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