grounded play no longer speeds up downwards

master
Jordan Orelli 5 years ago
parent 32477f6213
commit 97b713b9fa

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@ -9,6 +9,7 @@ public class MoveController : MonoBehaviour
public const float skinWidth = 0.015f;
public int horizontalRayCount = 4;
public int verticalRayCount = 4;
public CollisionInfo collisions;
new private BoxCollider collider;
private RaycastOrigins raycastOrigins;
@ -22,33 +23,82 @@ public class MoveController : MonoBehaviour
public void Move(Vector3 velocity) {
UpdateRaycastOrigins();
collisions.Reset();
HorizontalCollisions(ref velocity);
VerticalCollisions(ref velocity);
// if (velocity.x != 0) {
// }
// if (velocity.y != 0) {
// }
transform.Translate(velocity);
}
private void HorizontalCollisions(ref Vector3 velocity) {
float directionX = Mathf.Sign(velocity.x); // -1 for left, 1 for right
float rayLength = Mathf.Abs(velocity.x) + skinWidth;
for (int i = 0; i < horizontalRayCount; i++) {
for (int j = 0; j < horizontalRayCount; j++) {
Vector3 rayOrigin = (directionX == -1) ? raycastOrigins.bottomFrontLeft : raycastOrigins.bottomFrontRight;
rayOrigin += Vector3.up * (horizontalRaySpacing * i);
rayOrigin += Vector3.back * (horizontalRaySpacing * j);
RaycastHit[] hits = Physics.RaycastAll(rayOrigin, Vector3.right * directionX, rayLength, collisionMask);
if (hits.Length > 0) {
float minHitDist = hits[0].distance;
foreach(RaycastHit hit in hits) {
if (hit.distance < minHitDist) {
minHitDist = hit.distance;
}
}
velocity.x = (minHitDist - skinWidth) * directionX;
Debug.LogFormat("with RayLength {0} MinHitDist {1} setting velocity.y to {2}", rayLength, minHitDist, velocity.y);
rayLength = minHitDist;
Debug.DrawRay(rayOrigin, Vector3.right * directionX * rayLength, Color.red);
if (directionX == -1) {
collisions.left = true;
} else {
collisions.right = true;
}
} else {
Debug.DrawRay(rayOrigin, Vector3.right * directionX * rayLength, Color.green);
}
}
}
}
private void VerticalCollisions(ref Vector3 velocity) {
float directionY = Mathf.Sign(velocity.y);
float directionY = Mathf.Sign(velocity.y); // -1 for down, 1 for up
float rayLength = Mathf.Abs(velocity.y) + skinWidth;
// bottom face
for (int i = 0; i < verticalRayCount; i++) {
for (int j = 0; j < verticalRayCount; j++) {
Vector3 rayOrigin = (directionY == -1) ? raycastOrigins.bottomFrontLeft : raycastOrigins.topFrontLeft;
rayOrigin += Vector3.right * (verticalRaySpacing * i + velocity.x);
rayOrigin += Vector3.forward * (verticalRaySpacing * j + velocity.x);
RaycastHit[] hits = Physics.RaycastAll(rayOrigin, Vector3.up * directionY, rayLength, collisionMask);
if (hits.Length > 0) {
float minHitDist = 0f;
float minHitDist = hits[0].distance;
foreach(RaycastHit hit in hits) {
if (hit.distance > minHitDist) {
if (hit.distance < minHitDist) {
minHitDist = hit.distance;
}
}
velocity.y = (minHitDist - skinWidth) * directionY;
Debug.LogFormat("with RayLength {0} MinHitDist {1} setting velocity.y to {2}", rayLength, minHitDist, velocity.y);
rayLength = minHitDist;
Debug.DrawRay(raycastOrigins.bottomFrontLeft + Vector3.right * verticalRaySpacing * i - Vector3.back * verticalRaySpacing * j, Vector3.down * 0.25f, Color.red);
Debug.DrawRay(rayOrigin, Vector3.up * directionY * rayLength, Color.red);
if (directionY == -1) {
collisions.below = true;
} else {
collisions.above = true;
}
} else {
Debug.DrawRay(raycastOrigins.bottomFrontLeft + Vector3.right * verticalRaySpacing * i - Vector3.back * verticalRaySpacing * j, Vector3.down * 0.25f, Color.green);
Debug.DrawRay(rayOrigin, Vector3.up * directionY * rayLength, Color.green);
}
}
}
@ -90,4 +140,13 @@ public class MoveController : MonoBehaviour
public Vector3 bottomFrontLeft;
public Vector3 bottomFrontRight;
}
public struct CollisionInfo {
public bool above;
public bool below;
public bool left;
public bool right;
public void Reset() { above = below = left = right = false; }
}
}

@ -4,16 +4,27 @@ using UnityEngine;
[RequireComponent(typeof(MoveController))]
public class PlayerController : MonoBehaviour {
public float moveSpeed = 6f;
public MoveController moveController;
private float gravity = -20;
private Vector3 velocity;
private float gravity = -20f;
public Vector3 velocity;
void Start() {
moveController = GetComponent<MoveController>();
}
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"));
velocity.x = input.x * moveSpeed;
velocity.y += gravity * Time.deltaTime;
moveController.Move(velocity * Time.deltaTime);
}

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