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@talatari
Forked from HolyMonkey/PhysicsMovement.cs
Created December 1, 2023 09:15
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PhysicsMovement : MonoBehaviour
{
public float MinGroundNormalY = .65f;
public float GravityModifier = 1f;
public Vector2 Velocity;
public LayerMask LayerMask;
protected Vector2 targetVelocity;
protected bool grounded;
protected Vector2 groundNormal;
protected Rigidbody2D rb2d;
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(LayerMask);
contactFilter.useLayerMask = true;
}
void Update()
{
targetVelocity = new Vector2(Input.GetAxis("Horizontal"), 0);
if (Input.GetKey(KeyCode.Space) && grounded)
Velocity.y = 5;
}
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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