private bool CheckLedgeWhileHanging() { Bounds bounds = _motor.Collider.bounds; const float checkWidth = 3f; const float checkHeight = 3f; int layer = CurrentClimbingState.PivotCollider.gameObject.layer; float xValue = layer == _leftClimbLayer ? bounds.max.x - (checkWidth / 2) : bounds.min.x + (checkWidth / 2); float yValue = bounds.max.y + 1; var origin = new Vector3(xValue, yValue); var size = new Vector2(checkWidth, 0.01f); RaycastHit2D[] hits = Physics2D.BoxCastAll(origin, size, 0, Vector2.up, checkHeight, GetClimbMask()); hits = RemoveInvalidColliders(hits); var hit = hits.FirstOrDefault(h => EdgeValidator.CanJumpToHang(h.collider, bounds.center, _motor.StandingCollider)); if (hit) { NextClimbingState = GetClimbingState(CurrentClimbingState.Climb, hit.collider); _anim.SetBool("inverted", ClimbSide == _motor.GetDirectionFacing()); } return(hit); }
public bool CheckLedgeAbove(DirectionFacing direction, out Climb outputClimb, bool retryCheck = true) { Bounds bounds = _motor.Collider.bounds; outputClimb = Climb.None; Climb currentClimb = Climb.None; float checkWidth = _retryCheckAbove ? 4f : 1f; const float checkHeight = 4f; float xValue = direction == DirectionFacing.Left ? bounds.center.x - (checkWidth / 2) : bounds.center.x + (checkWidth / 2); float yValue = bounds.min.y + ConstantVariables.MaxLipHeight; float actualHeight = bounds.size.y + checkHeight - ConstantVariables.MaxLipHeight; var origin = new Vector3(xValue, yValue); var size = new Vector2(checkWidth, 0.01f); RaycastHit2D[] hits = Physics2D.BoxCastAll(origin, size, 0, Vector2.up, actualHeight, GetClimbMask()); hits = RemoveInvalidColliders(hits); var hit = hits.FirstOrDefault(h => h.point.y > bounds.max.y && EdgeValidator.CanJumpToHang(h.collider, bounds.center, _motor.StandingCollider)); if (hit) { if (ShouldStraightClimb(hit.collider)) { if (currentClimb == Climb.None) { currentClimb = Climb.Up; } outputClimb = Climb.Up; } else { if (currentClimb == Climb.None) { currentClimb = Climb.Flip; } outputClimb = Climb.Flip; } } if (outputClimb == Climb.None) { int layer = direction == DirectionFacing.Left ? _rightClimbLayer : _leftClimbLayer; hit = hits.FirstOrDefault(h => h.collider.gameObject.layer == layer && h.point.y <= bounds.max.y && EdgeValidator.CanMantle(h.collider, bounds.center, _motor.CrouchedCollider)); if (hit) { if (currentClimb == Climb.None) { currentClimb = Climb.Mantle; } outputClimb = Climb.Mantle; } } if (outputClimb != Climb.None) { CurrentClimbingState = GetStaticClimbingState(); NextClimbingState = GetClimbingState(currentClimb, hit.collider); } else if (outputClimb == Climb.None && _retryCheckAbove && retryCheck) { _retryCheckAbove = false; CheckLedgeAbove(direction == DirectionFacing.Left ? DirectionFacing.Right : DirectionFacing.Left, out outputClimb); } _retryCheckAbove = true; return(outputClimb != Climb.None); }
public bool CheckGrab(DirectionFacing direction = DirectionFacing.None, bool holdingUp = false) { Bounds bounds = _motor.Collider.bounds; float checkLength = ConstantVariables.GrabDistance; var origin = new Vector2(bounds.center.x, bounds.max.y - 0.5f); float distance = bounds.size.x + checkLength * 2; RaycastHit2D[] hits = Physics2D.BoxCastAll(origin, new Vector2(distance, 0.1f), 0, Vector2.down, 0.2f, GetClimbMask()); if (hits.Any()) { Debug.Log("grab"); } int layer = 0; if (direction == DirectionFacing.Left) { layer = _rightClimbLayer; } else if (direction == DirectionFacing.Right) { layer = _leftClimbLayer; } RaycastHit2D hit = hits.FirstOrDefault(h => (holdingUp || (h.collider.CanClimbDown() == false || h.collider.gameObject.layer == layer)) && EdgeValidator.CanJumpToHang(h.collider, bounds.center, _motor.StandingCollider)); if (hit) { CurrentClimbingState = GetClimbingState( hit.collider.gameObject.layer == _leftClimbLayer ? Climb.AcrossRight : Climb.AcrossLeft, hit.collider, true); _motor.Anim.SetAcrossTrigger(); } return(hit); }
public bool CheckLedgeAcross(DirectionFacing direction, Bounds?projectedBounds = null) { NextClimbs.Clear(); Bounds bounds = projectedBounds != null ? (Bounds)projectedBounds : _motor.Collider.bounds; float maxNonHangDistance = 6f; float checkLength = 7f; const float maxHeightAbove = 1f; const float maxHeightBelow = 2f; const float spaceInFront = 2f; float checkDepth = bounds.size.y + maxHeightAbove + maxHeightBelow; float x; if (CurrentClimbingState.PivotCollider == null || CurrentClimbingState.CanClimbDown) { x = direction == DirectionFacing.Left ? bounds.min.x - spaceInFront : bounds.max.x + spaceInFront; checkLength -= spaceInFront; } else { x = direction == DirectionFacing.Left ? bounds.min.x : bounds.max.x; } float y = bounds.center.y - maxHeightBelow + maxHeightAbove; var origin = new Vector2(x, y); var size = new Vector2(0.01f, checkDepth); Vector2 castDirection = direction == DirectionFacing.Left ? Vector2.left : Vector2.right; RaycastHit2D[] hits = Physics2D.BoxCastAll(origin, size, 0, castDirection, checkLength, GetClimbMask()); hits = RemoveInvalidColliders(hits); RaycastHit2D hit = hits.FirstOrDefault(h => h.point.y < bounds.center.y && Mathf.Abs(h.point.y - bounds.center.y) < maxNonHangDistance && EdgeValidator.CanJumpToOrFromEdge(h.collider, bounds.center, _motor.CrouchedCollider)); bool shouldHang = false; Climb directionalAcross = direction == DirectionFacing.Left ? Climb.AcrossLeft : Climb.AcrossRight; if (hit) { shouldHang = CurrentClimbingState.PivotCollider != null && hit.collider.transform.parent == CurrentClimbingState.PivotCollider.transform.parent; if (shouldHang && EdgeValidator.CanJumpToHang(hit.collider, bounds.center, _motor.StandingCollider) == false) { hit = new RaycastHit2D(); } } else { hit = hits.FirstOrDefault(h => EdgeValidator.CanJumpToHang(h.collider, bounds.center, _motor.StandingCollider)); if (hit) { shouldHang = true; } } if (hit) { NextClimbingState = GetClimbingState(directionalAcross, hit.collider, shouldHang); _anim.SetBool("shouldHang", shouldHang); _anim.SetBool("inverted", ClimbSide == direction); } return(hit); }