void UpdateCollisions()
 {
     if (velocity.magnitude * Time.deltaTime > MIN_CHECK_VELOCITY)
     {
         int count = myCollider.Cast(velocity / velocity.magnitude, contactFilter, hitBuffer,
                                     velocity.magnitude * Time.deltaTime + MIN_CHECK_RADIUS);
         Vector2 normalVector = new Vector2(velocity.y, -velocity.x);
         for (int i = 0; i < count; i++)
         {
             normalVector.Normalize();
             Vector2 currentNormal     = hitBuffer[i].normal;
             double  currentdistance   = hitBuffer[i].distance;
             float   dangerousDistance = Mathf.Max(hitBuffer[i].distance, 0);
             float   projection        = Vector2.Dot(velocity, currentNormal);
             if (dangerousDistance < (-projection) * Time.deltaTime)
             {
                 velocity -= currentNormal * (projection + dangerousDistance / Time.deltaTime);
             }
         }
         foreach (Vector2 vect in new Vector2[] { normalVector, -normalVector })
         {
             count = myCollider.Cast(vect, contactFilter, hitBuffer, SHELL_RADIUS);
             for (int i = 0; i < count; i++)
             {
                 transform.position += (Vector3)(hitBuffer[i].normal * SHELL_RADIUS);
             }
         }
     }
 }
示例#2
0
        public int CheckCollision(Vector2 position)
        {
            _contactFilter.useTriggers = false;
            CheckTriggerCollision(position);
            var res = _collider.Cast(position, _contactFilter, _results, 0); //position.magnitude);

            if (res > 0)
            {
                if (_results[0].collider.isTrigger)
                {
                    res--;
                }
                else
                {
                    if (_lastCollider != _results[0] && OnCollisionEnter != null)
                    {
                        OnCollisionEnter(_results[0]);
                    }
                    _lastCollider = _results[0];
                }
            }
            else
            {
                _lastCollider = new RaycastHit2D();
            }

            return(res);
        }
示例#3
0
        protected bool CastCollider(Vector2 _movement, out RaycastHit2D _hit)
        {
            bool _result = collider.Cast(_movement, contactFilter, castBuffer, _movement.magnitude) > 0;

            _hit = castBuffer[0];
            return(_result);
        }
    private void updateBlocked()
    {
        ContactFilter2D filter = new ContactFilter2D();

        filter.ClearLayerMask();

        int contactCount = collider.Cast(Vector2.down, filter, _contacts, movementSettings.minGroundDistance);

        for (int i = 0; i < contactCount; i++)
        {
            if (_contacts[i].collider != null && _contacts[i].transform != transform)
            {
                _isBlocked = true;
                if (_contacts[i].collider.tag == "Ground")
                {
                    _isGrounded = true;
                }
                else
                {
                    _isGrounded = false;
                }
                return;
            }
        }
        _isGrounded = false;
        _isBlocked  = false;
    }
示例#5
0
    /*
     *
     * ==== AI UTILITY CODE ====
     * Every AI entity sohuld "think" several times a second, but not necessarily every frame.
     * This is done with a coroutine: AI_Tick. AI_Tick does some pathing stuff,
     * calling methods depending on the case. Then, OnTickEnd is called, allowing inheritors
     * to do whatever else they might want to do in a tick.
     *
     * Most AI code should go into OnTickEnd rather than Update, as it's less performance-intensive,
     * and will also pause when the actor is frozen (or similiarly disabled).
     *
     *
     */

    IEnumerator AI_Tick()
    {
        while (true)
        {
            if (this.IsActive())
            {
                hasPathLOS = (0 == castCollider.Cast(directMove, tileFilter, castHits, directMove.magnitude));
                hasFireLOS = (0 == castCollider.Cast(directMove, fireFilter, castHits, directMove.magnitude));
                directMove = targetObject.transform.position - transform.position;

                //if we have line of sight, check if we are in hover range. if so, hover.
                if (hasFireLOS && directMove.magnitude <= hoverDistance)
                {
                    OnInHoverDistance();
                }
                else if (hasPathLOS)                   //else, if we can, run straight towards our target
                {
                    OnDirectMove();
                }
                //pathfinding; only if we must
                else
                {
                    OnPathFind();
                }

                AvoidObstacles();
                OnTickEnd();
            }
            yield return(new WaitForSeconds(tickTime));
        }
    }
示例#6
0
    void Movement(Vector2 move)
    {
        /* im copying this over from the prototype, a lot of it is based on a
         * tutorial for a platformer so I will mostlikely need to change parts of
         * it later*/
        float distance = move.magnitude;
        //int count = rb2d.Cast(move, contactFilter, hitBuffer, distance + 0.01f);
        int count = entityCollider.Cast(move, contactFilter, hitBuffer, distance + 0.01f);

        hitBufferList.Clear();
        for (int i = 0; i < count; i++)
        {
            bool add = true;
            //TODO: another way of checking that does not involve tags
            if (hitBuffer[i].collider.tag == "Entity" || hitBuffer[i].collider.tag == "Player")
            {
                if (!allowEntityCollision ||
                    (hitBuffer[i].collider.GetComponent <EntityControllerComp>() != null &&
                     !hitBuffer[i].collider.GetComponent <EntityControllerComp>().AllowEntityCollision))
                {
                    add = false;
                }
            }
            if (add)
            {
                hitBufferList.Add(hitBuffer[i]);
            }
        }

        for (int i = 0; i < hitBufferList.Count; i++)
        {
            Vector2 currentNormal = hitBufferList[i].normal;
            if (currentNormal.y > 0.65f)
            {
                EntityControllerComp ec = hitBufferList[i].transform.gameObject.GetComponent <EntityControllerComp>();
                if (ec == null)
                {
                    grounded = true;
                }
            }
            float projection = Vector2.Dot(velocity, currentNormal);
            if (projection < 0)
            {
                velocity -= projection * currentNormal;
                //corrections.x = velocity.x;
                corrections.x = -(projection * currentNormal.x);
            }

            float modifiedDistance = hitBufferList[i].distance - 0.01f;
            distance = modifiedDistance < distance ? modifiedDistance : distance;
        }
        rb2d.position = rb2d.position + move.normalized * distance;
    }
    void VelocityUpdate()
    {
        velocity  = playerRigidbody.velocity;   //Donne la vélocité du rigidbody du player à une variable locale (velocity) pour pouvoir la modifier
        speedInfo = playerRigidbody.velocity.x; //Renvoie la vitesse du player pour pouvoir l'utiliser dans l'animation

        if (hKeyInput == 0)                     //supprime l'inertie
        {
            velocity.x = Mathf.MoveTowards(velocity.x, 0, 0.85f);
            playerRigidbody.velocity = velocity;
        }
        else if (enableMouv)
        {
            //Applique les changements voulus à la vélocité
            velocity += movementInput * Time.fixedDeltaTime * acceleration;

            movementInput = Vector2.zero;//L'input de mouvement a été consommé, on le réinitialise

            velocity.x = Mathf.Clamp(velocity.x, -maxSpeed, maxSpeed);

            //Tourne le sprite dans la direction vers laquelle on se dirige
            if (Input.GetAxis("Horizontal") < 0f)
            {
                gameObject.GetComponent <SpriteRenderer>().flipX = true;
            }
            else if (Input.GetAxis("Horizontal") > 0f)
            {
                gameObject.GetComponent <SpriteRenderer>().flipX = false;
            }

            //Smoothing collision with walls
            int numHits = playerCollider.Cast(-Vector2.left, rWallCast, 0.3f);
            if (numHits > 0)
            {
                velocity += new Vector2(-1.2f, 0);
            }

            int leftNumHits = playerCollider.Cast(Vector2.left, rWallCast, 0.3f);
            if (leftNumHits > 0)
            {
                velocity += new Vector2(1.2f, 0);
            }
            ;

            if (isFalling)
            {
                velocity.x = 0.85f * velocity.x;
            }

            //Rend la vélocité au rigidbody du player
            playerRigidbody.velocity = velocity;
        }
    }
示例#8
0
    void VerticalMovement(Vector2 move)
    {
        float distance = move.magnitude;

        if (distance > minMoveDistance)
        {
            int count = c2D.Cast(move, arenaFilter, hitBuffer, distance + shellRadius);
            hitBufferList.Clear();
            for (int i = 0; i < count; i++)
            {
                hitBufferList.Add(hitBuffer [i]);
            }

            for (int i = 0; i < hitBufferList.Count; i++)
            {
                Vector2 currentNormal = hitBufferList [i].normal;
                if (currentNormal.y > minGroundNormalY)
                {
                    grounded        = true;
                    groundNormal    = currentNormal;
                    currentNormal.x = 0;
                }

                float modifiedDistance = hitBufferList [i].distance - shellRadius;
                distance = modifiedDistance < distance ? modifiedDistance : distance;
            }

            if (!grounded)
            {
                count = c2D.Cast(move, fighterFilter, hitBuffer, distance + shellRadius);
                hitBufferList.Clear();
                for (int i = 0; i < count; i++)
                {
                    hitBufferList.Add(hitBuffer [i]);
                }

                for (int i = 0; i < hitBufferList.Count; i++)
                {
                    Vector2 currentNormal = hitBufferList [i].normal;

                    Vector2 pushVector = new Vector2(currentNormal.y, -currentNormal.x);
                    move = move * pushVector;
                }
            }
        }

        rb2d.position = rb2d.position + move.normalized * distance;
    }
示例#9
0
    /// <summary>
    /// Pass in a collider to cast and get contacts with other collisions.
    /// </summary>
    /// <param name="collider"></param>
    /// <param name="direction"></param>
    /// <param name="distance"></param>
    /// <returns></returns>
    public static List <RaycastHit2D> CheckCollisions(Collider2D collider, Vector2 direction, float distance)
    {
        // setup collision filter to minimize contacts
        ContactFilter2D filter = new ContactFilter2D()
        {
        };

        filter.useTriggers = false;
        filter.SetLayerMask(Physics2D.GetLayerCollisionMask(collider.gameObject.layer));
        filter.useLayerMask = true;

        // prepare our hit storage
        RaycastHit2D[]      hitBuffer = new RaycastHit2D[10];
        List <RaycastHit2D> hits      = new List <RaycastHit2D>();

        // look for hits and store
        int hitCount = collider.Cast(direction, filter, hitBuffer, distance);

        for (int i = 0; i < hitCount; i++)
        {
            hits.Add(hitBuffer[i]);
        }

        return(hits);
    }
示例#10
0
    private void FixedUpdate()
    {
        float xVelocity = horizontalInput * speed;

        playerRigidbody.velocity = new Vector2(xVelocity, playerRigidbody.velocity.y);
        if ((isFacingRight && horizontalInput < 0) ||
            (!isFacingRight && horizontalInput > 0))
        {
            Flip();
        }

        // Jump Logic
        // Check for landing on the ground.
        int numHits = collider.Cast(Vector2.down, hits, groundDistanceCheck);

        isOnGround = numHits > 0;
        // Debugging.
        Vector2 rayStart     = new Vector2(collider.bounds.center.x, collider.bounds.min.y);
        Vector2 RayDirection = Vector2.down * groundDistanceCheck;

        Debug.DrawRay(rayStart, RayDirection, Color.red, 1f);
        // Jump only if on the ground.

        if (isJumpPressed && isOnGround)
        {
            playerRigidbody.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
        }

        //Update our animator system after updating the player's movement.
        animator.SetFloat("xSpeed", Mathf.Abs(playerRigidbody.velocity.x));
        animator.SetFloat("yVelocity", playerRigidbody.velocity.y);
        animator.SetBool("isOnGround", isOnGround);

        ClearInputs();
    }
示例#11
0
    void DetectCollisions()
    {
        stop = false;

        int nCollision = collider.Cast(Vector2.right * directionMultiplier, contactFilter, results, .2f);

        for (int i = 0; i < nCollision; i++)
        {
            var col = results[i];

            if (col.collider.tag == "Player" || col.collider is TilemapCollider2D)
            {
                continue;
            }
            else
            {
                stop = true;
                StartCoroutine("DieIfStopped");
                break;
            }
        }

        if (stop == false)
        {
            StopCoroutine("DieIfStopped");
        }
    }
    void updatePushingPlayers(bool pvMine)
    {
        teamCaptains.Clear();
        int count = detectionColl.Cast(Vector2.zero, rch2ds, 0, true);

        for (int i = 0; i < count; i++)
        {
            RaycastHit2D rch2d = rch2ds[i];
            GameObject   rchGO = rch2d.collider.gameObject;
            if (rchGO.CompareTag("Player"))
            {
                TeamToken  tt         = TeamToken.getTeamToken(rchGO);
                HealthPool healthPool = rchGO.GetComponentInChildren <HealthPool>();
                if (healthPool)
                {
                    if (!teamCaptains.ContainsKey(tt.teamCaptain))
                    {
                        teamCaptains.Add(tt.teamCaptain, 0);
                    }
                    float amount = healthPool.Health;
                    //Add in distance to caravan
                    float distance           = (rchGO.transform.position - transform.position).magnitude;
                    float distanceMultiplier = 1 + ((maxAllowedDistance - distance) / maxAllowedDistance);
                    //Update team captains dict
                    teamCaptains[tt.teamCaptain] += amount * distanceMultiplier;
                }
            }
        }
        updateDirection(pvMine);
    }
示例#13
0
    /// <summary>
    /// Returns a count and a list of colliders that collide with the given coll2d.
    /// NOTE: NOT thread safe
    /// </summary>
    /// <param name="coll2d"></param>
    /// <param name="direction"></param>
    /// <param name="distance"></param>
    /// <param name="ignoreSiblingColliders"></param>
    /// <returns></returns>
    public static RaycastAnswer CastAnswer(this Collider2D coll2d, Vector2 direction, float distance = 0, bool ignoreSiblingColliders = true)
    {
        int count = coll2d.Cast(direction, rch2dsNonAlloc, distance, ignoreSiblingColliders);

        checkMaxReturnedList("Utility.CastAnswer", count);
        return(new RaycastAnswer(rch2dsNonAlloc, count));
    }
示例#14
0
    private void FixedUpdate() //O fixed update deve fazer os updates de física (rigidbody) - e é razoável pegar o input analógico aqui
    {
        //Run
        float horizontalInput = Input.GetAxis("Horizontal");

        rb.AddForce(new Vector2(speed * horizontalInput, 0f)); //Adiciona força horizontal ao rigidbody
        if (horizontalInput > 0)
        {
            transform.eulerAngles = new Vector3(0, 0, 0);
        }
        else if (horizontalInput < 0)
        {
            transform.eulerAngles = new Vector3(0, 180, 0);
        }
        //Jump
        if (jump)
        {
            int hits = feet.Cast(Vector2.down, new RaycastHit2D[1], 0.1f);
            if (hits > 0)
            {
                rb.AddForce(jumpForce * Vector2.up);
            }
            jump = false;
        }
    }
示例#15
0
    public bool Shoot() // check for collisions with the scope, saves info about what it hit, and return whether or not the player actually shot
    {
        if (active && IsInBounds() && shotDelayTime < 0)
        {                                                                                      // if the shooter is enabled, it's in the shooting boundary, and the delay has been waited, the player can shoot
            if (Input.GetButtonDown("Fire1"))                                                  // if the player can shoot, did they actually press the fire button? (the LMB)
            {
                RaycastHit2D[] hits = new RaycastHit2D[1];                                     // if the player did shoot, cast the shooter's
                shootCollider.Cast(Vector3.forward, hits);                                     // collider into the scene and store the
                RaycastHit2D hit = hits[0];                                                    // collider hit in the 'hit' variable

                if (hit.transform != null && hit.transform.TryGetComponent(out Hitbox hitbox)) // if the hit isn't null, and there's a hitbox attached to what was hit
                {
                    Debug.Log("Hit " + hit.transform);                                         // debug what we hit
                    audioManager.PlaySound("blast");                                           // play the blast and quack sounds
                    audioManager.PlaySound("duck");
                    hitbox.hit = true;                                                         // set the hitbox as hit

                    lastHit = hitbox;                                                          // save the info about that hitbox
                }
                else                                                                           // otherwise, if nothing was hit
                {
                    Debug.Log("Hit Nothing");                                                  // debug that
                    audioManager.PlaySound("miss");                                            // play the miss sound
                    lastHit = null;                                                            // set last hit to nothing
                }

                shotDelayTime = shotDelay;
                return(true);     // the shoot was shot, so reset it's cooldown & return true
            }
        }
        // if the player didn't fire, or couldn't fire,
        shotDelayTime -= Time.deltaTime; // remove time before next shot
        lastHit        = null;           // clear last hit
        return(false);                   // return false (wasn't shot)
    }
    public void OnCollisionEnter2D(Collision2D collision)
    {
        if (_waitForNotBlocked || controller.movementController.IsGrounded)
        {
            return;
        }

        ContactFilter2D filter = new ContactFilter2D();

        filter.layerMask = enemyLayerMask;

        int contacts = attackCollider.Cast(controller.movementController.Velocity.normalized, filter, _hits, 0.25f);

        for (int i = 0; i < contacts; i++)
        {
            if (_hits[i].collider.gameObject.tag == "Enemy")
            {
                Vulnerable consumer = _hits[i].collider.gameObject.GetComponent <Vulnerable>();
                if (consumer)
                {
                    consumer.RecieveAttack(_isSlamming ? AttackType.Slam : AttackType.Jump, attackCollider, _hits[i]);
                    if (_isSlamming)
                    {
                        _waitForNotBlocked = true;
                    }
                    break;
                }
            }
        }

        _isSlamming = false;
    }
示例#17
0
    // This function tells you if a path between you and a target point is clear of obstacles.
    // Super useful for coding up some basic AI for tiles.
    // What counts as an "Obstacle?" That's where the optional "CanOverlapFunc" comes in.
    protected bool pathIsClear(Vector2 target, CanOverlapFunc canOverlapFunc = null)
    {
        if (canOverlapFunc == null)
        {
            canOverlapFunc = DefaultCanOverlapFunc;             // Default function for checking overlaps.
        }
        Vector2 toTarget         = target - (Vector2)transform.position;
        float   distanceToTarget = toTarget.magnitude;

        toTarget.Normalize();

        // Now we perform a collider "Cast" i.e. we simulate moving our collider forward along the path from us to our target.
        // Any objects that the physics engine detects as collider with this simulated collider will be stored in _maybeRaycastResults

        // This is a kinda weird way of handling this. The Cast function returns an int instead of just returning the array of results (i.e. the thing we actually care about).
        // Why is it like this? Short answer is for performance.
        int numCollisions = _collider.Cast(toTarget, _maybeRaycastResults, distanceToTarget);

        for (int i = 0; i < numCollisions && i < _maybeRaycastResults.Length; i++)
        {
            if (!canOverlapFunc(_maybeRaycastResults[i]))
            {
                return(false);
            }
        }
        // If we can overlap with all of the possible barriers, then the path is clear!
        return(true);
    }
示例#18
0
    void FixedUpdate()
    {
        float xVelocity = horizontalInput * speed;

        playerRigibody.velocity = new Vector2(xVelocity, playerRigibody.velocity.y);

        if ((isFacingRight && horizontalInput < 0) || (!isFacingRight && horizontalInput > 0))
        {
            Flip();
        }
        int numHits = collider.Cast(Vector2.down, hits, 1f);

        isOnGround = numHits > 0;
        Vector2 rayStart     = new Vector2(collider.bounds.center.x, collider.bounds.min.y);
        Vector2 rayDirection = Vector2.down * groundDistanceCheck;

        //Debug.DrawRay(rayStart, rayDirection, Color.red, 1f);



        if (isJumpPressed && isOnGround)
        {
            playerRigibody.AddForce(Vector2.up * jumpforce, ForceMode2D.Impulse);
        }
        animator.SetFloat("xSpeed", Mathf.Abs(playerRigibody.velocity.x));
        animator.SetFloat("yVelocity", playerRigibody.velocity.y);
        animator.SetBool("isOnGround", isOnGround);

        ClearInputs();
    }
示例#19
0
    private void FixedUpdate()
    {
        xVelocity         = horizontalInput * speed;
        velocityVector    = new Vector2(xVelocity, playerRB.velocity.y);
        playerRB.velocity = velocityVector;

        if (isFacingRight && horizontalInput < 0 || !isFacingRight && horizontalInput > 0)
        {
            flip();
        }

        int numHits = collider.Cast(Vector2.down, hits, distanceToCheck);

        isOnGround = numHits > 0;

        Vector2 rayStart = new Vector2(collider.bounds.center.x, collider.bounds.min.y);
        Vector2 rayDir   = Vector2.down * distanceToCheck;

        if (isJumpPressed && isOnGround)
        {
            isJumping  = true;
            jumpVector = Vector2.up * jumpForce;
            playerRB.AddForce(jumpVector, ForceMode2D.Impulse);
        }

        // updates animator system after updating player movement
        animator.SetBool("isOnGround", isOnGround);
        animator.SetFloat("xSpeed", Mathf.Abs(playerRB.velocity.x));
        animator.SetFloat("yVelocity", playerRB.velocity.y);

        clearInputs();
    }
示例#20
0
    private bool IsGrounded()
    {
        // Cast playerCollider2D down on 0.1f using contactFilter2D.
        // Results of casting are writing to raycastHit2DResults.
        playerCollider2D.Cast(Vector2.down, contactFilter2D, raycastHit2DResults, 0.1f);

        // If number of elements contained in the raycastHit2DResults higher 1,
        // then we consider that player is touching platform.
        if (raycastHit2DResults.Count > 0)
        {
            isTouchingPlatfrom = true;
        }
        else
        {
            isTouchingPlatfrom = false;
        }

        // If player is touching colliders on the "Platform" layer so it can do double jump.
        // If player not touching any platforms, so it can't do double jump.
        if (isTouchingPlatfrom)
        {
            canDoubleJump = true;
        }
        ;

        // Return result of checking
        return(isTouchingPlatfrom);
    }
示例#21
0
    //The creature moves in a random direction
    IEnumerator Wander()
    {
        //Choose a random direction
        transform.Rotate(Vector3.forward, Random.Range(0f, 360f));
        //Move in that direction
        float time = 0;

        //Wander for the duration or until you hit a wall
        while (time < wanderTime &&
               col.Cast(transform.up, collisionFilter, hits, wanderSpeed) == 0)
        {
            transform.Translate(transform.up * wanderSpeed * Time.deltaTime, Space.World);
            time += Time.deltaTime;
            yield return(null);
        }
        StartCoroutine(Ponder());
    }
    void DetectPlatform()
    {
        RaycastHit2D[] hits = new RaycastHit2D[10];
        Colli.Cast(Vector2.down, hits, 0.5f);

        CheckSlope(hits);
        CheckPlatform(hits);
    }
示例#23
0
 public void HorizontalMovement(float value)
 {
     RaycastHit2D[] hits = new RaycastHit2D[1];
     if (mainCollider.Cast(Vector2.right * value, floorDetectionFilter, hits, 0.05f) > 0)
     {
         rb2d.velocity = new Vector2(0, rb2d.velocity.y);
     }
     else if (value == 0 && rb2d.velocity.x != 0)
     {
         float velocityX             = rb2d.velocity.x;
         int   decelerationDirection = (int)(velocityX / Mathf.Abs(velocityX)) * -1;
         rb2d.velocity += Vector2.right * decelerationDirection * horizontalDeceleration;
     }
     else
     {
         rb2d.velocity = new Vector2(speed * value, rb2d.velocity.y);
     }
 }
示例#24
0
    private static bool checkCollision(Collider2D collider, Vector2 direction, float distance, ContactFilter2D filter)
    {
        if (collider != null)
        {
            return(collider.Cast(direction, filter, _holdingRaycast, distance, true) > 0);
        }

        return(false);
    }
示例#25
0
    Vector3 SlideWalls(Vector3 pos, Vector3 movement)
    {
        // Only slide when moving diagonally
        if (movement.x == 0 || movement.y == 0)
        {
            return(movement);
        }

        float magnitude = movement.magnitude;
        int   collCount = collider_.Cast(movement.normalized, wallSlideFilter, slideHit, magnitude);

        // If no collision in this attempted move there is nothing to adjust
        if (collCount == 0)
        {
            return(movement);
        }

        // There is possibly something to adjust, try moving in X only.
        var moveX = new Vector3(Mathf.Sign(movement.x), 0, 0);

        collCount = collider_.Cast(moveX, wallSlideFilter, slideHit, movement.magnitude);

        if (collCount == 0)
        {
            // There is room when moving in the X direction. Try the full movement in X.
            var result = new Vector3(Mathf.Sign(movement.x) * magnitude, 0, 0);
            return(result);
        }

        // There is possibly something to adjust, try moving in Y only.
        var moveY = new Vector3(0, Mathf.Sign(movement.y), 0);

        collCount = collider_.Cast(moveY, wallSlideFilter, slideHit, movement.magnitude);

        if (collCount == 0)
        {
            // There is room when moving in the Y direction. Try the full movement in Y.
            var result = new Vector3(0, Mathf.Sign(movement.y) * magnitude, 0);
            return(result);
        }

        // There is collision in both X and Y, don't attempt to adjust anything.
        return(movement);
    }
示例#26
0
    /// <summary>
    /// Determines whether the player is on the ground.
    /// </summary>
    /// <returns><c>true</c> if the player is grounded; otherwise, <c>false</c>.</returns>
    public bool IsGrounded()
    {
        // Find all objects that are intersecting with the ground check
        RaycastHit2D[] raycastHits = new RaycastHit2D [10];
        int            numHits     = groundCheck.Cast(Vector2.down, raycastHits, 0);


        // Return true if the groundCheck intersects with a non-trigger collider that doesn't belong to the player body.
        return(raycastHits.Take(numHits).Any((hit) => !hit.collider.isTrigger && hit.collider.gameObject != gameObject));
    }
示例#27
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        int hitsCount = hitCollider.Cast(Vector2.one, hits);

        if (hitsCount > 0)
        {
            float angle = Vector2.Angle(Vector2.up, hits[0].normal);
            Instantiate(hitParticle, hits[0].point, Quaternion.Euler(0, 0, angle));
        }
    }
示例#28
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    private void FixedUpdate()
    {
        if (!thisVehicle || thisVehicle.transform == null || base.transform.parent == null)
        {
            return;
        }
        ContactFilter2D contactFilter = default(ContactFilter2D);
        int             num           = thisVehicle.hitMask | LayerMask.GetMask("EnemyTank", "EnemyTankMain");

        num &= ~(1 << base.transform.parent.gameObject.layer);
        contactFilter.SetLayerMask(num);
        int     num2    = damageCollider.Cast(Vector2.zero, contactFilter, result, 0f);
        Vehicle vehicle = null;

        for (int i = 0; i < num2; i++)
        {
            vehicle = result[i].collider.GetComponentInParent <Vehicle>();
            if (vehicle != null)
            {
                break;
            }
        }
        if (vehicle != null)
        {
            vehicle.CurrentHealth -= base.Booster.GetValue() * Time.fixedDeltaTime;
            rotation.speed         = 2f;
            particles.Emit(10);
            Transform   airControlPointBack = thisVehicle.airControlPointBack;
            Rigidbody2D component           = thisVehicle.transform.GetComponent <Rigidbody2D>();
            if (component != null)
            {
                component.AddForceAtPosition(airControlPointBack.right * -30f + airControlPointBack.up * 10f, airControlPointBack.position);
            }
            if (!didStart)
            {
                startSound.Play();
                endSound.Stop();
                didEnd   = false;
                didStart = true;
            }
            else if (!startSound.isPlaying && !damageSound.isPlaying)
            {
                damageSound.Play();
            }
        }
        else if (!didEnd)
        {
            startSound.Stop();
            damageSound.Stop();
            endSound.Play();
            didEnd         = true;
            didStart       = false;
            rotation.speed = 0.5f;
        }
    }
示例#29
0
    public bool CanClimbStairs(float movement)
    {
        if (movement == 0 || !BottomBumping(movement))
        {
            return(false);
        }

        Vector2 dir = movement < 0 ? Vector2.left : Vector2.right;

        return(stairsCheck.Cast(dir, contactFilter, stairCheckHits, LedgeClimbCheckDistance) == 0);
    }
示例#30
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    /// <summary>
    /// Returns a count and a list of colliders that collide with the given coll2d.
    /// NOTE: NOT thread safe
    /// </summary>
    /// <param name="coll2d"></param>
    /// <param name="direction"></param>
    /// <param name="distance"></param>
    /// <param name="ignoreSiblingColliders"></param>
    /// <returns></returns>
    public static RaycastAnswer CastAnswer(this Collider2D coll2d, Vector2 direction, float distance = 0, bool ignoreSiblingColliders = true)
    {
        int count = 0;

        count = coll2d.Cast(direction, rch2dsNonAlloc, distance, ignoreSiblingColliders);
        if (count > maxReturnedList)
        {
            maxReturnedList = count;
            Debug.Log("Utility.CastAnswer: max list count: " + maxReturnedList);
        }
        return(new RaycastAnswer(rch2dsNonAlloc, count));
    }