protected bool CheckObstables() { Vector2 castDirection = DirectionAndDistanceCalculator.CalculateDirection(player.transform.Get2DPosition(), rollTargetPosition); return(Physics2D.CircleCast(player.transform.Get2DPosition(), 0.15f, castDirection, 0.25f, GameManager.Instance.UnwalkableLayer)); }
public bool CheckObstacles(GameObject go, Vector2 startPos, Vector2 targetPos, LayerMask unwalkableLayer, out Vector2 obstaclePosition) { BoxCollider2D boxCollider = go.GetComponent <BoxCollider2D>(); Vector2 unitScale = new Vector2(Mathf.Abs(go.transform.localScale.x), Mathf.Abs(go.transform.localScale.y)); RaycastHit2D hit; Vector2 rayOrigin; Vector2 boxColliderCenter = new Vector2(startPos.x - boxCollider.offset.x * unitScale.x, startPos.y + boxCollider.offset.y * unitScale.y); float xGap = (boxCollider.size.x * unitScale.x) / 2; float yGap = (boxCollider.size.y * unitScale.y) / 2; Vector2 rayCastingCenter; Vector2 direction = DirectionAndDistanceCalculator.CalculateDirection(startPos, targetPos); float distance = DirectionAndDistanceCalculator.CalculateDistance(startPos, targetPos); if (direction.x == 0) // walking vertically { if (direction.y > 0) // going up { rayCastingCenter = boxColliderCenter + new Vector2(0, yGap); } else // going down { rayCastingCenter = boxColliderCenter - new Vector2(0, yGap); } for (int i = -1; i < 2; i++) { rayOrigin = rayCastingCenter + new Vector2(i * xGap, 0); hit = Physics2D.Raycast(rayOrigin, direction, distance, unwalkableLayer); Debug.DrawLine(rayOrigin, rayOrigin + direction); if (hit.collider != null) { //Debug.Log(go.name + " is gonna hit an obstacle !"); obstaclePosition = hit.point; return(true); } } } else { if (direction.x > 0) { rayCastingCenter = boxColliderCenter + new Vector2(xGap, 0); } else { rayCastingCenter = boxColliderCenter - new Vector2(xGap, 0); } for (int i = -1; i < 2; i++) { rayOrigin = rayCastingCenter + new Vector2(0, i * yGap); hit = Physics2D.Raycast(rayOrigin, direction, distance, unwalkableLayer); Debug.DrawLine(rayOrigin, rayOrigin + direction); if (hit.collider != null) { //Debug.Log(go.name + " is gonna hit an obstacle !"); obstaclePosition = hit.point; return(true); } } if (direction.y != 0) { Vector2 lastRayOrigin = boxColliderCenter + new Vector2(-xGap * Math.Sign(direction.x), yGap * Math.Sign(direction.y)); hit = Physics2D.Raycast(lastRayOrigin, direction, distance, unwalkableLayer); Debug.DrawLine(lastRayOrigin, lastRayOrigin + direction); if (hit.collider != null) { //Debug.Log(go.name + " is gonna hit an obstacle !"); obstaclePosition = hit.point; return(true); } } } obstaclePosition = new Vector2(short.MinValue, short.MinValue); return(false); }