seekers no longer go over edge

master
Jordan Orelli 4 years ago
parent da2cce5590
commit fdb5793d07

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m_PrefabInstance: {fileID: 1244423993} m_PrefabInstance: {fileID: 1244423993}
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Transform:
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@ -1957,6 +2766,26 @@ PrefabInstance:
propertyPath: m_Shadows.m_Type propertyPath: m_Shadows.m_Type
value: 1 value: 1
objectReference: {fileID: 0} objectReference: {fileID: 0}
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type: 3}
propertyPath: m_Intensity
value: 1
objectReference: {fileID: 0}
- target: {fileID: 285906647213518343, guid: 010f3b22dd44d7243b99c251d7191762,
type: 3}
propertyPath: m_SpotAngle
value: 50
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type: 3}
propertyPath: m_Type
value: 1
objectReference: {fileID: 0}
- target: {fileID: 285906647213518343, guid: 010f3b22dd44d7243b99c251d7191762,
type: 3}
propertyPath: m_Color.a
value: 1
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type: 3} type: 3}
propertyPath: m_Name propertyPath: m_Name
@ -1967,6 +2796,11 @@ PrefabInstance:
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value: value:
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type: 3} type: 3}
propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
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@ -4,10 +4,14 @@ using UnityEngine;
public class Seeker : MonoBehaviour { public class Seeker : MonoBehaviour {
public LayerMask collisionMask; public LayerMask collisionMask;
public LayerMask groundingMask;
public float range = 3.0f; public float range = 3.0f;
public float maxSpeed = 3.0f; // units per second public float maxSpeed = 3.0f; // units per second
public float acceleration = 3.0f; // increase in velocity per second public float acceleration = 3.0f; // increase in velocity per second
public float drag = 1.0f; public float drag = 1.0f;
public Vector3 bottomLeft;
public Vector3 bottomRight;
private float skinDepth = 0.01f;
private Vector3 pivot; private Vector3 pivot;
private Vector3 leftMax; private Vector3 leftMax;
@ -29,7 +33,38 @@ public class Seeker : MonoBehaviour {
void Update() { void Update() {
detectPlayer(); detectPlayer();
velocity.x = Mathf.Clamp(velocity.x, -maxSpeed, maxSpeed); velocity.x = Mathf.Clamp(velocity.x, -maxSpeed, maxSpeed);
transform.position = transform.position + velocity * Time.deltaTime; Vector3 next = transform.position + velocity * Time.deltaTime;
Debug.LogFormat("{0} x velocity: {1}", gameObject.name, velocity.x);
if (velocity.x >= 0) {
// if we're moving right, cast a ray from the bottom right corner to make sure we don't go over the ledge
RaycastHit2D hitRight = Physics2D.Raycast(transform.position + bottomRight + skinDepth * Vector3.up, Vector2.down, Mathf.Infinity, groundingMask);
RaycastHit2D nextHitRight = Physics2D.Raycast(next + bottomRight + skinDepth * Vector3.up, Vector2.down, Mathf.Infinity, groundingMask);
hitRight.distance -= skinDepth;
nextHitRight.distance -= skinDepth;
Debug.LogFormat("Hit Right: {0} Dist: {1} Next Hit Right: {2} Dist: {3}", hitRight, hitRight.distance, nextHitRight, nextHitRight.distance);
// this is gross but because we're only placing blocks in unit
// increments we can avoid rounding comparison errors by just
// checking if the difference between this height and the next
// height is less than half our minimum delta that we use in the
// levels. This is faster than figuring out a real solution.
if (Mathf.Abs(nextHitRight.distance - hitRight.distance) < 0.5f) {
transform.position = next;
} else {
velocity.x = 0;
}
} else {
// if we're moving left, cast a ray from the bottom left corner to make sure we don't go over the ledge
RaycastHit2D hitLeft = Physics2D.Raycast(transform.position + bottomLeft + skinDepth * Vector3.up, Vector2.down, Mathf.Infinity, groundingMask);
RaycastHit2D nextHitLeft = Physics2D.Raycast(next + bottomLeft + skinDepth * Vector3.up, Vector2.down, Mathf.Infinity, groundingMask);
hitLeft.distance -= skinDepth;
nextHitLeft.distance -= skinDepth;
if (Mathf.Abs(hitLeft.distance - nextHitLeft.distance) < 0.5f) {
transform.position = next;
} else {
velocity.x = 0;
}
}
} }
private void detectPlayer() { private void detectPlayer() {

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