Esempio n. 1
0
    /////////////////////////////////////////////////////////////////
    // Checks obstacle dimensions and sets action bools
    /////////////////////////////////////////////////////////////////
    private void ObstacleCheck(GameObject obj)
    {
        // Sets all actions to false
        playerObject.GetComponent <Player_Script>().ResetActions();

        Vector3    obstacleBot = hitPoint;
        RaycastHit actionRay;
        float      topHeight = obstacle.GetComponent <Collider>().bounds.size.y,
                   botHeight,
                   space,
                   depth;

        // Get depth of mesh
        depth = GetDepth();

        // Get height from ground
        obstacleBot += (transform.forward * depth / 2);
        mainRay      = Physics.RaycastAll(obstacleBot, -Vector3.up, detectorLength);
        obstacleBot  = GetFirstHit(mainRay).point;
        mainRay      = Physics.RaycastAll(obstacleBot, Vector3.up, detectorLength);
        Debug.DrawLine(obstacleBot, GetFirstHit(mainRay).point, debugColour, 0.001f);
        obstacleBot = GetFirstHit(mainRay).point;
        botHeight   = GetFirstHit(mainRay).distance;

        // Get height of top of obstacle from ground
        mainRay   = Physics.RaycastAll(GetTopEdge(obstacle), -Vector3.up, obstacle.GetComponent <Collider>().bounds.size.y + detectorLength);
        topHeight = GetFirstHit(mainRay).distance;
        Debug.DrawRay(GetTopEdge(obstacle), -Vector3.up * topHeight, debugColour, 0.001f);

        // Get space above obstacle
        Physics.Raycast(GetTopEdge(obstacle) + (transform.forward * depth / 2),
                        Vector3.up,
                        out actionRay);
        if (actionRay.collider == null)
        {
            space = playerScript.GetJumpHeight();
        }
        else
        {
            space = actionRay.distance;
        }

        Debug.DrawRay(GetTopEdge(obstacle) + (transform.forward * depth / 2), Vector3.up * space, debugColour, 0.001f);

        // Can slide
        if (obstacleBot.y <= playerObject.transform.position.y + playerScript.GetCrouchHeight() &&
            obstacleBot.y >= playerObject.transform.position.y - playerScript.GetCrouchHeight())
        {
            playerScript.SetCanSlide(botHeight > playerScript.GetCrouchHeight() &&
                                     depth < playerScript.GetStandHeight());
        }

        if (GetTopEdge(obstacle).y <= playerObject.transform.position.y + playerScript.GetCrouchHeight() &&
            GetTopEdge(obstacle).y >= playerObject.transform.position.y - playerScript.GetCrouchHeight())
        {
            // Can vault
            playerScript.SetCanVault(topHeight >= playerScript.GetCrouchHeight() &&
                                     topHeight <= playerScript.GetStandHeight() &&
                                     space >= playerScript.GetCrouchHeight() &&
                                     depth < playerScript.GetWidth());

            // Can mantle
            playerScript.SetCanMantle(topHeight >= playerScript.GetCrouchHeight() &&
                                      topHeight <= playerScript.GetJumpHeight() &&
                                      space > playerScript.GetCrouchHeight() &&
                                      depth >= playerScript.GetWidth());
        }

        // Can climb
        else
        {
            playerScript.SetCanClimb(topHeight > playerScript.GetJumpHeight() &&
                                     botHeight < playerScript.GetStandHeight() &&
                                     (hitPoint - playerObject.transform.position).magnitude <= reach);
        }
    }