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94 lines
3.9 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;
new private BoxCollider collider;
private RaycastOrigins raycastOrigins;
private float horizontalRaySpacing;
private float verticalRaySpacing;
void Start() {
collider = GetComponent<BoxCollider>();
CalculateRaySpacing();
}
public void Move(Vector3 velocity) {
UpdateRaycastOrigins();
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++) {
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);
}
}
}
}
void UpdateRaycastOrigins() {
Bounds bounds = collider.bounds;
bounds.Expand(skinWidth * -2);
raycastOrigins.bottomFrontLeft = new Vector3(bounds.min.x, bounds.min.y, bounds.min.z); // 0 0 0
raycastOrigins.bottomBackLeft = new Vector3(bounds.min.x, bounds.min.y, bounds.max.z); // 0 0 1
raycastOrigins.topFrontLeft = new Vector3(bounds.min.x, bounds.max.y, bounds.min.z); // 0 1 0
raycastOrigins.topBackLeft = new Vector3(bounds.min.x, bounds.max.y, bounds.max.z); // 0 1 1
raycastOrigins.bottomFrontRight = new Vector3(bounds.max.x, bounds.min.y, bounds.min.z); // 1 0 0
raycastOrigins.bottomBackRight = new Vector3(bounds.max.x, bounds.min.y, bounds.max.z); // 1 0 1
raycastOrigins.topFrontRight = new Vector3(bounds.max.x, bounds.max.y, bounds.min.z); // 1 1 0
raycastOrigins.topBackRight = new Vector3(bounds.max.x, bounds.max.y, bounds.max.z); // 1 1 1
}
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);
}
struct RaycastOrigins {
public Vector3 topBackLeft;
public Vector3 topBackRight;
public Vector3 topFrontLeft;
public Vector3 topFrontRight;
public Vector3 bottomBackLeft;
public Vector3 bottomBackRight;
public Vector3 bottomFrontLeft;
public Vector3 bottomFrontRight;
}
}