Esempio n. 1
0
    public override void OnFixedUpdate()
    {
        float Dt       = Time.fixedDeltaTime;
        float GravityY = Physics2D.gravity.y;

        const float MaxHorizontalSpeed = 6;
        const float MaxVerticalSpeed   = 16;
        const float JumpHeight         = 3;

        const float AccelScale     = 20;
        const float AirAccelScale  = 15;
        const float AirDeccelScale = 5;

        Vector2 Velocity = Body.velocity;

        // Jump movement while on ground
        if (Grounded)
        {
            Velocity.y = 0;

            if (Input.GetKey(KeyCode.Space))
            {
                Velocity.y = Mathf.Sqrt(2 * JumpHeight * Mathf.Abs(GravityY));
            }
        }
        else
        {
            // TODO: Wall jumping goes here
        }

        float MoveAmt = 0;

        // Left and right movement
        if (Input.GetKey(KeyCode.A))
        {
            MoveAmt = -AccelScale;
        }
        if (Input.GetKey(KeyCode.D))
        {
            MoveAmt = AccelScale;
        }


        if (MoveAmt != 0)
        {
            Velocity.x = Grounded ? MoveAmt : Mathf.MoveTowards(Velocity.x, MaxHorizontalSpeed * MoveAmt, AirAccelScale * Time.deltaTime);
        }
        else
        {
            Velocity.x = Grounded ? 0 : Mathf.MoveTowards(Velocity.x, 0, AirDeccelScale * Time.deltaTime);
        }


        Velocity.y   += GravityY * Dt;
        Velocity.x    = Mathf.Clamp(Velocity.x, -MaxHorizontalSpeed, MaxHorizontalSpeed);
        Velocity.y    = Mathf.Clamp(Velocity.y, -MaxVerticalSpeed, MaxVerticalSpeed);
        Body.velocity = Velocity;

        Grounded = false;

        Collider2D[] Hits = Physics2D.OverlapBoxAll(transform.position - new Vector3(0, 1.0f / 16.0f, 0), Collider.size, 0);
        foreach (Collider2D Hit in Hits)
        {
            if (Hit == Collider)
            {
                continue;
            }

            if (Hit.isTrigger)
            {
                continue;
            }

            ColliderDistance2D colliderDistance = Hit.Distance(Collider);

            if (colliderDistance.isOverlapped)
            {
                if (Vector2.Angle(colliderDistance.normal, Vector2.up) < 90 && Velocity.y < 0)
                {
                    Grounded = true;
                }
            }
        }

        UpdateCamPos();
    }