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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(BoxCollider))]
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public class MoveController : MonoBehaviour
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{
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public LayerMask collisionMask;
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public const float skinWidth = 0.015f;
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public int horizontalRayCount = 4;
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public int verticalRayCount = 4;
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public CollisionInfo collisions;
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public float maxClimbAngle = 60f;
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public float maxDescendAngle = 75f;
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new private BoxCollider collider;
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private RaycastOrigins raycastOrigins;
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private float horizontalRaySpacing;
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private float verticalRaySpacing;
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private int frameCount;
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void Start() {
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collider = GetComponent<BoxCollider>();
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CalculateRaySpacing();
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frameCount = 0;
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}
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public void Move(Vector3 velocity) {
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frameCount++;
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UpdateRaycastOrigins();
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collisions.Reset();
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collisions.velocityOld = velocity;
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if (velocity.y < 0) {
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DescendSlope(ref velocity);
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}
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if (velocity.x != 0) {
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HorizontalCollisions(ref velocity);
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}
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if (velocity.y != 0) {
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VerticalCollisions(ref velocity);
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}
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transform.Translate(velocity);
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}
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private void HorizontalCollisions(ref Vector3 velocity) {
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float directionX = Mathf.Sign(velocity.x);
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float rayLength = Mathf.Abs(velocity.x) + skinWidth;
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for (int i = 0; i < horizontalRayCount; i++) {
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Vector3 rayOrigin = (directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight;
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rayOrigin += Vector3.up * (horizontalRaySpacing * i);
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RaycastHit hit;
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if (!Physics.Raycast(rayOrigin, Vector3.right * directionX, out hit, rayLength, collisionMask)) {
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Debug.DrawRay(rayOrigin + velocity, Vector3.right * directionX * rayLength, Color.green);
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continue;
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}
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float slopeAngle = Vector3.Angle(hit.normal, Vector3.up);
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if (i == 0 && slopeAngle <= maxClimbAngle) {
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// if uh we're descending a slope and encounter another slope
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// actually no we're not descending a slope we're climbing the
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// other one.
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if (collisions.descendingSlope) {
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collisions.descendingSlope = false;
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velocity = collisions.velocityOld;
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}
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float distanceToSlopeStart = 0f;
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if (slopeAngle!= collisions.slopeAngleOld) {
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distanceToSlopeStart = hit.distance - skinWidth;
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velocity.x -= distanceToSlopeStart * directionX;
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}
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ClimbSlope(ref velocity, slopeAngle);
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// I do not remember why he put this back in, but this line
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// causes my character to go through the floor when a slope
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// meets another slope.
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// velocity.x += distanceToSlopeStart * directionX;
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Debug.DrawRay(rayOrigin + velocity, Vector3.right * directionX * rayLength, Color.magenta);
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}
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if (!collisions.climbingSlope || slopeAngle > maxClimbAngle) {
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velocity.x = (hit.distance - skinWidth) * directionX;
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rayLength = hit.distance;
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if (collisions.climbingSlope) {
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velocity.y = Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x);
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}
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Debug.DrawRay(rayOrigin + velocity, Vector3.right * directionX * rayLength, Color.red);
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if (directionX == -1) {
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collisions.left = true;
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} else {
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collisions.right = true;
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}
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}
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}
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return;
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}
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private void VerticalCollisions(ref Vector3 velocity) {
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float directionY = Mathf.Sign(velocity.y); // -1 for down, 1 for up
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float rayLength = Mathf.Abs(velocity.y) + skinWidth;
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for (int i = 0; i < verticalRayCount; i++) {
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Vector3 rayOrigin = (directionY == -1) ? raycastOrigins.bottomLeft : raycastOrigins.topLeft;
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rayOrigin += Vector3.right * (verticalRaySpacing * i + velocity.x);
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RaycastHit hit;
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if (!Physics.Raycast(rayOrigin, Vector3.up * directionY, out hit, rayLength, collisionMask)) {
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Debug.DrawRay(rayOrigin + velocity, Vector3.up * directionY * rayLength, Color.green);
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continue;
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}
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velocity.y = (hit.distance - skinWidth) * directionY;
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rayLength = hit.distance;
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if (collisions.climbingSlope) {
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velocity.x = velocity.y / Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Sign(velocity.x);
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}
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Debug.DrawRay(rayOrigin + velocity, Vector3.up * directionY * rayLength, Color.red);
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if (directionY == -1) {
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collisions.below = true;
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} else {
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collisions.above = true;
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}
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}
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// checks for a change in slope while climbing a slope
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if (collisions.climbingSlope) {
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float directionX = Mathf.Sign(velocity.x);
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rayLength = Mathf.Abs(velocity.x) + skinWidth;
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Vector3 rayOrigin = (directionY == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight;
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rayOrigin += (Vector3.up * velocity.y);
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RaycastHit hit;
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if (Physics.Raycast(rayOrigin, Vector3.right * directionX, out hit, rayLength, collisionMask)) {
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float slopeAngle = Vector3.Angle(hit.normal, Vector3.up);
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if (slopeAngle != collisions.slopeAngle) {
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velocity.x = (hit.distance - skinWidth) * directionX;
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collisions.slopeAngle = slopeAngle;
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}
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}
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}
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}
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private void ClimbSlope(ref Vector3 velocity, float slopeAngle) {
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float dist = Mathf.Abs(velocity.x);
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float climbY = Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * dist;
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if (velocity.y <= climbY) {
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velocity.y = climbY;
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velocity.x = Mathf.Cos(slopeAngle * Mathf.Deg2Rad) * dist * Mathf.Sign(velocity.x);
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collisions.below = true;
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collisions.climbingSlope = true;
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collisions.slopeAngle = slopeAngle;
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}
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}
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private void DescendSlope(ref Vector3 velocity) {
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float directionX = Mathf.Sign(velocity.x);
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// cast a ray downwards from the trailing corner of the collider
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Vector3 rayOrigin = (directionX == -1) ? raycastOrigins.bottomRight : raycastOrigins.bottomLeft;
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RaycastHit hit;
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if (!Physics.Raycast(rayOrigin, Vector3.down, out hit, Mathf.Infinity, collisionMask)) {
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return;
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}
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float slopeAngle = Vector3.Angle(hit.normal, Vector3.up);
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if (slopeAngle == 0 || slopeAngle > maxDescendAngle) {
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return;
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}
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if (Mathf.Sign(hit.normal.x) != directionX) {
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return;
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}
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if (hit.distance - skinWidth <= Mathf.Tan(slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x)) {
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float moveDistance = Mathf.Abs(velocity.x);
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float descendY = Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * moveDistance;
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velocity.x = Mathf.Cos(slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign(velocity.x);
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velocity.y -= descendY;
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collisions.below = true; // grounded
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collisions.slopeAngle = slopeAngle;
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collisions.descendingSlope = true;
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}
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}
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void UpdateRaycastOrigins() {
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Bounds bounds = collider.bounds;
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float depth = (bounds.max.z + bounds.min.z) * 0.5f;
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bounds.Expand(skinWidth * -2);
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raycastOrigins.bottomLeft = new Vector3(bounds.min.x, bounds.min.y, depth);
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raycastOrigins.topLeft = new Vector3(bounds.min.x, bounds.max.y, depth);
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raycastOrigins.bottomRight = new Vector3(bounds.max.x, bounds.min.y, depth);
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raycastOrigins.topRight = new Vector3(bounds.max.x, bounds.max.y, depth);
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}
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void CalculateRaySpacing() {
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Bounds bounds = collider.bounds;
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bounds.Expand(skinWidth * -2);
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if (horizontalRayCount < 2) { horizontalRayCount = 2; }
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if (verticalRayCount < 2) { verticalRayCount = 2; }
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horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1);
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verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);
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}
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public bool Grounded() { return collisions.below; }
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struct RaycastOrigins {
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public Vector3 topLeft;
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public Vector3 topRight;
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public Vector3 bottomLeft;
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public Vector3 bottomRight;
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}
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public struct CollisionInfo {
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public bool above;
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public bool below;
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public bool left;
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public bool right;
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public bool climbingSlope;
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public bool descendingSlope;
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public float slopeAngle;
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public float slopeAngleOld;
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public Vector3 velocityOld;
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public void Reset() {
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above = false;
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below = false;
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left = false;
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right = false;
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climbingSlope = false;
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descendingSlope = false;
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slopeAngleOld = slopeAngle;
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slopeAngle = 0f;
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}
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}
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}
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