From b9240c35b8a075350dba3725a9a126ed0c62e569 Mon Sep 17 00:00:00 2001 From: Jordan Orelli Date: Fri, 17 Apr 2020 21:27:55 -0500 Subject: [PATCH] starting all this shit over --- Assets/Prefabs/Player.prefab | 162 ------------------- Assets/Prefabs/Player.prefab.meta | 7 - Assets/Scenes/SampleScene.unity | 243 +++++++++++++++++++---------- Assets/Scripts/MoveController.cs | 239 +++------------------------- Assets/Scripts/PlayerController.cs | 33 ---- ProjectSettings/TagManager.asset | 2 +- 6 files changed, 186 insertions(+), 500 deletions(-) delete mode 100644 Assets/Prefabs/Player.prefab delete mode 100644 Assets/Prefabs/Player.prefab.meta diff --git a/Assets/Prefabs/Player.prefab b/Assets/Prefabs/Player.prefab deleted file mode 100644 index 6a1c431..0000000 --- a/Assets/Prefabs/Player.prefab +++ /dev/null @@ -1,162 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!1 &354415133234764730 -GameObject: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - 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public LayerMask collisionMask; - public const float skinWidth = 0.015f; + 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; + + new BoxCollider2D collider; + RaycastOrigins raycastOrigins; void Start() { - collider = GetComponent(); - CalculateRaySpacing(); - frameCount = 0; + collider = GetComponent(); } - public void Move(Vector3 velocity) { - frameCount++; - + void Update() { 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; + CalculateRaySpacing(); 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; + Debug.DrawRay(raycastOrigins.bottomLeft + Vector2.right * verticalRaySpacing * i, Vector2.up * -2, Color.red); } } 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); + raycastOrigins.bottomLeft = new Vector2(bounds.min.x, bounds.min.y); + raycastOrigins.bottomRight = new Vector2(bounds.max.x, bounds.min.y); + raycastOrigins.topLeft = new Vector2(bounds.min.x, bounds.max.y); + raycastOrigins.topRight = new Vector2(bounds.max.x, bounds.max.y); } void CalculateRaySpacing() { Bounds bounds = collider.bounds; bounds.Expand(skinWidth * -2); - if (horizontalRayCount < 2) { horizontalRayCount = 2; } - if (verticalRayCount < 2) { verticalRayCount = 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; - } + public Vector2 topLeft; + public Vector2 topRight; + public Vector2 bottomLeft; + public Vector2 bottomRight; } } diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 0bdca2f..e2bc80e 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -4,57 +4,24 @@ using UnityEngine; [RequireComponent(typeof(MoveController))] public class PlayerController : MonoBehaviour { - - public float jumpHeight = 5f; - public float jumpDuration = 0.4f; - public float moveSpeed = 6f; - public float accelerationTimeAirborne = 0.1f; - public float accelerationTimeGrounded = 0.05f; - - private Vector3 velocity; - private float jumpVelocity; private MoveController moveController; - private float gravity; - private float moveXSmoothing; void Start() { moveController = GetComponent(); - gravity = -(2*jumpHeight)/Mathf.Pow(jumpDuration, 2f); - jumpVelocity = Mathf.Abs(gravity) * jumpDuration; } void Update() { - if (moveController.collisions.above || moveController.collisions.below) { - velocity.y = 0; - } - if (moveController.collisions.left || moveController.collisions.right) { - velocity.x = 0; - } - - Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); - if (Input.GetKeyDown(KeyCode.Space) && moveController.collisions.below) { - velocity.y = jumpVelocity; - } - - float targetx = input.x * moveSpeed; - velocity.x = Mathf.SmoothDamp(velocity.x, targetx, ref moveXSmoothing, moveController.Grounded() ? accelerationTimeGrounded : accelerationTimeAirborne); - velocity.y += gravity * Time.deltaTime; - Debug.LogFormat("Grounded: {0}", moveController.Grounded()); - moveController.Move(velocity * Time.deltaTime); } void FixedUpdate() { } void OnDestroy() { - Debug.Log("I'm dead"); } void OnCollisionEnter(Collision other) { - // Debug.LogFormat("Player collided with {0}", other); } void OnTriggerEnter(Collider other) { - // Debug.LogFormat("Player triggered other: {0}", other); } } diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 8051a5e..756292e 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -13,7 +13,7 @@ TagManager: - UI - - - - + - Player - - Level -