void HorizontalCollisions(ref Vector3 velocity) { float directionX = Mathf.Sign(velocity.x); float rayLength = Mathf.Abs(velocity.x) + skinWidth; for (int i = 0; i < horizontalRayCount; i++) { Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight; rayOrigin += Vector2.up * (horizontalRaySpacing * i); RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask); Debug.DrawRay(rayOrigin, Vector2.right * directionX * rayLength, Color.red); if (hit) { if (hit.distance == 0) { continue; } OneWayFlag oneWay = hit.collider.GetComponent <OneWayFlag>(); if (oneWay != null) { if (collisions.filtered.Contains(hit.collider)) { collisions.justFiltered.Add(hit.collider); continue; } if (directionX == 1 ? oneWay.filterLeft : oneWay.filterRight) { collisions.justFiltered.Add(hit.collider); continue; } } float slopeAngle = Vector2.Angle(hit.normal, Vector2.up); if (i == 0 && slopeAngle <= maxClimbAngle) { if (collisions.descendingSlope) { collisions.descendingSlope = false; velocity = collisions.velocityOld; } float distanceToSlopeStart = 0; if (slopeAngle != collisions.slopeAngleOld) { distanceToSlopeStart = hit.distance - skinWidth; velocity.x -= distanceToSlopeStart * directionX; } ClimbSlope(ref velocity, slopeAngle); velocity.x += distanceToSlopeStart * directionX; } if (!collisions.climbingSlope || slopeAngle > maxClimbAngle) { velocity.x = (hit.distance - skinWidth) * directionX; rayLength = hit.distance; if (collisions.climbingSlope) { velocity.y = Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x); } collisions.left = directionX == -1; collisions.right = directionX == 1; } } } }
void VerticalCollisions(ref Vector3 velocity) { float directionY = Mathf.Sign(velocity.y); float rayLength = Mathf.Abs(velocity.y) + skinWidth; for (int i = 0; i < verticalRayCount; i++) { Vector2 rayOrigin = (directionY == -1)?raycastOrigins.bottomLeft:raycastOrigins.topLeft; rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x); RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, collisionMask); Debug.DrawRay(rayOrigin, Vector2.up * directionY * rayLength, Color.red); if (hit) { OneWayFlag oneWay = hit.collider.GetComponent <OneWayFlag>(); if (oneWay != null) { if (collisions.filtered.Contains(hit.collider)) { collisions.justFiltered.Add(hit.collider); continue; } if (directionY == -1 && collisions.dropPlatform) { collisions.justFiltered.Add(hit.collider); continue; } if (directionY == 1 ? oneWay.filterBottom : oneWay.filterTop) { collisions.justFiltered.Add(hit.collider); continue; } } velocity.y = (hit.distance - skinWidth) * directionY; rayLength = hit.distance; if (collisions.climbingSlope) { velocity.x = velocity.y / Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Sign(velocity.x); } collisions.below = directionY == -1; collisions.above = directionY == 1; } } if (collisions.climbingSlope) { float directionX = Mathf.Sign(velocity.x); rayLength = Mathf.Abs(velocity.x) + skinWidth; Vector2 rayOrigin = ((directionX == -1)?raycastOrigins.bottomLeft:raycastOrigins.bottomRight) + Vector2.up * velocity.y; RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask); if (hit) { float slopeAngle = Vector2.Angle(hit.normal, Vector2.up); if (slopeAngle != collisions.slopeAngle) { velocity.x = (hit.distance - skinWidth) * directionX; collisions.slopeAngle = slopeAngle; } } } }