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.
///
[HideInInspector]
public Vector2 velocity;
///
/// Is the entity currently sitting on a surface?
///
///
public bool IsGrounded { get; private set; }
protected Vector2 targetVelocity;
protected Vector2 groundNormal;
public 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 += move.normalized * distance;
}
}
}