Beispiel #1
0
 public PlatformCharacterPhysics(PlatformCharacterPhysics other)
 {
     m_pos          = other.m_pos;
     m_vel          = other.m_vel;
     m_acc          = other.m_acc;
     m_gravity      = other.m_gravity;
     m_gravityScale = other.m_gravityScale;
     m_terminalVel  = other.m_terminalVel;
     m_maxHSpeed    = other.m_maxHSpeed;
     m_drag         = other.m_drag;
 }
        void OnDrawGizmosSelected()
        {
            if (!m_showGuides)
            {
                return;
            }

            float maxWalkSpeed = m_platformPhysics.SolveMaxSpeedWithAccAndDrag(WalkingAcc, WalkingDrag);

            maxWalkSpeed = Mathf.Min(maxWalkSpeed, MaxWalkingSpeed);

            if (m_jumpingGuideMode == eJumpingGuideMode.MovingDirection)
            {
                if (m_platformPhysics.HSpeed > 0.1f * maxWalkSpeed)
                {
                    m_simulatedMovingDir = 1f;
                }
                else if (m_platformPhysics.HSpeed < -0.1f * maxWalkSpeed)
                {
                    m_simulatedMovingDir = -1f;
                }
            }
            else if (m_jumpingGuideMode == eJumpingGuideMode.Right)
            {
                m_simulatedMovingDir = 1f;
            }
            else if (m_jumpingGuideMode == eJumpingGuideMode.Left)
            {
                m_simulatedMovingDir = -1f;
            }

            if (!Application.isPlaying || IsGrounded || IsClimbing)
            {
                m_jumpingGuideBasePos = transform.position;
            }

            if (Application.isPlaying)
            {
                if (IsGrounded || IsClimbing)
                {
                    m_simulatedStartingHSpeed = m_platformPhysics.HSpeed;
                }
            }
            else
            {
                m_simulatedStartingHSpeed = maxWalkSpeed;
            }

            Vector3 simulationPos   = m_jumpingGuideBasePos + m_jumpingGuideOffset;
            float   maxHDist        = 0f;
            float   minHoldJumpTime = Time.fixedDeltaTime;
            int     iters           = Mathf.CeilToInt(JumpingAccTime / minHoldJumpTime) + 1;
            float   jumpingAccTime  = 0;
            float   timeDt          = Time.fixedDeltaTime;

            PlatformCharacterPhysics physics = new PlatformCharacterPhysics(m_platformPhysics);

            for (int iter = 0; iter < iters; ++iter, jumpingAccTime += minHoldJumpTime)
            {
                physics.Position  = Vector3.zero;
                physics.HDrag     = WalkingDrag;
                physics.MaxHSpeed = MaxWalkingSpeed;
                physics.Velocity  = new Vector3(m_simulatedStartingHSpeed, JumpingSpeed);
                float time          = 0f;
                float maxWhileIters = 1000;
                do
                {
                    Vector3 prevPos = physics.Position;
                    physics.AddAcceleration(m_simulatedMovingDir * Vector2.right * AirborneAcc);
                    if (time < jumpingAccTime)
                    {
                        physics.Acceleration += transform.up * m_jumpingAcc;
                    }
                    time += timeDt;
                    float timeToGround = physics.SolveTimeToPosY(0f);
                    if (timeToGround >= timeDt)
                    {
                        physics.UpdatePhysics(timeDt);
                    }
                    else
                    {
                        physics.UpdatePhysics(timeToGround);
                        physics.Position = new Vector3(physics.Position.x, 0f); // for float imprecisions, pos.y will me almost but not equal to 0f. This will end the loop.
                    }

                    Gizmos.color = Color.Lerp(new Color(0f, 1f, 0f, 0.2f), new Color(0f, 1f, 0f, 0.5f), 1f - (iter + 1f) / iters);
                    Gizmos.DrawLine(prevPos + simulationPos, physics.Position + simulationPos);
                    // Draw max and min high line depending on
                    if (iter == 0 || iter == iters - 1)
                    {
                        Gizmos.color = new Color(0f, 0f, 0f, 0.2f);
                        Gizmos.DrawSphere(prevPos + simulationPos, 0.03f * GizmoUtils.GetGizmoSize(prevPos + simulationPos));
                    }
                }while (physics.Position.y > 0 && --maxWhileIters > 0);
                //Debug.Assert(maxIters > 0, "Infinite loop detected!");
                Gizmos.DrawSphere(physics.Position + simulationPos, 0.03f * GizmoUtils.GetGizmoSize(physics.Position + simulationPos));
                maxHDist = Mathf.Max(maxHDist, Mathf.Abs(physics.Position.x));
            }
            maxHDist *= m_simulatedMovingDir;
            float minJumpHeight = physics.SolveMaxJumpHeight(m_jumpingSpeed);
            float maxJumpHeight = physics.SolveMaxJumpHeight(m_jumpingSpeed, m_jumpingAcc, m_jumpingTime);

            Gizmos.color = new Color(1f, 1f, 0f, 1f);
            Gizmos.DrawLine(simulationPos + new Vector3(-maxHDist * .25f, minJumpHeight), simulationPos + new Vector3(maxHDist * .75f, minJumpHeight));
            Gizmos.color = new Color(1f, 1f, 0f, 1f);
            Gizmos.DrawLine(simulationPos + new Vector3(-maxHDist * .25f, maxJumpHeight), simulationPos + new Vector3(maxHDist * .75f, maxJumpHeight));
            Gizmos.color = Color.white;
        }