Inheritance: UnityEngine.MonoBehaviour
コード例 #1
0
        /// <summary>
        /// Enter in ladder mode when user is in a ladder area and pressing up/down
        /// </summary>
        public override int WantsToUpdate(float delta)
        {
            bool onLadderState = character.IsOnState(States.Ladder);
            bool onLadderArea  = character.IsOnArea(Areas.Ladder);
            // this means below my feet there is a ladder
            Ladder ladder = null;

            if (!onLadderArea && character.ladderBottom)
            {
                // deferred logic
                // if you EnableLadder now, you enter an area but there is no 'outisde-check'
                // so defer logic until also press down.
                onLadderArea = true;
                ladder       = character.ladderBottom;
            }

            // in ladder state
            if (onLadderState)
            {
                return(priority);
            }

            bool enter = false;

            // enter ladder condition
            if (onLadderArea && !onLadderState && (ladder != null || character.ladder != null))
            {
                float dir = input.GetAxisRawY();
                // moving up, while inside a real LadderArea.
                if (dir > 0 && !(ladder ?? character.ladder).IsAtTop(character, character.feet))
                {
                    enter = true;
                }
                else if (dir < 0 && !(ladder ?? character.ladder).IsAtBottom(character, character.feet))
                {
                    // moving down: entering from the top
                    if (ladder != null)
                    {
                        ladder.EnableLadder(character);

                        // move the player inside the ladder.
                        Vector3 pos = character.gameObject.transform.position;
                        character.gameObject.transform.position = pos;

                        enter = true;
                    }
                    else
                    {
                        // moving down: entering from the middle-bottom

                        // check feet/bottom
                        float bottomLadderY = character.ladder.GetBottom().y;
                        float feetY         = character.feet.y;

                        // do not enter the ladder while on ground - pressing down
                        if (feetY > bottomLadderY)
                        {
                            enter = true;
                        }
                    }
                }
            }

            if (enter)
            {
                return(priority);
            }

            return(0);
        }
コード例 #2
0
        /// <summary>
        /// Managed update called by UpdateManager
        /// Transform Input into platformer magic :)
        /// </summary>
        public virtual void PlatformerUpdate(float delta)
        {
            // before anything try to find if there is a ladder below
            // it's neccesary for ActionLadder&ActionCrounch
            RaycastHit2D hit = pc2d.DoFeetRay(
                pc2d.skinWidth * 2,
                Configuration.instance.laddersMask
                );

            if (hit)
            {
                ladderBottom = hit.collider.gameObject.GetComponent <Ladder>();
                if (ladderBottom == null)
                {
                    Debug.LogWarning("Object with ladder mask but no Ladder Behaviour found", hit.collider.gameObject);
                }
            }
            else
            {
                ladderBottom = null;
            }

            //
            frozen -= delta;
            int             prio = 0;
            int             tmp;
            CharacterAction action = null;

            if (frozen < 0)
            {
                foreach (var i in actions)
                {
                    tmp = i.WantsToUpdate(delta);
                    if (tmp < 0)
                    {
                        i.PerformAction(Time.fixedDeltaTime);
                    }
                    else if (prio < tmp)
                    {
                        prio   = tmp;
                        action = i;
                    }
                }
            }

            // reset / defaults
            pc2d.disableWorldCollisions = false;
            PostUpdateActions a = PostUpdateActions.WORLD_COLLISIONS | PostUpdateActions.APPLY_GRAVITY;

            if (action != null)
            {
                if (lastAction != action)
                {
                    action.GainControl(delta);
                }

                action.PerformAction(Time.fixedDeltaTime);
                a = action.GetPostUpdateActions();
            }

            if (Utils.biton((int)a, (int)PostUpdateActions.APPLY_GRAVITY))
            {
                // TODO REVIEW x/y gravity...
                velocity.y += pc2d.gravity.y * delta;
            }

            if (!Utils.biton((int)a, (int)PostUpdateActions.WORLD_COLLISIONS))
            {
                pc2d.disableWorldCollisions = true;
            }

            if (Mathf.Abs(velocity.x) < minVelocity)
            {
                velocity.x = 0.0f;
            }

            if (Mathf.Abs(velocity.y) < minVelocity)
            {
                velocity.y = 0.0f;
            }

            if (onBeforeMove != null)
            {
                onBeforeMove(this, delta);
            }

            movedLastFrame = pc2d.Move((velocity + worldVelocity) * delta, delta);

            if (onAfterMove != null)
            {
                onAfterMove(this, delta);
            }


            // this is meant to fix jump and falling hit something unexpected
            if (pc2d.collisions.above || pc2d.collisions.below)
            {
                velocity.y = 0;
            }

            if (pc2d.collisions.below)
            {
                fallingCD.Reset();
                groundCD.Reset();
                EnterStateGraceful(States.OnGround);
            }
            else
            {
                groundCD.Increment();
                // give some margin
                if (groundCD.Ready())
                {
                    ExitStateGraceful(States.OnGround);
                }

                // falling but not wallsliding
                if (velocity.y < 0 &&
                    !IsOnState(States.WallSliding) &&
                    !IsOnState(States.Liquid) &&
                    !IsOnState(States.Rope))
                {
                    fallingCD.Increment();
                    if (fallingCD.Ready())
                    {
                        EnterStateGraceful(States.Falling);
                    }
                }
            }

            if (lastAction != null && lastAction != action)
            {
                lastAction.LoseControl(delta);
            }

            lastAction = action;
        }
コード例 #3
0
        public override void PerformAction(float delta)
        {
            // guard: something goes wrong!
            if (character.ladder == null)
            {
                character.ExitState(States.Ladder);
                return;
            }
            Ladder ladder = character.ladder;

            Vector2 in2d = input.GetAxisRaw();

            if (character.IsOnArea(Areas.Ladder) && character.IsOnState(States.Ladder))
            {
                // disable x movement
                character.velocity.x = 0;
                character.velocity.y = speed * in2d.y;
            }

            // TODO transition
            if (centering)
            {
                float ladderCenter = ladder.GetComponent <BoxCollider2D>().bounds.center.x;
                float characterX   = character.GetCenter().x;
                if (Math.Abs(characterX - ladderCenter) < 0.05)
                {
                    centering            = false;
                    character.velocity.x = 0;
                }
                else
                {
                    // instant move to the center of the ladder!
                    Mathf.SmoothDamp(characterX, ladderCenter, ref character.velocity.x, towardsTime, towardsSpeed, delta);
                }
            }

            if (ladder.topDismount && ladder.IsAtTop(character, character.feet) && in2d.y > 0)
            {
                // top dismount enabled and reached
                character.velocity = Vector2.zero;
                ladder.Dismount(character);
            }
            else if (ladder.bottomDismount && ladder.IsAtBottom(character, character.feet) && in2d.y < 0)
            {
                // bottom dismount enabled and reached
                character.velocity = Vector2.zero;
                ladder.Dismount(character);
            }
            else if (!ladder.topDismount && ladder.IsAboveTop(character, character.head) && in2d.y > 0)
            {
                // can't dismount (vine) don't let the head 'overflow' the ladder
                character.velocity = Vector2.zero;
            }
            else if (!ladder.bottomDismount && ladder.IsAtBottom(character, character.feet) && in2d.y < 0)
            {
                // can't dismount (vine) don't let the head 'overflow' the ladder
                // caveat: Vine cannot be near ground
                character.velocity = Vector2.zero;
            }

            character.SetFacing(in2d.x);

            // check for dismount conditions
            if (in2d.x != 0)
            {
                // do not allow to jump without telling the direction.
                // move up if you want it
                if (dismountJumping && input.IsActionHeld(actionJump.action))
                {
                    dismount.Reset();
                    character.ladder.Dismount(character);
                    character.ladder = null;

                    actionJump.Jump(new JumpConstant(character,
                                                     jumpOff.Clone((int)character.faceDir)
                                                     ));
                }
                else if (dismount.IncReady())
                {
                    character.velocity = Vector2.zero;
                    character.ladder.Dismount(character);
                    character.ladder = null;
                }
            }
            else
            {
                dismount.Reset();
            }
        }
コード例 #4
0
ファイル: Character.cs プロジェクト: yhnu/unity-platformer
        /// <summary>
        /// Managed update called by UpdateManager
        ///
        /// Call all actions ask them who 'WantsToUpdate'\n
        /// The highest priority action what want GainControl and PerformAction\n
        /// Given action give a list of things to do after using GetPostUpdateActions\n
        /// When all is done, fire events
        /// </summary>
        public virtual void PlatformerUpdate(float delta)
        {
            colBounds = bounds;

            // before anything try to find if there is a ladder below
            // it's neccesary for ActionLadder&ActionCrounch
            // this is not the right place... but where?! to be unique
            RaycastHit2D hit = FeetRay(
                skinWidth * 2,
                1 << Configuration.instance.laddersMask
                );

            if (hit)
            {
                ladderBottom = hit.collider.gameObject.GetComponent <Ladder>();
                Assert.IsNotNull(ladderBottom, "GameObject at Ladders layer without Ladder MonoBehaviour at " + hit.collider.gameObject.GetFullName());
            }
            else
            {
                ladderBottom = null;
            }

            //
            frozen -= delta;
            int             prio = 0;
            int             tmp;
            CharacterAction action = null;

            if (frozen < 0)
            {
                foreach (var i in actions)
                {
                    tmp = i.WantsToUpdate(delta);
                    if (tmp < 0)
                    {
                        i.PerformAction(Time.fixedDeltaTime);
                    }
                    else if (prio < tmp)
                    {
                        prio   = tmp;
                        action = i;
                    }
                }
            }

            // reset / defaults
            disableWorldCollisions = false;
            PostUpdateActions a = PostUpdateActions.WORLD_COLLISIONS | PostUpdateActions.APPLY_GRAVITY;

            if (action != null)
            {
                if (lastAction != action)
                {
                    action.GainControl(delta);
                }

                action.PerformAction(Time.fixedDeltaTime);
                a = action.GetPostUpdateActions();
            }

            if (BitOn((int)a, (int)PostUpdateActions.APPLY_GRAVITY))
            {
                // TODO REVIEW x/y gravity...
                velocity.y += gravity.y * delta;
            }

            if (!BitOn((int)a, (int)PostUpdateActions.WORLD_COLLISIONS))
            {
                disableWorldCollisions = true;
            }

            if (Mathf.Abs(velocity.x) < minVelocity)
            {
                velocity.x = 0.0f;
            }

            if (Mathf.Abs(velocity.y) < minVelocity)
            {
                velocity.y = 0.0f;
            }

            if (onBeforeMove != null)
            {
                onBeforeMove(this, delta);
            }

            // check velocity don't exceed terminalVelocity
            // Limit X
            //velocity.x = Mathf.Min(velocity.x, terminalVelocity.x);
            //velocity.x = Mathf.Max(velocity.x, -terminalVelocity.x);
            // Limit Y but only freefall
            velocity.y = Mathf.Max(velocity.y, -terminalVelocity.y);

            movedLastFrame = Move((velocity + worldVelocity) * delta, delta);

            if (onAfterMove != null)
            {
                onAfterMove(this, delta);
            }


            // this is meant to fix jump and falling hit something unexpected
            if (collisions.above || collisions.below)
            {
                velocity.y = 0;
            }

            if (collisions.below)
            {
                fallingCD.Reset();
                groundCD.Reset();
                EnterStateGraceful(States.OnGround);
            }
            else
            {
                // give some margin
                if (groundCD.Ready())
                {
                    ExitStateGraceful(States.OnGround);
                }

                // falling but not wallsliding
                if (velocity.y < 0 &&
                    !IsOnState(States.WallSliding) &&
                    !IsOnState(States.Liquid) &&
                    !IsOnState(States.Rope))
                {
                    if (fallingCD.Ready())
                    {
                        EnterStateGraceful(States.Falling);
                    }
                }
            }

            if (lastAction != null && lastAction != action)
            {
                lastAction.LoseControl(delta);
            }

            lastAction = action;
        }