + if (IsGrounded) + { + jumpState = JumpState.Landed; + } + break; + case JumpState.Landed: + jumpState = JumpState.Grounded; + break; + } + } + + protected override void ComputeVelocity() + { + if (jump && IsGrounded) + { + velocity.y = jumpTakeOffSpeed; + jump = false; + } + else if (stopJump) + { + stopJump = false; 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