vertical collision detection

master
Jordan Orelli 5 years ago
parent 5fd14b8d9b
commit 8023103518

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@ -59,7 +59,8 @@ MonoBehaviour:
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@ -5,6 +5,7 @@ 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;
@ -16,16 +17,39 @@ public class MoveController : MonoBehaviour
void Start() {
collider = GetComponent<BoxCollider>();
CalculateRaySpacing();
}
void Update() {
public void Move(Vector3 velocity) {
UpdateRaycastOrigins();
CalculateRaySpacing();
VerticalCollisions(ref velocity);
transform.Translate(velocity);
}
private void VerticalCollisions(ref Vector3 velocity) {
float directionY = Mathf.Sign(velocity.y);
float rayLength = Mathf.Abs(velocity.y) + skinWidth;
// bottom face
for (int i = 0; i < verticalRayCount; i++) {
for (int j = 0; j < verticalRayCount; j++) {
Debug.DrawRay(raycastOrigins.bottomFrontLeft + Vector3.right * verticalRaySpacing * i - Vector3.back * verticalRaySpacing * j, Vector3.down, Color.red);
Vector3 rayOrigin = (directionY == -1) ? raycastOrigins.bottomFrontLeft : raycastOrigins.topFrontLeft;
rayOrigin += Vector3.right * (verticalRaySpacing * i + velocity.x);
RaycastHit[] hits = Physics.RaycastAll(rayOrigin, Vector3.up * directionY, rayLength, collisionMask);
if (hits.Length > 0) {
float minHitDist = 0f;
foreach(RaycastHit hit in hits) {
if (hit.distance > minHitDist) {
minHitDist = hit.distance;
}
}
velocity.y = (minHitDist - skinWidth) * directionY;
rayLength = minHitDist;
Debug.DrawRay(raycastOrigins.bottomFrontLeft + Vector3.right * verticalRaySpacing * i - Vector3.back * verticalRaySpacing * j, Vector3.down * 0.25f, Color.red);
} else {
Debug.DrawRay(raycastOrigins.bottomFrontLeft + Vector3.right * verticalRaySpacing * i - Vector3.back * verticalRaySpacing * j, Vector3.down * 0.25f, Color.green);
}
}
}
}

@ -6,11 +6,16 @@ using UnityEngine;
public class PlayerController : MonoBehaviour {
public MoveController moveController;
private float gravity = -20;
private Vector3 velocity;
void Start() {
moveController = GetComponent<MoveController>();
}
void Update() {
velocity.y += gravity * Time.deltaTime;
moveController.Move(velocity * Time.deltaTime);
}
void FixedUpdate() {

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