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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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// MoveController controls movement for 2D characters
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[RequireComponent(typeof(BoxCollider2D))]
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public class MoveController : MonoBehaviour
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{
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const float skinWidth = 0.015f;
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public int horizontalRayCount = 4;
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public int verticalRayCount = 4;
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public LayerMask collisionMask;
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public CollisionInfo collisions;
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private float horizontalRaySpacing;
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private float verticalRaySpacing;
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new BoxCollider2D collider;
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RaycastOrigins raycastOrigins;
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public bool isGrounded {
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get => collisions.below;
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}
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void Start() {
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collider = GetComponent<BoxCollider2D>();
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CalculateRaySpacing();
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}
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public void Move(Vector3 velocity) {
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UpdateRaycastOrigins();
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collisions.Reset();
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if (velocity.x != 0) {
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HorizontalCollisions(ref velocity);
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}
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if (velocity.y != 0) {
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VerticalCollisions(ref velocity);
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}
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transform.Translate(velocity);
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}
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private void VerticalCollisions(ref Vector3 velocity) {
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float directionY = Mathf.Sign(velocity.y); // -1 for down, 1 for up
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float rayLength = Mathf.Abs(velocity.y) + skinWidth;
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for (int i = 0; i < verticalRayCount; i++) {
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Vector2 rayOrigin = (directionY > 0) ? raycastOrigins.topLeft : raycastOrigins.bottomLeft;
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rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x);
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Debug.DrawRay(rayOrigin, Vector2.up * directionY * rayLength, Color.red);
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RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, collisionMask);
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if (hit) {
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if (directionY > 0) {
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collisions.above = true;
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} else {
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collisions.below = true;
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}
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velocity.y = (hit.distance - skinWidth) * directionY;
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rayLength = hit.distance;
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}
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}
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}
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private void HorizontalCollisions(ref Vector3 velocity) {
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float directionX = Mathf.Sign(velocity.x); // -1 for left, 1 for right
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float rayLength = Mathf.Abs(velocity.x) + skinWidth;
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for (int i = 0; i < horizontalRayCount; i++) {
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Vector2 rayOrigin = (directionX > 0) ? raycastOrigins.bottomRight : raycastOrigins.bottomLeft;
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rayOrigin += Vector2.up * (horizontalRaySpacing * i);
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Debug.DrawRay(rayOrigin, Vector2.right * directionX * rayLength, Color.red);
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RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask);
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if (hit) {
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if (directionX > 0) {
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collisions.right = true;
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} else {
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collisions.left = true;
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}
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velocity.x = (hit.distance - skinWidth) * directionX;
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rayLength = hit.distance;
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}
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}
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}
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void UpdateRaycastOrigins() {
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Bounds bounds = collider.bounds;
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bounds.Expand(skinWidth * -2f);
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raycastOrigins.bottomLeft = new Vector2(bounds.min.x, bounds.min.y);
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raycastOrigins.bottomRight = new Vector2(bounds.max.x, bounds.min.y);
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raycastOrigins.topLeft = new Vector2(bounds.min.x, bounds.max.y);
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raycastOrigins.topRight = new Vector2(bounds.max.x, bounds.max.y);
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}
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void CalculateRaySpacing() {
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Bounds bounds = collider.bounds;
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bounds.Expand(skinWidth * -2);
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if (horizontalRayCount < 2) {
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horizontalRayCount = 2;
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}
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if (verticalRayCount < 2) {
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verticalRayCount = 2;
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}
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horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1);
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verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);
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}
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struct RaycastOrigins {
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public Vector2 topLeft;
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public Vector2 topRight;
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public Vector2 bottomLeft;
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public Vector2 bottomRight;
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}
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public struct CollisionInfo {
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public bool above;
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public bool below;
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public bool left;
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public bool right;
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public void Reset() {
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above = false;
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below = false;
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left = false;
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right = false;
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}
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}
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}
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