Esempio n. 1
0
    void FixedUpdate()
    {
        //going to need to use a layermask with the playerLayer in order to try and find them
        RaycastHit collidedLeft;
        RaycastHit collidedRight;
        RaycastHit collidedCenter;
        bool       foundObjLeft = Physics.Raycast(transform.position, Vector3.down + Vector3.left / 2, out collidedLeft, 13f);

        Debug.DrawRay(transform.position, (Vector3.down + Vector3.left / 2) * 13f, Color.red);
        bool foundObjRight = Physics.Raycast(transform.position, Vector3.down + Vector3.right / 2, out collidedRight, 13f);

        Debug.DrawRay(transform.position, (Vector3.down + Vector3.right / 2) * 13f, Color.red);
        bool foundObjCenter = Physics.Raycast(transform.position, Vector3.down, out collidedCenter, 13f);

        Debug.DrawRay(transform.position, (Vector3.down) * 13f, Color.red);
        if ((foundObjLeft || foundObjRight || foundObjCenter) && !hasFallen)
        {
            if (foundObjLeft && collidedLeft.collider.gameObject.layer == 8)
            {
                hitObj = collidedLeft.collider.gameObject;
            }
            else if (foundObjRight && collidedRight.collider.gameObject.layer == 8)
            {
                hitObj = collidedRight.collider.gameObject;
            }
            else if (foundObjCenter && collidedCenter.collider.gameObject.layer == 8)
            {
                hitObj = collidedCenter.collider.gameObject;
            }
            if (hitObj != null)
            {
                //Debug.Log(obj.gameObject.name);
                if (hitObj.name == "Standing" || hitObj.name == "Morphed")
                {
                    //Debug.Log("player is detected");
                    //implement tracking slope
                    //If our current position is behind the player's x position move to the right
                    if ((transform.position.x - hitObj.transform.position.x) < 0)
                    {
                        downVel.x = xVel;
                    }
                    else if ((transform.position.x - hitObj.transform.position.y) > 0)
                    {
                        downVel.x = -xVel;
                    }
                    else
                    {
                        downVel.x = 0;
                    }
                    rigid.velocity = downVel;
                    hasFallen      = true;
                    anim.SetTrigger("Falling");
                }
            }
        }
        else if (hasFallen)
        {
            if (!thisSkree.hasPaused())
            {
                if ((transform.position.x - hitObj.transform.position.x) < 0)
                {
                    downVel.x = xVel;
                }
                else if ((transform.position.x - hitObj.transform.position.y) > 0)
                {
                    downVel.x = -xVel;
                }
                else
                {
                    downVel.x = 0;
                }
                rigid.velocity = downVel;
            }
        }
        else if (hasCollided)
        {
            downVel.x      = 0;
            rigid.velocity = downVel;
        }
    }