Esempio n. 1
0
    private void ApplyVelocity(Vector2 velocity, bool isInputVelocity, int recurseDepth = 0)
    {
        var collision = new BoxProjection(this.Collider.bounds, this.Position, velocity).Project();

        var adjustmentVectors = VectorSplitter.Split(velocity, collision);

        this.Position += adjustmentVectors.First;

        if (collision)
        {
            if (this.lastCollisionNormal == Vector2.zero || collision.normal.y > this.lastCollisionNormal.y)
            {
                this.lastCollisionNormal = collision.normal;
            }

            if ((Vector2.Angle(collision.normal, Vector2.up) < 45 && adjustmentVectors.Alignment == CollisionAlignment.Opposed) ||
                collision.normal.y < 0)
            {
                // Ground / Ceiling
                if (!isInputVelocity)
                {
                    this.Velocity = Vector2.zero;
                }
            }
            else
            {
                // Anything else
                if (!isInputVelocity)
                {
                    this.Velocity = this.Velocity.Project(adjustmentVectors.Second);
                }
                if (adjustmentVectors.Second.sqrMagnitude > 0)
                {
                    // HACK: Just give up. We can't seem to get this right.
                    if (recurseDepth >= 3)
                    {
                        this.Position += adjustmentVectors.Second;
                    }
                    else
                    {
                        this.ApplyVelocity(adjustmentVectors.Second, isInputVelocity, recurseDepth + 1);
                    }
                }
            }
        }
        else if (isInputVelocity)
        {
            this.ClampToSlopes(velocity);
        }
    }
Esempio n. 2
0
    private void ClampToSlopes(Vector2 velocity)
    {
        // If we're already jumping, don't bother
        if (this.Velocity.y > 0)
        {
            return;
        }

        var clampVector = new Vector2(0, -this.form.GetSlopeClampDistance());
        var collision   = new BoxProjection(this.Collider.bounds, this.Position, clampVector).Project();

        if (collision)
        {
            if (Vector2.Angle(velocity, collision.normal) < 90)
            {
                this.Position += clampVector * collision.percentToHit;
            }
        }
    }