using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Pink.Mechanics { /// /// Implements game physics for some in game entity. /// public class Kinematic : MonoBehaviour { /// /// The minimum normal (dot product) considered suitable for the entity sit on. /// public float minGroundNormalY = .65f; /// /// A custom gravity coefficient applied to this entity. /// public float gravityModifier = 1f; /// /// The current velocity of the entity. /// public Vector2 velocity; /// /// Is the entity currently sitting on a surface? /// /// public bool IsGrounded { get; private set; } protected Vector2 targetVelocity; protected Vector2 groundNormal; protected Rigidbody2D body; protected ContactFilter2D contactFilter; protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16]; protected const float minMoveDistance = 0.001f; protected const float shellRadius = 0.01f; /// /// Bounce the object's vertical velocity. /// /// public void Bounce(float value) { velocity.y = value; } /// /// Bounce the objects velocity in a direction. /// /// public void Bounce(Vector2 dir) { velocity.y = dir.y; velocity.x = dir.x; } /// /// Teleport to some position. /// /// public void Teleport(Vector3 position) { body.position = position; velocity *= 0; body.velocity *= 0; } protected virtual void OnEnable() { body = GetComponent(); body.isKinematic = true; } protected virtual void OnDisable() { body.isKinematic = false; } protected virtual void Start() { contactFilter.useTriggers = false; contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer)); contactFilter.useLayerMask = true; } protected virtual void Update() { targetVelocity = Vector2.zero; ComputeVelocity(); } protected virtual void ComputeVelocity() { } protected virtual void FixedUpdate() { //if already falling, fall faster than the jump speed, otherwise use normal gravity. if (velocity.y < 0) velocity += gravityModifier * Physics2D.gravity * Time.deltaTime; else velocity += Physics2D.gravity * Time.deltaTime; velocity.x = targetVelocity.x; IsGrounded = false; var deltaPosition = velocity * Time.deltaTime; var moveAlongGround = new Vector2(groundNormal.y, -groundNormal.x); var move = moveAlongGround * deltaPosition.x; PerformMovement(move, false); move = Vector2.up * deltaPosition.y; PerformMovement(move, true); } void PerformMovement(Vector2 move, bool yMovement) { var distance = move.magnitude; if (distance > minMoveDistance) { //check if we hit anything in current direction of travel var count = body.Cast(move, contactFilter, hitBuffer, distance + shellRadius); for (var i = 0; i < count; i++) { var currentNormal = hitBuffer[i].normal; //is this surface flat enough to land on? if (currentNormal.y > minGroundNormalY) { IsGrounded = true; // if moving up, change the groundNormal to new surface normal. if (yMovement) { groundNormal = currentNormal; currentNormal.x = 0; } } if (IsGrounded) { //how much of our velocity aligns with surface normal? var projection = Vector2.Dot(velocity, currentNormal); if (projection < 0) { //slower velocity if moving against the normal (up a hill). velocity = velocity - projection * currentNormal; } } else { //We are airborne, but hit something, so cancel vertical up and horizontal velocity. velocity.x *= 0; velocity.y = Mathf.Min(velocity.y, 0); } //remove shellDistance from actual move distance. var modifiedDistance = hitBuffer[i].distance - shellRadius; distance = modifiedDistance < distance ? modifiedDistance : distance; } } body.position = body.position + move.normalized * distance; } } }