Beispiel #1
0
        public bool CheckLedgeAcross(DirectionFacing direction, Bounds?projectedBounds = null)
        {
            NextClimbs.Clear();
            Bounds bounds = projectedBounds != null
                                ? (Bounds)projectedBounds
                                : _motor.Collider.bounds;

            float       maxNonHangDistance = 6f;
            float       checkLength        = 7f;
            const float maxHeightAbove     = 1f;
            const float maxHeightBelow     = 2f;
            const float spaceInFront       = 2f;

            float checkDepth = bounds.size.y + maxHeightAbove + maxHeightBelow;

            float x;

            if (CurrentClimbingState.PivotCollider == null || CurrentClimbingState.CanClimbDown)
            {
                x            = direction == DirectionFacing.Left ? bounds.min.x - spaceInFront : bounds.max.x + spaceInFront;
                checkLength -= spaceInFront;
            }
            else
            {
                x = direction == DirectionFacing.Left ? bounds.min.x : bounds.max.x;
            }

            float y = bounds.center.y - maxHeightBelow + maxHeightAbove;

            var origin = new Vector2(x, y);

            var size = new Vector2(0.01f, checkDepth);

            Vector2 castDirection = direction == DirectionFacing.Left ? Vector2.left : Vector2.right;

            RaycastHit2D[] hits = Physics2D.BoxCastAll(origin, size, 0, castDirection, checkLength, GetClimbMask());
            hits = RemoveInvalidColliders(hits);

            RaycastHit2D hit = hits.FirstOrDefault(h => h.point.y < bounds.center.y && Mathf.Abs(h.point.y - bounds.center.y) < maxNonHangDistance && EdgeValidator.CanJumpToOrFromEdge(h.collider, bounds.center, _motor.CrouchedCollider));

            bool  shouldHang        = false;
            Climb directionalAcross = direction == DirectionFacing.Left ? Climb.AcrossLeft : Climb.AcrossRight;

            if (hit)
            {
                shouldHang = CurrentClimbingState.PivotCollider != null && hit.collider.transform.parent == CurrentClimbingState.PivotCollider.transform.parent;
                if (shouldHang && EdgeValidator.CanJumpToHang(hit.collider, bounds.center, _motor.StandingCollider) == false)
                {
                    hit = new RaycastHit2D();
                }
            }
            else
            {
                hit = hits.FirstOrDefault(h => EdgeValidator.CanJumpToHang(h.collider, bounds.center, _motor.StandingCollider));

                if (hit)
                {
                    shouldHang = true;
                }
            }

            if (hit)
            {
                NextClimbingState = GetClimbingState(directionalAcross, hit.collider, shouldHang);
                _anim.SetBool("shouldHang", shouldHang);
                _anim.SetBool("inverted", ClimbSide == direction);
            }
            return(hit);
        }
Beispiel #2
0
        public bool CheckLedgeBelow(Climb intendedClimbingState, DirectionFacing direction, out string animation)
        {
            //check the edge in the direction travelling. If it's near enough, move to it and jump unless it's dropless.
            //else, if the slope is declining, set the current spot as the edge and jump, unless there's a dropless edge and we're only jumping

            bool nearEdge = false;
            bool canDrop  = true;
            bool down     = intendedClimbingState == Climb.Down;

            if (intendedClimbingState == Climb.Jump)
            {
                intendedClimbingState = direction == DirectionFacing.Left ? Climb.AcrossLeft : Climb.AcrossRight;
            }

            if (down == false &&
                _motor.MovementState.PivotCollider != null &&
                _motor.MovementState.PivotCollider.gameObject.layer == LayerMask.NameToLayer(Layers.Ice))
            {
                if (JumpInPlace(direction, canDrop, out animation))
                {
                    return(true);
                }
            }

            const float checkWidth = 4f;

            int           layer = direction == DirectionFacing.Right ? _rightClimbLayer : _leftClimbLayer;
            BoxCollider2D edge  = null;

            try
            {
                edge = _motor.MovementState.PivotCollider.gameObject.GetComponentsInChildren <BoxCollider2D>().SingleOrDefault(c => c.gameObject.layer == layer);

                if (edge == null)
                {
                    var climbableEdges = _motor.MovementState.PivotCollider.gameObject.GetComponent <ClimbableEdges>();

                    if (climbableEdges != null)
                    {
                        Orientation orientation = OrientationHelper.GetOrientation(_motor.MovementState.PivotCollider.transform);

                        Collider2D excluded = null;
                        if (orientation == Orientation.Flat)
                        {
                            if (direction == DirectionFacing.Left && climbableEdges.IsLeftCorner && climbableEdges.IsLeftCornerInverted == false)
                            {
                                excluded = climbableEdges.LeftException;
                            }
                            else if (direction == DirectionFacing.Right && climbableEdges.IsRightCorner && climbableEdges.IsRightCornerInverted == false)
                            {
                                excluded = climbableEdges.RightException;
                            }
                        }
                        else if (orientation == Orientation.UpsideDown)
                        {
                            if (direction == DirectionFacing.Left && climbableEdges.IsRightCorner && climbableEdges.IsRightCornerInverted)
                            {
                                excluded = climbableEdges.RightException;
                            }
                            else if (direction == DirectionFacing.Right && climbableEdges.IsLeftCorner && climbableEdges.IsLeftCornerInverted)
                            {
                                excluded = climbableEdges.LeftException;
                            }
                        }

                        if (excluded != null)
                        {
                            edge = excluded.gameObject.GetComponentsInChildren <BoxCollider2D>().SingleOrDefault(c => c.gameObject.layer == layer);
                        }
                    }
                }
            }
            catch (Exception)
            { }

            Bounds bounds     = _motor.Collider.bounds;
            bool   facingEdge = (_motor.MovementState.LeftEdge && direction == DirectionFacing.Left) ||
                                (_motor.MovementState.RightEdge && direction == DirectionFacing.Right);

            if (edge != null && (facingEdge || EdgeValidator.CanJumpToOrFromEdge(edge, bounds.center, _motor.CrouchedCollider)))
            {
                canDrop = edge.CanClimbDown();
                var distance = Vector2.Distance(_motor.GetGroundPivotPosition(), edge.transform.position);
                nearEdge = distance < checkWidth;

                Bounds projectedBounds = new Bounds(
                    new Vector3(
                        direction == DirectionFacing.Right
                            ? edge.transform.position.x + bounds.extents.x
                            : edge.transform.position.x - bounds.extents.x,
                        edge.transform.position.y + bounds.extents.y),
                    bounds.size);

                if (nearEdge && ((down && EdgeValidator.CanClimbUpOrDown(edge, _motor.CrouchedCollider)) || (down == false && (CheckLedgeAcross(direction, projectedBounds) || canDrop))))
                {
                    CurrentClimbingState = GetClimbingState(intendedClimbingState, edge);
                    if (down)
                    {
                        animation = EdgeValidator.CanHang(edge, _motor.StandingCollider) == false
                            ? Animations.HopDown
                            : _motor.Anim.GetBool(PlayerAnimBool.Moving)
                                ? Animations.RollDown
                                : Animations.ClimbDown;
                    }
                    else
                    {
                        animation = Animations.DiveAcross;
                    }

                    return(true);
                }
            }

            if (edge == null && down && facingEdge)
            {
                CurrentClimbingState = GetStaticClimbingState();
                animation            = Animations.HopDown;
                _exception           = null;
                return(true);
            }

            bool downhill = _motor.MovementState.NormalDirection == direction && Vector2.Angle(Vector2.up, _motor.MovementState.Normal) > 20f;

            if (downhill && down == false)
            {
                _exception = edge;
                if (JumpInPlace(direction, canDrop, out animation))
                {
                    return(true);
                }
            }

            animation = "";
            return(false);
        }