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assetBundleName: |
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|
||||
using System.Collections; |
||||
using System.Collections.Generic; |
||||
using UnityEngine; |
||||
|
||||
public class KinematicObject : MonoBehaviour |
||||
{ |
||||
/// <summary> |
||||
/// The minimum normal (dot product) considered suitable for the entity sit on. |
||||
/// </summary> |
||||
public float minGroundNormalY = .65f; |
||||
|
||||
/// <summary> |
||||
/// A custom gravity coefficient applied to this entity. |
||||
/// </summary> |
||||
public float gravityModifier = 1f; |
||||
|
||||
/// <summary> |
||||
/// The current velocity of the entity. |
||||
/// </summary> |
||||
public Vector2 velocity; |
||||
|
||||
/// <summary> |
||||
/// Is the entity currently sitting on a surface? |
||||
/// </summary> |
||||
/// <value></value> |
||||
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; |
||||
|
||||
|
||||
/// <summary> |
||||
/// Bounce the object's vertical velocity. |
||||
/// </summary> |
||||
/// <param name="value"></param> |
||||
public void Bounce(float value) |
||||
{ |
||||
velocity.y = value; |
||||
} |
||||
|
||||
/// <summary> |
||||
/// Bounce the objects velocity in a direction. |
||||
/// </summary> |
||||
/// <param name="dir"></param> |
||||
public void Bounce(Vector2 dir) |
||||
{ |
||||
velocity.y = dir.y; |
||||
velocity.x = dir.x; |
||||
} |
||||
|
||||
/// <summary> |
||||
/// Teleport to some position. |
||||
/// </summary> |
||||
/// <param name="position"></param> |
||||
public void Teleport(Vector3 position) |
||||
{ |
||||
body.position = position; |
||||
velocity *= 0; |
||||
body.velocity *= 0; |
||||
} |
||||
|
||||
protected virtual void OnEnable() |
||||
{ |
||||
body = GetComponent<Rigidbody2D>(); |
||||
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; |
||||
} |
||||
|
||||
} |
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2 |
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guid: 1d226cf511d23134aa0371a7db1b1e8c |
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MonoImporter: |
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|
||||
using System.Collections; |
||||
using System.Collections.Generic; |
||||
using UnityEngine; |
||||
|
||||
public class SidescrollerController : KinematicObject |
||||
{ |
||||
/// <summary> |
||||
/// Max horizontal speed of the player. |
||||
/// </summary> |
||||
public float maxSpeed = 7; |
||||
/// <summary> |
||||
/// Initial jump velocity at the start of a jump. |
||||
/// </summary> |
||||
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<Collider2D>(); |
||||
spriteRenderer = GetComponent<SpriteRenderer>(); |
||||
animator = GetComponent<Animator>(); |
||||
} |
||||
|
||||
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; |
||||
if (velocity.y > 0) |
||||
{ |
||||
velocity.y = velocity.y * jumpDeceleration; |
||||
} |
||||
} |
||||
|
||||
if (move.x > 0.01f) |
||||
spriteRenderer.flipX = false; |
||||
else if (move.x < -0.01f) |
||||
spriteRenderer.flipX = true; |
||||
|
||||
animator.SetBool("grounded", IsGrounded); |
||||
animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed); |
||||
|
||||
targetVelocity = move * maxSpeed; |
||||
} |
||||
|
||||
public enum JumpState |
||||
{ |
||||
Grounded, |
||||
PrepareToJump, |
||||
Jumping, |
||||
InFlight, |
||||
Landed |
||||
} |
||||
} |
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