horizontal collisions

master
Jordan Orelli 4 years ago
parent 2e99fc003c
commit 3c9bc548c1

@ -25,7 +25,12 @@ public class MoveController : MonoBehaviour
public void Move(Vector3 velocity) {
UpdateRaycastOrigins();
VerticalCollisions(ref velocity);
if (velocity.x != 0) {
HorizontalCollisions(ref velocity);
}
if (velocity.y != 0) {
VerticalCollisions(ref velocity);
}
transform.Translate(velocity);
}
@ -37,13 +42,29 @@ public class MoveController : MonoBehaviour
Vector2 rayOrigin = (directionY > 0) ? raycastOrigins.topLeft : raycastOrigins.bottomLeft;
rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x);
Debug.DrawRay(rayOrigin, Vector2.up * directionY * rayLength, Color.red);
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, collisionMask);
if (hit) {
velocity.y = (hit.distance - skinWidth) * directionY;
rayLength = hit.distance;
}
}
}
private void HorizontalCollisions(ref Vector3 velocity) {
float directionX = Mathf.Sign(velocity.x); // -1 for left, 1 for right
float rayLength = Mathf.Abs(velocity.x) + skinWidth;
Debug.DrawRay(raycastOrigins.bottomLeft + Vector2.right * verticalRaySpacing * i, Vector2.up * -2, Color.red);
for (int i = 0; i < horizontalRayCount; i++) {
Vector2 rayOrigin = (directionX > 0) ? raycastOrigins.bottomRight : raycastOrigins.bottomLeft;
rayOrigin += Vector2.up * (horizontalRaySpacing * i);
Debug.DrawRay(rayOrigin, Vector2.right * directionX * rayLength, Color.red);
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask);
if (hit) {
velocity.x = (hit.distance - skinWidth) * directionX;
rayLength = hit.distance;
}
}
}

@ -6,6 +6,7 @@ using UnityEngine;
public class PlayerController : MonoBehaviour {
public float gravity = -20f;
public float moveSpeed = 6f;
private Vector3 velocity;
private MoveController moveController;
@ -15,6 +16,8 @@ public class PlayerController : MonoBehaviour {
}
void Update() {
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
velocity.x = input.x * moveSpeed;
velocity.y += gravity * Time.deltaTime;
moveController.Move(velocity * Time.deltaTime);
}

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