Created
June 25, 2019 12:59
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PhysicsMovement : MonoBehaviour | |
{ | |
public float MinGroundNormalY = .65f; | |
public float GravityModifier = 1f; | |
public Vector2 Velocity; | |
public LayerMask LayerMask; | |
protected Vector2 targetVelocity; | |
protected bool grounded; | |
protected Vector2 groundNormal; | |
protected Rigidbody2D rb2d; | |
protected ContactFilter2D contactFilter; | |
protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16]; | |
protected List<RaycastHit2D> hitBufferList = new List<RaycastHit2D>(16); | |
protected const float minMoveDistance = 0.001f; | |
protected const float shellRadius = 0.01f; | |
void OnEnable() | |
{ | |
rb2d = GetComponent<Rigidbody2D>(); | |
} | |
void Start() | |
{ | |
contactFilter.useTriggers = false; | |
contactFilter.SetLayerMask(LayerMask); | |
contactFilter.useLayerMask = true; | |
} | |
void Update() | |
{ | |
targetVelocity = new Vector2(Input.GetAxis("Horizontal"), 0); | |
if (Input.GetKey(KeyCode.Space) && grounded) | |
Velocity.y = 5; | |
} | |
void FixedUpdate() | |
{ | |
Velocity += GravityModifier * Physics2D.gravity * Time.deltaTime; | |
Velocity.x = targetVelocity.x; | |
grounded = false; | |
Vector2 deltaPosition = Velocity * Time.deltaTime; | |
Vector2 moveAlongGround = new Vector2(groundNormal.y, -groundNormal.x); | |
Vector2 move = moveAlongGround * deltaPosition.x; | |
Movement(move, false); | |
move = Vector2.up * deltaPosition.y; | |
Movement(move, true); | |
} | |
void Movement(Vector2 move, bool yMovement) | |
{ | |
float distance = move.magnitude; | |
if (distance > minMoveDistance) | |
{ | |
int count = rb2d.Cast(move, contactFilter, hitBuffer, distance + shellRadius); | |
hitBufferList.Clear(); | |
for (int i = 0; i < count; i++) | |
{ | |
hitBufferList.Add(hitBuffer[i]); | |
} | |
for (int i = 0; i < hitBufferList.Count; i++) | |
{ | |
Vector2 currentNormal = hitBufferList[i].normal; | |
if (currentNormal.y > MinGroundNormalY) | |
{ | |
grounded = true; | |
if (yMovement) | |
{ | |
groundNormal = currentNormal; | |
currentNormal.x = 0; | |
} | |
} | |
float projection = Vector2.Dot(Velocity, currentNormal); | |
if (projection < 0) | |
{ | |
Velocity = Velocity - projection * currentNormal; | |
} | |
float modifiedDistance = hitBufferList[i].distance - shellRadius; | |
distance = modifiedDistance < distance ? modifiedDistance : distance; | |
} | |
} | |
rb2d.position = rb2d.position + move.normalized * distance; | |
} | |
} |
Что-то понял только благодаря тому, что до этого очень долго понимал линейную алгебру.
Да ваще всё изи.
Протягиваем наш объект передвижение в желаемом направлении и смотрим с чем столкнулись, и если с чем-то столкнулись, то двигаем до ближайшего объекта (минимальной дистанции между объектом передвижения и его препятствием). Дополнительно проверяя, на земле мы сейчас или нет, это вносит свои поправки на передвижение объекта - падать, скользить.
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да тоже ничего не понял)