collide with the ground

master
Jordan Orelli 4 years ago
parent b9240c35b8
commit 2e99fc003c

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@ -10,6 +10,7 @@ public class MoveController : MonoBehaviour
public int horizontalRayCount = 4;
public int verticalRayCount = 4;
public LayerMask collisionMask;
private float horizontalRaySpacing;
private float verticalRaySpacing;
@ -19,13 +20,29 @@ public class MoveController : MonoBehaviour
void Start() {
collider = GetComponent<BoxCollider2D>();
CalculateRaySpacing();
}
void Update() {
public void Move(Vector3 velocity) {
UpdateRaycastOrigins();
CalculateRaySpacing();
VerticalCollisions(ref velocity);
transform.Translate(velocity);
}
private void VerticalCollisions(ref Vector3 velocity) {
float directionY = Mathf.Sign(velocity.y); // -1 for down, 1 for up
float rayLength = Mathf.Abs(velocity.y) + skinWidth;
for (int i = 0; i < verticalRayCount; i++) {
Vector2 rayOrigin = (directionY > 0) ? raycastOrigins.topLeft : raycastOrigins.bottomLeft;
rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x);
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, collisionMask);
if (hit) {
velocity.y = (hit.distance - skinWidth) * directionY;
rayLength = hit.distance;
}
Debug.DrawRay(raycastOrigins.bottomLeft + Vector2.right * verticalRaySpacing * i, Vector2.up * -2, Color.red);
}
}

@ -4,6 +4,10 @@ using UnityEngine;
[RequireComponent(typeof(MoveController))]
public class PlayerController : MonoBehaviour {
public float gravity = -20f;
private Vector3 velocity;
private MoveController moveController;
void Start() {
@ -11,6 +15,8 @@ public class PlayerController : MonoBehaviour {
}
void Update() {
velocity.y += gravity * Time.deltaTime;
moveController.Move(velocity * Time.deltaTime);
}
void FixedUpdate() {

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