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a/Assets/Scripts/CameraController.cs.meta b/Assets/Scripts/CameraController.cs.meta new file mode 100644 index 0000000..b9380d8 --- /dev/null +++ b/Assets/Scripts/CameraController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 38ce055dcd672554fae2b0acd2ca4761 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MoveController.cs b/Assets/Scripts/MoveController.cs new file mode 100644 index 0000000..e057740 --- /dev/null +++ b/Assets/Scripts/MoveController.cs @@ -0,0 +1,253 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[RequireComponent(typeof(BoxCollider))] +public class MoveController : MonoBehaviour +{ + public LayerMask collisionMask; + public const float skinWidth = 0.015f; + public int horizontalRayCount = 4; + public int verticalRayCount = 4; + public CollisionInfo collisions; + public float maxClimbAngle = 60f; + public float maxDescendAngle = 75f; + + new private BoxCollider collider; + private RaycastOrigins raycastOrigins; + private float horizontalRaySpacing; + private float verticalRaySpacing; + private int frameCount; + + void Start() { + collider = GetComponent(); + CalculateRaySpacing(); + frameCount = 0; + } + + public void Move(Vector3 velocity) { + frameCount++; + + UpdateRaycastOrigins(); + collisions.Reset(); + collisions.velocityOld = velocity; + + if (velocity.y < 0) { + DescendSlope(ref velocity); + } + if (velocity.x != 0) { + HorizontalCollisions(ref velocity); + } + if (velocity.y != 0) { + VerticalCollisions(ref velocity); + } + transform.Translate(velocity); + } + + private void HorizontalCollisions(ref Vector3 velocity) { + float directionX = Mathf.Sign(velocity.x); + float rayLength = Mathf.Abs(velocity.x) + skinWidth; + + for (int i = 0; i < horizontalRayCount; i++) { + Vector3 rayOrigin = (directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight; + rayOrigin += Vector3.up * (horizontalRaySpacing * i); + + RaycastHit hit; + if (!Physics.Raycast(rayOrigin, Vector3.right * directionX, out hit, rayLength, collisionMask)) { + Debug.DrawRay(rayOrigin + velocity, Vector3.right * directionX * rayLength, Color.green); + continue; + } + float slopeAngle = Vector3.Angle(hit.normal, Vector3.up); + if (i == 0 && slopeAngle <= maxClimbAngle) { + // if uh we're descending a slope and encounter another slope + // actually no we're not descending a slope we're climbing the + // other one. + if (collisions.descendingSlope) { + collisions.descendingSlope = false; + velocity = collisions.velocityOld; + } + + float distanceToSlopeStart = 0f; + if (slopeAngle!= collisions.slopeAngleOld) { + distanceToSlopeStart = hit.distance - skinWidth; + velocity.x -= distanceToSlopeStart * directionX; + } + ClimbSlope(ref velocity, slopeAngle); + // I do not remember why he put this back in, but this line + // causes my character to go through the floor when a slope + // meets another slope. + velocity.x += distanceToSlopeStart * directionX; + Debug.DrawRay(rayOrigin + velocity, Vector3.right * directionX * rayLength, Color.magenta); + } + + if (!collisions.climbingSlope || slopeAngle > maxClimbAngle) { + velocity.x = (hit.distance - skinWidth) * directionX; + rayLength = hit.distance; + + if (collisions.climbingSlope) { + velocity.y = Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x); + } + + Debug.DrawRay(rayOrigin + velocity, Vector3.right * directionX * rayLength, Color.red); + + if (directionX == -1) { + collisions.left = true; + } else { + collisions.right = true; + } + } + } + return; + } + + private void VerticalCollisions(ref Vector3 velocity) { + float directionY = velocity.y > Mathf.Epsilon ? 1 : -1; + // float directionY = Mathf.Sign(velocity.y); // -1 for down, 1 for up + float rayLength = Mathf.Abs(velocity.y) + skinWidth; + + bool hasHit = false; + float hitDistance = 0f; + + for (int i = 0; i < verticalRayCount; i++) { + Vector3 rayOrigin = (directionY == -1) ? raycastOrigins.bottomLeft : raycastOrigins.topLeft; + rayOrigin += Vector3.right * (verticalRaySpacing * i + velocity.x); + + RaycastHit hit; + if (!Physics.Raycast(rayOrigin, Vector3.up * directionY, out hit, rayLength, collisionMask)) { + Debug.DrawRay(rayOrigin + velocity, Vector3.up * directionY * rayLength, Color.green); + continue; + } + + //Debug.Log("Hit distance: " + hit.distance); + rayLength = hit.distance; + hasHit = true; + hitDistance = hit.distance; + Debug.DrawRay(rayOrigin, Vector3.up * directionY * rayLength, Color.red); + } + + if (hasHit) { + // TODO: what the fuck is this 1.5f doing here + velocity.y = (hitDistance - 1.5f*skinWidth) * directionY; + if (directionY == -1) { + collisions.below = true; + } else { + collisions.above = true; + } + } + + if (collisions.climbingSlope) { + velocity.x = velocity.y / Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Sign(velocity.x); + } + + // checks for a change in slope while climbing a slope + if (collisions.climbingSlope) { + float directionX = Mathf.Sign(velocity.x); + rayLength = Mathf.Abs(velocity.x) + skinWidth; + Vector3 rayOrigin = (directionY == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight; + rayOrigin += (Vector3.up * velocity.y); + RaycastHit hit; + if (Physics.Raycast(rayOrigin, Vector3.right * directionX, out hit, rayLength, collisionMask)) { + float slopeAngle = Vector3.Angle(hit.normal, Vector3.up); + if (slopeAngle != collisions.slopeAngle) { + velocity.x = (hit.distance - skinWidth) * directionX; + collisions.slopeAngle = slopeAngle; + } + } + } + } + + private void ClimbSlope(ref Vector3 velocity, float slopeAngle) { + float dist = Mathf.Abs(velocity.x); + float climbY = Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * dist; + if (velocity.y <= climbY) { + velocity.y = climbY; + velocity.x = Mathf.Cos(slopeAngle * Mathf.Deg2Rad) * dist * Mathf.Sign(velocity.x); + collisions.below = true; + collisions.climbingSlope = true; + collisions.slopeAngle = slopeAngle; + } + } + + private void DescendSlope(ref Vector3 velocity) { + float directionX = Mathf.Sign(velocity.x); + // cast a ray downwards from the trailing corner of the collider + Vector3 rayOrigin = (directionX == -1) ? raycastOrigins.bottomRight : raycastOrigins.bottomLeft; + RaycastHit hit; + if (!Physics.Raycast(rayOrigin, Vector3.down, out hit, Mathf.Infinity, collisionMask)) { + return; + } + + float slopeAngle = Vector3.Angle(hit.normal, Vector3.up); + if (slopeAngle == 0 || slopeAngle > maxDescendAngle) { + return; + } + + if (Mathf.Sign(hit.normal.x) != directionX) { + return; + } + + if (hit.distance - skinWidth <= Mathf.Tan(slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x)) { + float moveDistance = Mathf.Abs(velocity.x); + float descendY = Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * moveDistance; + velocity.x = Mathf.Cos(slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign(velocity.x); + velocity.y -= descendY; + collisions.below = true; // grounded + collisions.slopeAngle = slopeAngle; + collisions.descendingSlope = true; + } + } + + void UpdateRaycastOrigins() { + Bounds bounds = collider.bounds; + float depth = (bounds.max.z + bounds.min.z) * 0.5f; + bounds.Expand(skinWidth * -2); + + raycastOrigins.bottomLeft = new Vector3(bounds.min.x, bounds.min.y, depth); + raycastOrigins.topLeft = new Vector3(bounds.min.x, bounds.max.y, depth); + raycastOrigins.bottomRight = new Vector3(bounds.max.x, bounds.min.y, depth); + raycastOrigins.topRight = new Vector3(bounds.max.x, bounds.max.y, depth); + } + + void CalculateRaySpacing() { + Bounds bounds = collider.bounds; + bounds.Expand(skinWidth * -2); + + if (horizontalRayCount < 2) { horizontalRayCount = 2; } + if (verticalRayCount < 2) { verticalRayCount = 2; } + + horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1); + verticalRaySpacing = bounds.size.x / (verticalRayCount - 1); + } + + public bool Grounded() { return collisions.below; } + + struct RaycastOrigins { + public Vector3 topLeft; + public Vector3 topRight; + public Vector3 bottomLeft; + public Vector3 bottomRight; + } + + public struct CollisionInfo { + public bool above; + public bool below; + public bool left; + public bool right; + public bool climbingSlope; + public bool descendingSlope; + public float slopeAngle; + public float slopeAngleOld; + public Vector3 velocityOld; + + public void Reset() { + above = false; + below = false; + left = false; + right = false; + climbingSlope = false; + descendingSlope = false; + slopeAngleOld = slopeAngle; + slopeAngle = 0f; + } + } +} diff --git a/Assets/Scripts/MoveController.cs.meta b/Assets/Scripts/MoveController.cs.meta new file mode 100644 index 0000000..985aa21 --- /dev/null +++ b/Assets/Scripts/MoveController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5b21a38e98a85794b9312e3ac293ad9f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + 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OnTriggerEnter(Collider other) { + // Debug.LogFormat("Player triggered other: {0}", other); + } +} diff --git a/Assets/Scripts/PlayerController.cs.meta b/Assets/Scripts/PlayerController.cs.meta new file mode 100644 index 0000000..17cfb7a --- /dev/null +++ b/Assets/Scripts/PlayerController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6e86ea0dadc883746820f81edbde5cab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..dbe7fbc --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,49 @@ +{ + "dependencies": { + "com.unity.2d.sprite": "1.0.0", + "com.unity.2d.tilemap": "1.0.0", + "com.unity.ads": "2.0.8", + "com.unity.analytics": "3.3.5", + "com.unity.collab-proxy": "1.2.16", + "com.unity.ide.rider": "1.1.4", + "com.unity.ide.vscode": "1.1.4", + 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