Exemple #1
0
        }//OnTriggerExit2D


        /// <summary>
        ///  Called every Update cycle to "move" actor through the ladder.
        /// </summary>
        /// <param name="axisInput"></param>
        /// <param name="isPressed"></param>
        public virtual void OnClimb(float axisInput=float.NegativeInfinity, bool isPressed=false) {
            if (this.Actor == null)
                return;
            if (this.ActiveLadder == null)
                return;

            Gravity gravity = this.Actor.Gravity;
            CollisionDetection cd = this.Actor.CollisionDetectionCmp;

            //FIXME: Move Input from global to objects input listener
            float vertInput = 0;
            if (axisInput == float.NegativeInfinity)
                vertInput = _input.GetVerticalAxis();
            else
                vertInput = axisInput;

            vertInput = vertInput != 0 ? Mathf.Sign(vertInput) * 1 : 0;
            if (axisInput == float.NegativeInfinity)
                isPressed = _input.GetVerticalAxis() != 0;
            
            //FIXME: !!! Dont snap to Ladder when Down pressed on Solid ground. !!!

            //This will(should) be called Once per Ladder usage when dropped
            //off the ladder and jumped on it again.
            if (!IsClimbing && isPressed) {
                if (vertInput == 0)
                    return;
                this.enableRaycastIgnoreTags(true);
                this.SnapToLadder(this.ActiveLadder);
                IsClimbing = true;
                this.posOfStartClimb = this.Actor.transform.position;

                this.EOnLadderUsed?.Invoke(this.ActiveLadder);
            }//if not contains

            if (!IsClimbing)
                return;

            if (cd != null) {
                RaycastHit2D ray = cd.VerticalRayMeta[cd.VerticalRayMeta.Length / 2].Ray;
                Vector3 deltaMovement = Vector3.up * axisInput;
                if (!ray) {
                    ray = cd.CastVerticalRay(deltaMovement.y, cd.VerticalRayMeta.Length / 2).Ray;
                }

                if (vertInput < 0) {
                    if (ray)
                        this.enableRaycastIgnoreTags(true);
                    else
                        this.enableRaycastIgnoreTags(false);
                } else {
                    this.enableRaycastIgnoreTags(false);
                }//if
            }//if cd

            if (gravity != null && vertInput != 0)
                gravity.SetGravity(0);

            OnLadderMvmntController(vertInput);
        }//OnTriggerStay2D
Exemple #2
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        }//SnapToLadder


        public bool GetActorGrounded(float distance=0) {
            if (this.Actor == null)
                return false;
            if (this.Actor.CollisionDetectionCmp == null)
                return false;

            CollisionDetection cd = this.Actor.CollisionDetectionCmp;
            bool isGrounded = cd.Below || cd.IsOnSlope;
            //Already grounded? No need to cast rays then...
            if(isGrounded)
                return true;

            if(distance != 0) {
                RaycastMeta rayMeta = cd.CastVerticalRay(distance, cd.Props.VerticalRays / 2);
                return rayMeta.Ray;
            }

            return isGrounded;
        }//CheckGround
Exemple #3
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    }//Update

    public bool IsOnPlatform()
    {
        //RaycastMeta[] rays = _raycastGround.OnRaycast();
        RaycastMeta rays  = _cd.CastVerticalRay(-1, 2);
        int         index = (int)(rays.Length / 2);

        if (rays == null || !rays.Ray)
        {
            return(false);
        }

        GameObject hittedObj = rays.Ray.transform.gameObject;

        if (hittedObj == null)
        {
            return(false);
        }

        return(hittedObj.tag.ToLower().Equals(PlatformTag.ToLower()));
    }//IsOnPlatform
Exemple #4
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        }//Stop


        /// <summary>
        ///  Shoot couple rays upwards to check if there is a collision. Be careful
        /// not to call this function too many times, cause Raycasts...
        /// Note: True returned if collision detector not set.
        /// </summary>
        /// <param name="isForceCheck">[optional] Force check the state and shoot
        ///                         rays again, even though already has been called
        ///                         this frame.
        ///                         </param>
        /// <returns></returns>
        public bool CheckCanStandUp(bool isForceCheck = false) {
            CollisionDetection cd = this.CollisionDetector;
            if (CollisionDetector == null)
                return true;
            //This function already has been called this frame. Don't waste them
            //CPU power. Return the value that has been generated.
            if (this.standUpFlagThisFrame != 0 && !isForceCheck) {
                return this.standUpFlagThisFrame >= 1;
            }

            float rayLength = this.origBounds.size.y / 2;
            for (int i = 0; i < cd.Props.HorizontalRays; i++) {
                var ray = cd.CastVerticalRay(rayLength, i);
                if (ray.Ray) {
                    this.standUpFlagThisFrame = -1;
                    break;
                }
            }
            return this.standUpFlagThisFrame >= 0;
        }//CheckCanStandUp