Esempio n. 1
0
        protected virtual void OnTriggerEnter(Collider other)
        {
            JCS_2DSideScrollerPlayer player = other.GetComponent <JCS_2DSideScrollerPlayer>();

            if (player == null)
            {
                return;
            }

            AddSafe(player);

            bool isTopOfBox = JCS_Physics.TopOfBox(
                player.GetCharacterController(),
                mPositionPlatform.GetPlatformCollider());

            if (isTopOfBox)
            {
                // show character behind the ladder
                int backOrderLayer = OrderLayerObject.sortingOrder - ClimbableManager.SORTING_ORDER_BEHIND_OFFSET;
                SetPlayerSortingOrder(player, backOrderLayer);
            }
            else
            {
                // show character infront
                int frontOrderLayer = OrderLayerObject.sortingOrder + ClimbableManager.SORTING_ORDER_INFRONT_OFFSET;
                SetPlayerSortingOrder(player, frontOrderLayer);
            }

            player.CanLadder       = true;
            player.CanRope         = false;
            player.ClimbableObject = this;
        }
Esempio n. 2
0
        //----------------------
        // Protected Functions

        //----------------------
        // Private Functions

        /// <summary>
        /// Only check when the item start dropping.
        /// </summary>
        /// <param name="other"> collider detected. </param>
        private void TriggerDropping(Collider other)
        {
            if (mVelocity.y > 0)
            {
                return;
            }

            // meet ignore object
            JCS_ItemIgnore jcsii = other.GetComponent <JCS_ItemIgnore>();

            if (jcsii != null)
            {
                return;
            }

            JCS_Item otherItem = this.GetComponent <JCS_Item>();

            // if itself it a item, we check other is a item or not.
            if (otherItem != null)
            {
                otherItem = other.GetComponent <JCS_Item>();
                // if both are item then we dont bother
                // each other action.
                if (otherItem != null)
                {
                    return;
                }
            }

#if (UNITY_EDITOR)
            // if is debug mode print this out.
            // in order to know what does item touched and
            // stop this movement.
            if (JCS_GameSettings.instance.DEBUG_MODE)
            {
                JCS_Debug.PrintName(other.transform);
            }
#endif

            mVelocity.y = 0;
            mEffect     = false;


            mFixCollider = other;

            // TODO(JenChieh): not all the object we get set are
            //                 box collider only.
            BoxCollider beSetBox = other.GetComponent <BoxCollider>();

            // set this ontop of the other box(ground)
            if (beSetBox != null)
            {
                JCS_Physics.SetOnTopOfBoxWithSlope(mBoxCollider, beSetBox);
            }


            // enable the physic once on the ground
            JCS_PlayerManager.instance.IgnorePhysicsToAllPlayer(this.mBoxCollider, false);
        }
        /* Functions */

        private void Awake()
        {
            mCharacterController = this.GetComponent <CharacterController>();

            Vector2 widthHeight = JCS_Physics.GetColliderWidthHeight(mCharacterController);

            mWidth  = widthHeight.x;
            mHeight = widthHeight.y;
        }
Esempio n. 4
0
        /// <summary>
        /// Check if is on top of the lean platform.
        /// </summary>
        /// <param name="player"></param>
        /// <returns>
        /// true: is on top of the box.
        /// false: vice versa.
        /// </returns>
        public virtual bool IsOpTopOfLeanPlatform(JCS_Player player)
        {
            if (mPositionPlatform == null || player == null)
            {
                return(false);
            }

            bool isTopOfBox = JCS_Physics.TopOfBox(
                player.GetCharacterController(),
                mPositionPlatform.GetPlatformCollider());

            return(isTopOfBox);
        }
Esempio n. 5
0
        /* Functions */

        private void Awake()
        {
            mBoxCollider2d  = this.GetComponent <BoxCollider2D>();
            mRigidbody2d    = this.GetComponent <Rigidbody2D>();
            mSpriteRenderer = this.GetComponent <SpriteRenderer>();

            // get the box info.
            mBoxInfo = JCS_Physics.GetColliderInfo(mBoxCollider2d);

            // set to never sleep
            mRigidbody2d.sleepMode = RigidbodySleepMode2D.NeverSleep;

            mBottomColliders = new List <Collider2D>();
            mTopColliders    = new List <Collider2D>();
            mRightColliders  = new List <Collider2D>();
            mLeftColliders   = new List <Collider2D>();
        }
Esempio n. 6
0
        /// <summary>
        /// Something that needed to check in update can be design here.
        /// This function should get call by when the player is done climbing.
        /// </summary>
        public override void ClimbableUpdate()
        {
            JCS_ClimbableManager cm = JCS_ClimbableManager.instance;

            foreach (JCS_2DSideScrollerPlayer player in mSSPlayers)
            {
                if (player.isGrounded())
                {
                    player.CanRope         = true;
                    player.CanLadder       = false;
                    player.ClimbableObject = this;

                    continue;
                }

                if (player.CharacterState == JCS_2DCharacterState.CLIMBING &&
                    player.ClimbMoveType == JCS_ClimbMoveType.MOVE_UP)
                {
                    // show character infront
                    int frontOrderLayer = OrderLayerObject.sortingOrder + cm.SORTING_ORDER_INFRONT_OFFSET;
                    SetPlayerSortingOrder(player, frontOrderLayer);


                    bool isTopOfBox = JCS_Physics.TopOfBox(
                        player.GetCharacterController(),
                        mPositionPlatform.GetPlatformCollider());

                    /* Check top of the platform */
                    if (isTopOfBox)
                    {
                        player.ClimbableObject = null;
                        player.GetCharacterAnimator().PlayAnimationInFrame();
                        player.CanRope             = false;
                        player.VelY                = 0;
                        player.JustClimbOnTopOfBox = true;

                        // show character behind the ladder
                        int backOrderLayer = OrderLayerObject.sortingOrder - cm.SORTING_ORDER_BEHIND_OFFSET;
                        SetPlayerSortingOrder(player, backOrderLayer);
                    }
                }
            }
        }
Esempio n. 7
0
        private void LateUpdate()
        {
            mLastFramePosition = this.transform.position;

            if (mHitLeft && VelX < 0)
            {
                VelX = 0;
            }
            else if (mHitRight && VelX > 0)
            {
                VelX = 0;
            }

#if (UNITY_EDITOR)
            // draw the collider each frame.
            JCS_Debug.DrawCollider(mBoxCollider2d, Color.cyan);
            JCS_Debug.DrawCollider(mBoxCollider2d, Color.blue, mLastFrameColliderPosition);
#endif

            // record down the last frame's collider's position
            mLastFrameColliderPosition = JCS_Physics.GetColliderPosition(mBoxCollider2d);
        }
Esempio n. 8
0
        /// <summary>
        /// Draw the collider, use for check last frame.
        /// </summary>
        /// <param name="collider"> Collider u want to draw. </param>
        /// <param name="col"> Color type. </param>
        /// <param name="origin">Provide the origin position. </param>
        public static void DrawCollider(BoxCollider2D collider, Color col, Vector3 origin)
        {
#if (UNITY_EDITOR)
            // get width and height information.
            Vector2 boxInfo = JCS_Physics.GetColliderInfo(collider);

            Vector3 pos = origin;

            Vector3 topLeft = new Vector3(
                pos.x - boxInfo.x / 2,
                pos.y + boxInfo.y / 2);
            Vector3 topRight = new Vector3(
                pos.x + boxInfo.x / 2,
                pos.y + boxInfo.y / 2);
            Vector3 botRight = new Vector3(
                pos.x + boxInfo.x / 2,
                pos.y - boxInfo.y / 2);
            Vector3 botLeft = new Vector3(
                pos.x - boxInfo.x / 2,
                pos.y - boxInfo.y / 2);

            DrawRect(topLeft, topRight, botRight, botLeft, col);
#endif
        }
Esempio n. 9
0
        // OPTIMIZE(jenchieh): no idea why on trigger enter
        // wont set on top of the collider.
        private void OnTriggerEnter2D(Collider2D other)
        {
            // check ray ignore.
            if (other.GetComponent <JCS_RayIgnore>() != null)
            {
                return;
            }

            if (mZeroRotationWhenIsTrigger)
            {
                this.transform.eulerAngles = Vector3.zero;
            }

            // Detect Right
            {
                Vector3        right = transform.TransformDirection(Vector3.right);
                RaycastHit2D[] hits  = Physics2D.RaycastAll(
                    JCS_Physics.GetColliderPosition(mBoxCollider2d),
                    right,
                    mBoxInfo.x / 2 + mDetectDistance);

#if (UNITY_EDITOR)
                //Debug.DrawRay(transform.position, right, Color.green);
#endif

                foreach (RaycastHit2D hit in hits)
                {
                    BoxCollider2D bc2d = hit.transform.GetComponent <BoxCollider2D>();

                    // ignore the tag.
                    if (hit.transform.GetComponent <JCS_RayIgnore>() != null ||
                        bc2d == null ||
                        hit.transform == this.transform ||
                        hit.transform != other.transform)
                    {
                        continue;
                    }

                    mHitRight = true;

                    mVelocity.x = 0;

                    Vector3 newPos = this.transform.position;
                    newPos.x = mCurrentFrame.x;
                    this.transform.position = newPos;

                    // fix collision.
                    JCS_Physics.SetOnLeftOfBox(mBoxCollider2d, bc2d);

                    // check if colllider in array already
                    bool found = false;
                    foreach (Collider2D temp in mRightColliders)
                    {
                        if (temp.transform == other.transform)
                        {
                            found = true;
                        }
                    }

                    // if not found.
                    if (!found)
                    {
                        mRightColliders.Add(other);
                    }

                    return;
                }
            }

            // Detect Left
            {
                Vector3        left = transform.TransformDirection(Vector3.left);
                RaycastHit2D[] hits = Physics2D.RaycastAll(
                    JCS_Physics.GetColliderPosition(mBoxCollider2d),
                    left,
                    mBoxInfo.x / 2 + mDetectDistance);

#if (UNITY_EDITOR)
                //Debug.DrawRay(transform.position, left, Color.green);
#endif

                foreach (RaycastHit2D hit in hits)
                {
                    BoxCollider2D bc2d = hit.transform.GetComponent <BoxCollider2D>();

                    // ignore the tag.
                    if (hit.transform.GetComponent <JCS_RayIgnore>() != null ||
                        bc2d == null ||
                        hit.transform == this.transform ||
                        hit.transform != other.transform)
                    {
                        continue;
                    }

                    mHitLeft = true;

                    mVelocity.x = 0;

                    Vector3 newPos = this.transform.position;
                    newPos.x = mCurrentFrame.x;
                    this.transform.position = newPos;

                    // fix collision.
                    JCS_Physics.SetOnRightOfBox(mBoxCollider2d, bc2d);

                    // check if colllider in array already
                    bool found = false;
                    foreach (Collider2D temp in mLeftColliders)
                    {
                        if (temp.transform == other.transform)
                        {
                            found = true;
                        }
                    }

                    // if not found.
                    if (!found)
                    {
                        mLeftColliders.Add(other);
                    }

                    return;
                }
            }

            // Detect bottom
            {
                Vector3 down = transform.TransformDirection(Vector3.down);
                // NOTE(jenchieh): box info .x are the same as saying the width.
                //RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, down, mBoxInfo.y / 2 + mDetectDistance);
                RaycastHit2D[] hits = Physics2D.CircleCastAll(
                    JCS_Physics.GetColliderPosition(mBoxCollider2d),
                    mBoxInfo.x,
                    down,
                    mBoxInfo.y / 2 + mDetectDistance);

#if (UNITY_EDITOR)
                //Debug.DrawRay(transform.position, down, Color.green);
#endif

                foreach (RaycastHit2D hit in hits)
                {
                    BoxCollider2D bc2d = hit.transform.GetComponent <BoxCollider2D>();

                    // ignore the tag.
                    if (hit.transform.GetComponent <JCS_RayIgnore>() != null ||
                        bc2d == null ||
                        hit.transform == this.transform ||
                        hit.transform != other.transform)
                    {
                        continue;
                    }

                    mHitBottom = true;

                    Vector3 newPos = this.transform.position;
                    newPos.y = mCurrentFrame.y;
                    this.transform.position = newPos;

                    // fixed collision
                    JCS_Physics.SetOnTopOfBox(mBoxCollider2d, bc2d);


                    // check if colllider in array already
                    bool found = false;
                    foreach (Collider2D temp in mBottomColliders)
                    {
                        if (temp.transform == other.transform)
                        {
                            found = true;
                        }
                    }

                    // if not found.
                    if (!found)
                    {
                        mBottomColliders.Add(other);
                    }

                    break;
                }
            }

            // Detect top
            {
                Vector3 top = transform.TransformDirection(Vector3.up);
                // NOTE(jenchieh): box info .x are the same as saying the width.
                RaycastHit2D[] hits = Physics2D.RaycastAll(
                    JCS_Physics.GetColliderPosition(mBoxCollider2d),
                    top,
                    mBoxInfo.y / 2 + mDetectDistance);

#if (UNITY_EDITOR)
                //Debug.DrawRay(transform.position, top, Color.green);
#endif

                foreach (RaycastHit2D hit in hits)
                {
                    BoxCollider2D bc2d = hit.transform.GetComponent <BoxCollider2D>();

                    // ignore the tag.
                    if (hit.transform.GetComponent <JCS_RayIgnore>() != null ||
                        bc2d == null ||
                        hit.transform == this.transform)
                    {
                        continue;
                    }

                    mHitTop = true;

                    Vector3 newPos = this.transform.position;
                    newPos.y = mCurrentFrame.y;
                    this.transform.position = newPos;

                    // fixed collision
                    JCS_Physics.SetOnBottomOfBox(mBoxCollider2d, bc2d);

                    // check if colllider in array already
                    bool found = false;
                    foreach (Collider2D temp in mTopColliders)
                    {
                        if (temp.transform == other.transform)
                        {
                            found = true;
                        }
                    }

                    // if not found.
                    if (!found)
                    {
                        mTopColliders.Add(other);
                    }

                    break;
                }
            }


            if (!mHitLeft && !mHitRight)
            {
                // record down the frame.
                mCurrentFrame = this.transform.position;
            }
        }
        protected void OnTriggerStay(Collider other)
        {
            CharacterController cc = other.GetComponent <CharacterController>();

            if (cc == null)
            {
                return;
            }

            bool isTopOfBox = JCS_Physics.TopOfBoxWithSlope(cc, mPlatformCollider);

            if (isTopOfBox)
            {
                Physics.IgnoreCollision(
                    mPlatformCollider,
                    cc,
                    false);
            }
            else
            {
                Physics.IgnoreCollision(
                    mPlatformCollider,
                    cc,
                    true);
            }

            JCS_2DSideScrollerPlayer p = other.GetComponent <JCS_2DSideScrollerPlayer>();

            if (p == null)
            {
                return;
            }

            bool isJumpDown = p.IsDownJump();

            if (!mCanBeDownJump)
            {
                // if cannot be down jump, fore it to false.
                isJumpDown = false;
            }

            if (p.CharacterState == JCS_2DCharacterState.CLIMBING ||
                isJumpDown)
            {
                // IMPORTANT(JenChieh): Note that IgnoreCollision will reset
                // the trigger state of affected colliders,
                // so you might receive OnTriggerExit and
                // OnTriggerEnter messages in response to
                // calling this.
                Physics.IgnoreCollision(
                    mPlatformCollider,
                    p.GetCharacterController(),
                    true);
            }

            if (isJumpDown && isTopOfBox)
            {
                if (JCS_PlatformSettings.instance != null)
                {
                    /**
                     * Make the player go down ward, so it will not stop by
                     * the other collision detection. In order not to let the
                     * render frame goes off. set the value as small as possible.
                     */
                    p.VelY = -JCS_PlatformSettings.instance.POSITION_PLATFORM_DOWN_JUMP_FORCE;
                }
                else
                {
                    JCS_Debug.Log(
                        "No platform setting, could not set the down jump force...");
                }
            }

            p.ResetingCollision = true;
        }