Commit 9ee704f4 by Tim Reiter

added character controller.

parent c11cb8d2
#define DEBUG_CC2D_RAYS
using UnityEngine;
using System;
using System.Collections.Generic;
[RequireComponent( typeof( BoxCollider2D ), typeof( Rigidbody2D ) )]
public class CharacterController2D : MonoBehaviour
{
#region internal types
private struct CharacterRaycastOrigins
{
public Vector3 topLeft;
public Vector3 bottomRight;
public Vector3 bottomLeft;
}
public class CharacterCollisionState2D
{
public bool right;
public bool left;
public bool above;
public bool below;
public bool becameGroundedThisFrame;
public bool wasGroundedLastFrame;
public bool movingDownSlope;
public float slopeAngle;
public bool hasCollision()
{
return below || right || left || above;
}
public void reset()
{
right = left = above = below = becameGroundedThisFrame = movingDownSlope = false;
slopeAngle = 0f;
}
public override string ToString()
{
return string.Format( "[CharacterCollisionState2D] r: {0}, l: {1}, a: {2}, b: {3}, movingDownSlope: {4}, angle: {5}, wasGroundedLastFrame: {6}, becameGroundedThisFrame: {7}",
right, left, above, below, movingDownSlope, slopeAngle, wasGroundedLastFrame, becameGroundedThisFrame );
}
}
#endregion
#region events, properties and fields
public event Action<RaycastHit2D> onControllerCollidedEvent;
public event Action<Collider2D> onTriggerEnterEvent;
public event Action<Collider2D> onTriggerStayEvent;
public event Action<Collider2D> onTriggerExitEvent;
/// <summary>
/// toggles if the RigidBody2D methods should be used for movement or if Transform.Translate will be used. All the usual Unity rules for physics based movement apply when true
/// such as getting your input in Update and only calling move in FixedUpdate amonst others.
/// </summary>
public bool usePhysicsForMovement = false;
[SerializeField]
[Range( 0.001f, 0.3f )]
private float _skinWidth = 0.02f;
/// <summary>
/// defines how far in from the edges of the collider rays are cast from. If cast with a 0 extent it will often result in ray hits that are
/// not desired (for example a foot collider casting horizontally from directly on the surface can result in a hit)
/// </summary>
public float skinWidth
{
get { return _skinWidth; }
set
{
_skinWidth = value;
recalculateDistanceBetweenRays();
}
}
/// <summary>
/// mask with all layers that the player should interact with
/// </summary>
public LayerMask platformMask = 0;
/// <summary>
/// mask with all layers that trigger events should fire when intersected
/// </summary>
public LayerMask triggerMask = 0;
/// <summary>
/// mask with all layers that should act as one-way platforms. Note that one-way platforms should always be EdgeCollider2Ds. This is private because it does not support being
/// updated anytime outside of the inspector for now.
/// </summary>
[SerializeField]
private LayerMask oneWayPlatformMask = 0;
/// <summary>
/// the max slope angle that the CC2D can climb
/// </summary>
/// <value>The slope limit.</value>
[Range( 0, 90f )]
public float slopeLimit = 30f;
/// <summary>
/// the threshold in the change in vertical movement between frames that constitutes jumping
/// </summary>
/// <value>The jumping threshold.</value>
public float jumpingThreshold = 0.07f;
/// <summary>
/// curve for multiplying speed based on slope (negative = down slope and positive = up slope)
/// </summary>
public AnimationCurve slopeSpeedMultiplier = new AnimationCurve( new Keyframe( -90, 1.5f ), new Keyframe( 0, 1 ), new Keyframe( 90, 0 ) );
[Range( 2, 20 )]
public int totalHorizontalRays = 8;
[Range( 2, 20 )]
public int totalVerticalRays = 4;
/// <summary>
/// this is used to calculate the downward ray that is cast to check for slopes. We use the somewhat arbitrary value 75 degrees
/// to calculate the length of the ray that checks for slopes.
/// </summary>
private float _slopeLimitTangent = Mathf.Tan( 75f * Mathf.Deg2Rad );
[Range( 0.8f, 0.999f )]
public float triggerHelperBoxColliderScale = 0.95f;
[HideInInspector][NonSerialized]
public new Transform transform;
[HideInInspector][NonSerialized]
public BoxCollider2D boxCollider;
[HideInInspector][NonSerialized]
public Rigidbody2D rigidBody2D;
[HideInInspector][NonSerialized]
public CharacterCollisionState2D collisionState = new CharacterCollisionState2D();
[HideInInspector][NonSerialized]
public Vector3 velocity;
public bool isGrounded { get { return collisionState.below; } }
private const float kSkinWidthFloatFudgeFactor = 0.001f;
#endregion
/// <summary>
/// holder for our raycast origin corners (TR, TL, BR, BL)
/// </summary>
private CharacterRaycastOrigins _raycastOrigins;
/// <summary>
/// stores our raycast hit during movement
/// </summary>
private RaycastHit2D _raycastHit;
/// <summary>
/// stores any raycast hits that occur this frame. we have to store them in case we get a hit moving
/// horizontally and vertically so that we can send the events after all collision state is set
/// </summary>
private List<RaycastHit2D> _raycastHitsThisFrame = new List<RaycastHit2D>( 2 );
// horizontal/vertical movement data
private float _verticalDistanceBetweenRays;
private float _horizontalDistanceBetweenRays;
// we use this flag to mark the case where we are travelling up a slope and we modified our delta.y to allow the climb to occur.
// the reason is so that if we reach the end of the slope we can make an adjustment to stay grounded
private bool _isGoingUpSlope = false;
#region Monobehaviour
void Awake()
{
// add our one-way platforms to our normal platform mask so that we can land on them from above
platformMask |= oneWayPlatformMask;
// cache some components
transform = GetComponent<Transform>();
boxCollider = GetComponent<BoxCollider2D>();
rigidBody2D = GetComponent<Rigidbody2D>();
// here, we trigger our properties that have setters with bodies
skinWidth = _skinWidth;
// we want to set our CC2D to ignore all collision layers except what is in our triggerMask
for( var i = 0; i < 32; i++ )
{
// see if our triggerMask contains this layer and if not ignore it
if( ( triggerMask.value & 1 << i ) == 0 )
Physics2D.IgnoreLayerCollision( gameObject.layer, i );
}
}
public void OnTriggerEnter2D( Collider2D col )
{
if( onTriggerEnterEvent != null )
onTriggerEnterEvent( col );
}
public void OnTriggerStay2D( Collider2D col )
{
if( onTriggerStayEvent != null )
onTriggerStayEvent( col );
}
public void OnTriggerExit2D( Collider2D col )
{
if( onTriggerExitEvent != null )
onTriggerExitEvent( col );
}
#endregion
[System.Diagnostics.Conditional( "DEBUG_CC2D_RAYS" )]
private void DrawRay( Vector3 start, Vector3 dir, Color color )
{
Debug.DrawRay( start, dir, color );
}
#region Public
/// <summary>
/// attempts to move the character to position + deltaMovement. Any colliders in the way will cause the movement to
/// stop when run into.
/// </summary>
/// <param name="deltaMovement">Delta movement.</param>
public void move( Vector3 deltaMovement )
{
// save off our current grounded state which we will use for wasGroundedLastFrame and becameGroundedThisFrame
collisionState.wasGroundedLastFrame = collisionState.below;
// clear our state
collisionState.reset();
_raycastHitsThisFrame.Clear();
_isGoingUpSlope = false;
var desiredPosition = transform.position + deltaMovement;
primeRaycastOrigins( desiredPosition, deltaMovement );
// first, we check for a slope below us before moving
// only check slopes if we are going down and grounded
if( deltaMovement.y < 0 && collisionState.wasGroundedLastFrame )
handleVerticalSlope( ref deltaMovement );
// now we check movement in the horizontal dir
if( deltaMovement.x != 0 )
moveHorizontally( ref deltaMovement );
// next, check movement in the vertical dir
if( deltaMovement.y != 0 )
moveVertically( ref deltaMovement );
// move then update our state
if( usePhysicsForMovement )
{
rigidBody2D.MovePosition( transform.position + deltaMovement );
velocity = rigidBody2D.velocity;
}
else
{
transform.Translate( deltaMovement, Space.World );
// only calculate velocity if we have a non-zero deltaTime
if( Time.deltaTime > 0 )
velocity = deltaMovement / Time.deltaTime;
}
// set our becameGrounded state based on the previous and current collision state
if( !collisionState.wasGroundedLastFrame && collisionState.below )
collisionState.becameGroundedThisFrame = true;
// if we are going up a slope we artificially set a y velocity so we need to zero it out here
if( _isGoingUpSlope )
velocity.y = 0;
// send off the collision events if we have a listener
if( onControllerCollidedEvent != null )
{
for( var i = 0; i < _raycastHitsThisFrame.Count; i++ )
onControllerCollidedEvent( _raycastHitsThisFrame[i] );
}
}
/// <summary>
/// moves directly down until grounded
/// </summary>
public void warpToGrounded()
{
do
{
move( new Vector3( 0, -1f, 0 ) );
} while( !isGrounded );
}
/// <summary>
/// this should be called anytime you have to modify the BoxCollider2D at runtime. It will recalculate the distance between the rays used for collision detection.
/// It is also used in the skinWidth setter in case it is changed at runtime.
/// </summary>
public void recalculateDistanceBetweenRays()
{
// figure out the distance between our rays in both directions
// horizontal
var colliderUseableHeight = boxCollider.size.y * Mathf.Abs( transform.localScale.y ) - ( 2f * _skinWidth );
_verticalDistanceBetweenRays = colliderUseableHeight / ( totalHorizontalRays - 1 );
// vertical
var colliderUseableWidth = boxCollider.size.x * Mathf.Abs( transform.localScale.x ) - ( 2f * _skinWidth );
_horizontalDistanceBetweenRays = colliderUseableWidth / ( totalVerticalRays - 1 );
}
#endregion
#region Private Movement Methods
/// <summary>
/// resets the raycastOrigins to the current extents of the box collider inset by the skinWidth. It is inset
/// to avoid casting a ray from a position directly touching another collider which results in wonky normal data.
/// </summary>
/// <param name="futurePosition">Future position.</param>
/// <param name="deltaMovement">Delta movement.</param>
private void primeRaycastOrigins( Vector3 futurePosition, Vector3 deltaMovement )
{
// our raycasts need to be fired from the bounds inset by the skinWidth
var modifiedBounds = boxCollider.bounds;
modifiedBounds.Expand( -2f * _skinWidth );
_raycastOrigins.topLeft = new Vector2( modifiedBounds.min.x, modifiedBounds.max.y );
_raycastOrigins.bottomRight = new Vector2( modifiedBounds.max.x, modifiedBounds.min.y );
_raycastOrigins.bottomLeft = modifiedBounds.min;
}
/// <summary>
/// we have to use a bit of trickery in this one. The rays must be cast from a small distance inside of our
/// collider (skinWidth) to avoid zero distance rays which will get the wrong normal. Because of this small offset
/// we have to increase the ray distance skinWidth then remember to remove skinWidth from deltaMovement before
/// actually moving the player
/// </summary>
private void moveHorizontally( ref Vector3 deltaMovement )
{
var isGoingRight = deltaMovement.x > 0;
var rayDistance = Mathf.Abs( deltaMovement.x ) + _skinWidth;
var rayDirection = isGoingRight ? Vector2.right : -Vector2.right;
var initialRayOrigin = isGoingRight ? _raycastOrigins.bottomRight : _raycastOrigins.bottomLeft;
for( var i = 0; i < totalHorizontalRays; i++ )
{
var ray = new Vector2( initialRayOrigin.x, initialRayOrigin.y + i * _verticalDistanceBetweenRays );
DrawRay( ray, rayDirection * rayDistance, Color.red );
// if we are grounded we will include oneWayPlatforms only on the first ray (the bottom one). this will allow us to
// walk up sloped oneWayPlatforms
if( i == 0 && collisionState.wasGroundedLastFrame )
_raycastHit = Physics2D.Raycast( ray, rayDirection, rayDistance, platformMask );
else
_raycastHit = Physics2D.Raycast( ray, rayDirection, rayDistance, platformMask & ~oneWayPlatformMask );
if( _raycastHit )
{
// the bottom ray can hit slopes but no other ray can so we have special handling for those cases
if( i == 0 && handleHorizontalSlope( ref deltaMovement, Vector2.Angle( _raycastHit.normal, Vector2.up ) ) )
{
_raycastHitsThisFrame.Add( _raycastHit );
break;
}
// set our new deltaMovement and recalculate the rayDistance taking it into account
deltaMovement.x = _raycastHit.point.x - ray.x;
rayDistance = Mathf.Abs( deltaMovement.x );
// remember to remove the skinWidth from our deltaMovement
if( isGoingRight )
{
deltaMovement.x -= _skinWidth;
collisionState.right = true;
}
else
{
deltaMovement.x += _skinWidth;
collisionState.left = true;
}
_raycastHitsThisFrame.Add( _raycastHit );
// we add a small fudge factor for the float operations here. if our rayDistance is smaller
// than the width + fudge bail out because we have a direct impact
if( rayDistance < _skinWidth + kSkinWidthFloatFudgeFactor )
break;
}
}
}
/// <summary>
/// handles adjusting deltaMovement if we are going up a slope.
/// </summary>
/// <returns><c>true</c>, if horizontal slope was handled, <c>false</c> otherwise.</returns>
/// <param name="deltaMovement">Delta movement.</param>
/// <param name="angle">Angle.</param>
private bool handleHorizontalSlope( ref Vector3 deltaMovement, float angle )
{
// disregard 90 degree angles (walls)
if( Mathf.RoundToInt( angle ) == 90 )
return false;
// if we can walk on slopes and our angle is small enough we need to move up
if( angle < slopeLimit )
{
// we only need to adjust the deltaMovement if we are not jumping
// TODO: this uses a magic number which isn't ideal!
if( deltaMovement.y < jumpingThreshold )
{
// apply the slopeModifier to slow our movement up the slope
var slopeModifier = slopeSpeedMultiplier.Evaluate( angle );
deltaMovement.x *= slopeModifier;
// we dont set collisions on the sides for this since a slope is not technically a side collision
// smooth y movement when we climb. we make the y movement equivalent to the actual y location that corresponds
// to our new x location using our good friend Pythagoras
deltaMovement.y = Mathf.Abs( Mathf.Tan( angle * Mathf.Deg2Rad ) * deltaMovement.x );
_isGoingUpSlope = true;
collisionState.below = true;
}
}
else // too steep. get out of here
{
deltaMovement.x = 0;
}
return true;
}
private void moveVertically( ref Vector3 deltaMovement )
{
var isGoingUp = deltaMovement.y > 0;
var rayDistance = Mathf.Abs( deltaMovement.y ) + _skinWidth;
var rayDirection = isGoingUp ? Vector2.up : -Vector2.up;
var initialRayOrigin = isGoingUp ? _raycastOrigins.topLeft : _raycastOrigins.bottomLeft;
// apply our horizontal deltaMovement here so that we do our raycast from the actual position we would be in if we had moved
initialRayOrigin.x += deltaMovement.x;
// if we are moving up, we should ignore the layers in oneWayPlatformMask
var mask = platformMask;
if( isGoingUp && !collisionState.wasGroundedLastFrame )
mask &= ~oneWayPlatformMask;
for( var i = 0; i < totalVerticalRays; i++ )
{
var ray = new Vector2( initialRayOrigin.x + i * _horizontalDistanceBetweenRays, initialRayOrigin.y );
DrawRay( ray, rayDirection * rayDistance, Color.red );
_raycastHit = Physics2D.Raycast( ray, rayDirection, rayDistance, mask );
if( _raycastHit )
{
// set our new deltaMovement and recalculate the rayDistance taking it into account
deltaMovement.y = _raycastHit.point.y - ray.y;
rayDistance = Mathf.Abs( deltaMovement.y );
// remember to remove the skinWidth from our deltaMovement
if( isGoingUp )
{
deltaMovement.y -= _skinWidth;
collisionState.above = true;
}
else
{
deltaMovement.y += _skinWidth;
collisionState.below = true;
}
_raycastHitsThisFrame.Add( _raycastHit );
// this is a hack to deal with the top of slopes. if we walk up a slope and reach the apex we can get in a situation
// where our ray gets a hit that is less then skinWidth causing us to be ungrounded the next frame due to residual velocity.
if( !isGoingUp && deltaMovement.y > 0.00001f )
_isGoingUpSlope = true;
// we add a small fudge factor for the float operations here. if our rayDistance is smaller
// than the width + fudge bail out because we have a direct impact
if( rayDistance < _skinWidth + kSkinWidthFloatFudgeFactor )
return;
}
}
}
/// <summary>
/// checks the center point under the BoxCollider2D for a slope. If it finds one then the deltaMovement is adjusted so that
/// the player stays grounded and the slopeSpeedModifier is taken into account to speed up movement.
/// </summary>
/// <param name="deltaMovement">Delta movement.</param>
private void handleVerticalSlope( ref Vector3 deltaMovement )
{
// slope check from the center of our collider
var centerOfCollider = ( _raycastOrigins.bottomLeft.x + _raycastOrigins.bottomRight.x ) * 0.5f;
var rayDirection = -Vector2.up;
// the ray distance is based on our slopeLimit
var slopeCheckRayDistance = _slopeLimitTangent * ( _raycastOrigins.bottomRight.x - centerOfCollider );
var slopeRay = new Vector2( centerOfCollider, _raycastOrigins.bottomLeft.y );
DrawRay( slopeRay, rayDirection * slopeCheckRayDistance, Color.yellow );
_raycastHit = Physics2D.Raycast( slopeRay, rayDirection, slopeCheckRayDistance, platformMask );
if( _raycastHit )
{
// bail out if we have no slope
var angle = Vector2.Angle( _raycastHit.normal, Vector2.up );
if( angle == 0 )
return;
// we are moving down the slope if our normal and movement direction are in the same x direction
var isMovingDownSlope = Mathf.Sign( _raycastHit.normal.x ) == Mathf.Sign( deltaMovement.x );
if( isMovingDownSlope )
{
// going down we want to speed up in most cases so the slopeSpeedMultiplier curve should be > 1 for negative angles
var slopeModifier = slopeSpeedMultiplier.Evaluate( -angle );
deltaMovement.y = _raycastHit.point.y - slopeRay.y - skinWidth;
deltaMovement.x *= slopeModifier;
collisionState.movingDownSlope = true;
collisionState.slopeAngle = angle;
}
}
}
#endregion
}
fileFormatVersion: 2
guid: e937fe68fce80d44fb385a099114c29f
timeCreated: 1433439077
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
using UnityEngine;
using System.Collections;
public class PlayerControl : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public class PlayerControl : MonoBehaviour
{
#region members
public float gravity = -25f;
public float runSpeed = 8f;
public float groundDamping = 20f; // how fast do we change direction? higher means faster
public float inAirDamping = 5f;
public float jumpHeight = 3f;
[HideInInspector]
private float normalizedHorizontalSpeed = 0;
private CharacterController2D _controller;
private Vector3 _velocity;
#endregion
// Use this for initialization
void Start () {
_controller = GetComponent<CharacterController2D>();
}
void Update()
{
// grab our current _velocity to use as a base for all calculations
_velocity = _controller.velocity;
if (_controller.isGrounded)
_velocity.y = 0;
if (Input.GetKey(KeyCode.RightArrow))
{
normalizedHorizontalSpeed = 1;
if (transform.localScale.x < 0f)
transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
if (_controller.isGrounded)
{
//TODO animation run
}
}
else if (Input.GetKey(KeyCode.LeftArrow))
{
normalizedHorizontalSpeed = -1;
if (transform.localScale.x > 0f)
transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
if (_controller.isGrounded)
{
//TODO animation run
}
}
else
{
normalizedHorizontalSpeed = 0;
if (_controller.isGrounded)
{
//TODO animation idle
}
}
// we can only jump whilst grounded
if (_controller.isGrounded && Input.GetKeyDown(KeyCode.UpArrow))
{
_velocity.y = Mathf.Sqrt(2f * jumpHeight * -gravity);
//TODO animation jump
}
// apply horizontal speed smoothing it
var smoothedMovementFactor = _controller.isGrounded ? groundDamping : inAirDamping; // how fast do we change direction?
_velocity.x = Mathf.Lerp(_velocity.x, normalizedHorizontalSpeed * runSpeed, Time.deltaTime * smoothedMovementFactor);
// apply gravity before moving
_velocity.y += gravity * Time.deltaTime;
_controller.move(_velocity * Time.deltaTime);
}
}
......@@ -3,13 +3,25 @@ using System.Collections;
public class Spikes : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
float damage; //the amount of damage the spikes make.
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnCollisionEnter2D(Collision2D coll)
{
if (coll.gameObject.tag == "Player")
{
//TODO: do damage
}
}
}
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