Esempio n. 1
0
    // Update is called once per frame
    private void Update()
    {
        if ((Mathf.Abs(Input.GetAxis("Horizontal")) != 0 || Mathf.Abs(Input.GetAxis("Vertical")) != 0) && _isMobile)
        {
            _animator.MovePlayer();
            Move();
        }
        else
        {
            _animator.StopPlayer();
        }

        if (Input.GetAxis("Jump") == 1.0f && IsOnGround() && _isMobile)
        {
            Jump();
        }

        // Checking for blocks the player is standing on
        foreach (BlockBehaviour block in _blockList)
        {
            block.SetIsPlayerStandingOn(false);
        }

        _blockList = new List <BlockBehaviour>();

        for (int i = 0; i < 40; i++)
        {
            RaycastHit hit;
            Debug.DrawRay(_boxCollider.bounds.center + _groundSkinVertices[i], Vector3.down);
            if (Physics.Raycast(_boxCollider.bounds.center + _groundSkinVertices[i], Vector3.down, out hit))
            {
                BlockBehaviour     hitBlock     = hit.collider.GetComponent <BlockBehaviour>();
                BlockFaceBehaviour hitBlockFace = hit.collider.GetComponent <BlockFaceBehaviour>();
                if (hitBlock != null && hit.normal == Vector3.up && !hitBlockFace.FireRaycastFromFace(0.1f, Layer, BlockFace.Top))
                {
                    hitBlock.SetIsPlayerStandingOn(true);

                    if (!_blockList.Contains(hitBlock))
                    {
                        _blockList.Add(hitBlock);
                    }
                }
            }
        }
    }
Esempio n. 2
0
    private void CheckOnGround()
    {
        // Assume not grounded, and only ground when raycast hit
        bool  isGroundedFlag = false;
        float angle          = Mathf.Atan2(_heading.x, _heading.z);

        foreach (Vector3 skinVertex in _groundSkinVertices)
        {
            float      newXValue = Mathf.Cos(angle) * skinVertex.x - Mathf.Sin(angle) * skinVertex.z;
            float      newZValue = Mathf.Cos(angle) * skinVertex.z + Mathf.Sin(angle) * skinVertex.x;
            RaycastHit hit;
            Debug.DrawRay(_boxCollider.bounds.center + new Vector3(newXValue, skinVertex.y, newZValue), Vector3.down, Color.magenta, DistToGround);
            if (Physics.Raycast(_boxCollider.bounds.center + new Vector3(newXValue, skinVertex.y, newZValue), Vector3.down, out hit, DistToGround + (Mathf.Abs(_rb.velocity.y) * Time.deltaTime * LandingPredictionMultiplier), Layer))
            {
                BlockBehaviour hitBlock = hit.collider.GetComponent <BlockBehaviour>();
                if (hitBlock.FireRaycastFromFace(BlockFace.Top))
                {
                    continue;
                }

                if (!_isGrounded && _animator != null)
                {
                    _animator.Ground();
                    if (isGroundedFlag)
                    {
                        LandingSound.Play();
                    }
                }

                if (hit.distance <= DistToGround + (Mathf.Abs(_rb.velocity.y) * Time.deltaTime))
                {
                    isGroundedFlag = true;
                    hitBlock.SetIsPlayerStandingOn(true);
                    if (!_blockList.Contains(hitBlock))
                    {
                        _blockList.Add(hitBlock);
                    }
                }
            }
        }
        _isGrounded = isGroundedFlag;
    }