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164 lines
6.6 KiB
C#
164 lines
6.6 KiB
C#
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 = 80f;
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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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void Start() {
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collider = GetComponent<BoxCollider>();
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CalculateRaySpacing();
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}
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public void Move(Vector3 velocity) {
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UpdateRaycastOrigins();
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collisions.Reset();
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HorizontalCollisions(ref velocity);
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VerticalCollisions(ref velocity);
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// if (velocity.x != 0) {
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// }
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// if (velocity.y != 0) {
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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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// https://www.youtube.com/watch?v=cwcC2tIKObU&t=331s
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float directionX = Mathf.Sign(velocity.x); // -1 for left, 1 for right
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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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for (int j = 0; j < horizontalRayCount; j++) {
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Vector3 rayOrigin = (directionX == -1) ? raycastOrigins.bottomFrontLeft : raycastOrigins.bottomFrontRight;
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rayOrigin += Vector3.up * (horizontalRaySpacing * i);
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rayOrigin += Vector3.back * (horizontalRaySpacing * j);
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RaycastHit[] hits = Physics.RaycastAll(rayOrigin, Vector3.right * directionX, rayLength, collisionMask);
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if (hits.Length == 0) {
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Debug.DrawRay(rayOrigin, Vector3.right * directionX * rayLength * 10, Color.magenta);
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continue;
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}
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RaycastHit hit = hits[0];
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for (int h = 1; h < hits.Length; h++) {
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if (hits[h].distance < hit.distance) {
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hit = hits[h];
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}
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}
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float slopeAngle = Vector3.Angle(hit.normal, Vector3.up);
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if (i == 0 && j == 0) {
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Debug.LogFormat("Slope angle: {0}", slopeAngle);
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}
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velocity.x = (hit.distance - skinWidth) * directionX;
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// Debug.LogFormat("with RayLength {0} MinHitDist {1} setting velocity.y to {2}", rayLength, hit.distance, velocity.y);
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rayLength = hit.distance;
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Debug.DrawRay(rayOrigin, 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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}
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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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for (int j = 0; j < verticalRayCount; j++) {
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Vector3 rayOrigin = (directionY == -1) ? raycastOrigins.bottomFrontLeft : raycastOrigins.topFrontLeft;
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rayOrigin += Vector3.right * (verticalRaySpacing * i + velocity.x);
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rayOrigin += Vector3.forward * (verticalRaySpacing * j + velocity.x);
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RaycastHit[] hits = Physics.RaycastAll(rayOrigin, Vector3.up * directionY, rayLength, collisionMask);
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if (hits.Length == 0) {
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Debug.DrawRay(rayOrigin, Vector3.up * directionY * rayLength * 10, Color.green);
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continue;
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}
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RaycastHit hit = hits[0];
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for (int h = 1; h < hits.Length; h++) {
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if (hits[h].distance < hit.distance) {
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hit = hits[h];
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}
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}
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velocity.y = (hit.distance - skinWidth) * directionY;
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// Debug.LogFormat("with RayLength {0} MinHitDist {1} setting velocity.y to {2}", rayLength, hit.distance, velocity.y);
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rayLength = hit.distance;
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Debug.DrawRay(rayOrigin, 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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}
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}
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void UpdateRaycastOrigins() {
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Bounds bounds = collider.bounds;
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bounds.Expand(skinWidth * -2);
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raycastOrigins.bottomFrontLeft = new Vector3(bounds.min.x, bounds.min.y, bounds.min.z); // 0 0 0
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raycastOrigins.bottomBackLeft = new Vector3(bounds.min.x, bounds.min.y, bounds.max.z); // 0 0 1
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raycastOrigins.topFrontLeft = new Vector3(bounds.min.x, bounds.max.y, bounds.min.z); // 0 1 0
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raycastOrigins.topBackLeft = new Vector3(bounds.min.x, bounds.max.y, bounds.max.z); // 0 1 1
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raycastOrigins.bottomFrontRight = new Vector3(bounds.max.x, bounds.min.y, bounds.min.z); // 1 0 0
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raycastOrigins.bottomBackRight = new Vector3(bounds.max.x, bounds.min.y, bounds.max.z); // 1 0 1
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raycastOrigins.topFrontRight = new Vector3(bounds.max.x, bounds.max.y, bounds.min.z); // 1 1 0
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raycastOrigins.topBackRight = new Vector3(bounds.max.x, bounds.max.y, bounds.max.z); // 1 1 1
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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 topBackLeft;
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public Vector3 topBackRight;
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public Vector3 topFrontLeft;
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public Vector3 topFrontRight;
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public Vector3 bottomBackLeft;
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public Vector3 bottomBackRight;
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public Vector3 bottomFrontLeft;
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public Vector3 bottomFrontRight;
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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 void Reset() { above = below = left = right = false; }
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}
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}
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