Example #1
0
    private void FixedUpdate()
    {
        Move(_moveDirection * Time.deltaTime * _stats.movementSpeed);

        bool wasGrounded = _grounded;

        _grounded = false;

        var contacts = new List <ContactPoint2D>();

        _circleCollider.GetContacts(contacts);

        if (contacts.Count > 0)
        {
            _grounded = true;
            if (!wasGrounded)
            {
                _eventSystem.Dispatch(MovementEvent.GROUNDED);
            }
        }

        if (_wannaJump && _grounded)
        {
            _wannaJump = false;
            Debug.Log(_stats.jumpForce);
            _rigidbody.AddForce(new Vector2(0f, _stats.jumpForce));
        }
    }
Example #2
0
    private Collider2D getTarget()
    {
        Collider2D[] colliders = new Collider2D[10];
        int          count     = attackRangeCollider.GetContacts(colliders);

        if (count != 0)
        {
            Collider2D closest     = colliders[0];
            float      closestDist = 10000;
            foreach (Collider2D collider in colliders)
            {
                if (collider == null)
                {
                    continue;
                }
                float d = Vector3.Distance(transform.position, collider.transform.position);
                if (d < closestDist)
                {
                    closest     = collider;
                    closestDist = d;
                }
            }
            return(closest);
        }
        else
        {
            return(null);
        }
    }
Example #3
0
        protected Collider2D getTarget()
        {
            Collider2D[] colliders = new Collider2D[10];
            int          count     = attackRangeCollider.GetContacts(colliders);

            if (count != 0)
            {
                return(colliders[0]);
            }
            else
            {
                return(null);
            }
        }
Example #4
0
    void OnCollisionEnter2D(Collision2D collision)
    {
        Collider2D[] colliders = new Collider2D[1];
        if (footCollider.GetContacts(colliders) > 0)
        {
            jumpTimer = -1f;
            grounded  = true;
        }

        if (collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "Laser" || collision.gameObject.tag == "CustomEnemy")
        {
            onDeath();
        }
    }
Example #5
0
    public bool CanJump()
    {
        //return true;
        ContactPoint2D[] contacts = new ContactPoint2D[10];
        CircleCollider2D collider = rb.GetComponent <CircleCollider2D>();
        int count = collider.GetContacts(contacts);

        if (SceneManager.GetActiveScene().name.Equals("Maze") && !Settings.GetBool("Physics"))
        {
            return(true);
        }
        for (int i = 0; i < 10; i++)
        {
            float dx = collider.bounds.center.x - contacts[i].point.x;
            float dy = collider.bounds.center.y - contacts[i].point.y;
            if (dy > 0 && dy >= Mathf.Abs(dx) && i < count)
            {
                return(true);
            }
        }
        return(false);
    }
Example #6
0
    void Update()
    {
        timeToTestCapture -= Time.deltaTime;

        if (timeToTestCapture <= 0)
        {
            circleCollider2D.GetContacts(colliderContacts);

            Collider2D[] capturingShips = colliderContacts
                                          .Select(collider => collider)
                                          .Where(collider => collider != null && collider.name == "Health")
                                          .ToArray();

            captureNumbers[0] = 0;
            captureNumbers[1] = 0;
            for (int i = 0; i < capturingShips.Length; i++)
            {
                Ship capturingShip = capturingShips[i].GetComponentInParent <Ship>();

                captureNumbers[capturingShip.Team] += 1;
            }

            if (captureNumbers[0] > captureNumbers[1] && (currentTeam == 1 || !captured))
            {
                captured    = true;
                currentTeam = 0;
                Captured?.Invoke(currentTeam);
            }
            if (captureNumbers[1] > captureNumbers[0] && (currentTeam == 0 || !captured))
            {
                captured    = true;
                currentTeam = 1;
                Captured?.Invoke(currentTeam);
            }

            timeToTestCapture = captureInterval;
        }
    }
Example #7
0
    // Update is called once per frame
    void Update()
    {
        Collider2D[] colliders_inside = new Collider2D[10];
        int          cols_found       = player_collider.OverlapCollider(walls_filter, colliders_inside);

        if (cols_found > 0)
        {
            Vector3          out_vec;
            ContactPoint2D[] points = new ContactPoint2D[10];
            int pnumber             = player_collider.GetContacts(points);

            if (pnumber > 0)
            {
                out_vec.x = gameObject.transform.position.x - points[0].point.x;
                out_vec.y = gameObject.transform.position.y - points[0].point.y;;
                out_vec.z = 0;

                out_vec.Normalize();

                print(pnumber);

                movement_velocity = out_vec;

                transform.position += movement_velocity * Time.deltaTime;

                return;
            }
        }
        movement_velocity.x = 0;
        movement_velocity.y = 0;

        if (Input.GetKey(KeyCode.W))
        {
            movement_velocity.y = speed;
        }
        if (Input.GetKeyUp(KeyCode.W))
        {
            movement.y          = 0f;
            movement_velocity.y = 0f;
        }
        if (Input.GetKey(KeyCode.S))
        {
            movement_velocity.y = -speed;
        }
        if (Input.GetKeyUp(KeyCode.S))
        {
            movement.y          = 0f;
            movement_velocity.y = 0f;
        }
        if (Input.GetKey(KeyCode.D))
        {
            movement_velocity.x = speed;
        }
        if (Input.GetKeyUp(KeyCode.D))
        {
            movement.x          = 0f;
            movement_velocity.x = 0f;
        }
        if (Input.GetKey(KeyCode.A))
        {
            movement_velocity.x = -speed;
        }
        if (Input.GetKeyUp(KeyCode.A))
        {
            movement.x          = 0f;
            movement_velocity.x = 0f;
        }

        // cap velocity
        if (movement.magnitude > max_mov_velocity)
        {
            movement.Normalize();
            movement *= max_mov_velocity;
        }

        movement += movement_velocity;
        rotation += angular_velocity;

        Mathf.Clamp(rotation, -max_rot_velocity, max_rot_velocity);

        // final rotate
        transform.rotation *= Quaternion.AngleAxis(rotation * Time.deltaTime, Vector3.up);

        // finally move
        transform.position += movement * Time.deltaTime;
    }