Created
January 30, 2020 13:36
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Unity PhysicsObject
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PhysicsObject : MonoBehaviour { | |
public float minGroundNormalY = .65f; | |
public float gravityModifier = 1f; | |
protected Vector2 targetVelocity; | |
protected bool grounded; | |
protected Vector2 groundNormal; | |
protected Rigidbody2D rb2d; | |
protected Vector2 velocity; | |
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 (Physics2D.GetLayerCollisionMask (gameObject.layer)); | |
contactFilter.useLayerMask = true; | |
} | |
void Update () | |
{ | |
targetVelocity = Vector2.zero; | |
ComputeVelocity (); | |
} | |
protected virtual void ComputeVelocity() | |
{ | |
} | |
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; | |
} | |
} |
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