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254 lines
9.7 KiB
C#

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<BoxCollider>();
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;
}
}
}