Created
May 14, 2019 22:18
-
-
Save feranmii/5514d0d7f315cbbdf4fd5078e54a7cf6 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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 = .01f; | |
private void OnEnable() | |
{ | |
rb2d = GetComponent<Rigidbody2D>(); | |
} | |
private void Start() | |
{ | |
contactFilter.useTriggers = false; | |
contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer)); | |
contactFilter.useLayerMask = true; | |
} | |
private void Update() | |
{ | |
targetVelocity = Vector2.zero; | |
ComputeVelocity(); | |
} | |
protected virtual void ComputeVelocity() | |
{ | |
} | |
private 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; | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment