/// <summary>
        /// Iterate over all head/vertical rays
        /// </summary>
        public void ForeachHeadRay(float rayLength, ref Vector3 velocity, RayItr itr, bool checkGravitySwap = true)
        {
            // swap gravity?
            if (checkGravitySwap && gravitySwapped)
            {
                ForeachFeetRay(rayLength, ref velocity, itr, false);
                return;
            }

            if (velocity.y > 0)
            {
                rayLength += velocity.y;
            }

            Vector3 origin = raycastOrigins.topLeft;

            origin.x += velocity.x;

            for (int i = 0; i < verticalRayCount; i++)
            {
                verticalRays[i] = Raycast(origin, Vector2.up, rayLength, collisionMask, new Color(1, 1, 1, 0.5f));
                origin.x       += verticalRaySpacing;

                itr(ref verticalRays[i], ref velocity, 1, i);
            }
        }
        public void ForeachFeetRay(float rayLength, ref Vector3 velocity, RayItr itr)
        {
            Vector3 origin = raycastOrigins.bottomLeft;

            origin.x += velocity.x;
            float length;

            for (int i = 0; i < verticalRayCount; i++)
            {
                length = velocity.y < 0 ? rayLength - velocity.y : rayLength;

                verticalRays[i] = Raycast(origin, Vector2.down, length, collisionMask, new Color(1, 0, 0, 0.5f));
                origin.x       += verticalRaySpacing;

                itr(ref verticalRays[i], ref velocity, -1, i);
            }
        }
        /// <summary>
        /// Iterate over all left/horizontal rays
        /// </summary>
        public void ForeachLeftRay(float rayLength, ref Vector3 velocity, RayItr itr)
        {
            if (velocity.x < 0)
            {
                rayLength -= velocity.x;
            }

            Vector3 origin = raycastOrigins.bottomLeft;

            origin.y += velocity.y;

            for (int i = 0; i < horizontalRayCount; i++)
            {
                horizontalRays[i] = Raycast(origin, Vector2.left, rayLength, collisionMask, new Color(1, 0, 0, 0.5f));
                origin.y         += horizontalRaySpacing;

                itr(ref horizontalRays[i], ref velocity, -1, i);
            }
        }
        public void ForeachHeadRay(float rayLength, ref Vector3 velocity, RayItr itr)
        {
            if (velocity.y > 0)
            {
                rayLength += velocity.y;
            }

            Vector3 origin = raycastOrigins.topLeft;

            origin.x += velocity.x;

            for (int i = 0; i < verticalRayCount; i++)
            {
                verticalRays[i] = Raycast(origin, Vector2.up, rayLength, collisionMask, new Color(1, 0, 0, 0.5f));
                origin.x       += verticalRaySpacing;

                itr(ref verticalRays[i], ref velocity, 1, i);
            }
        }
        /// <summary>
        /// Iterate over all feet/vertical rays
        /// </summary>
        public void ForeachFeetRay(float rayLength, ref Vector3 velocity, RayItr itr, bool checkGravitySwap = true)
        {
            // swap gravity?
            if (checkGravitySwap && gravitySwapped)
            {
                ForeachHeadRay(rayLength, ref velocity, itr, false);
                return;
            }

            Vector3 origin = raycastOrigins.bottomLeft;

            origin.x += velocity.x;
            float length;

            for (int i = 0; i < verticalRayCount; i++)
            {
                length = velocity.y < 0 ? rayLength - velocity.y : rayLength;

                verticalRays[i] = Raycast(origin, Vector2.down, length, collisionMask, new Color(1, 0, 0, 0.5f));
                origin.x       += verticalRaySpacing;

                itr(ref verticalRays[i], ref velocity, -1, i);
            }
        }
示例#6
0
        /// <summary>
        /// Calculate how much each passenger should move
        /// </summary>
        void CalculatePassengerMovement(Vector3 velocity)
        {
            HashSet <Transform> movedPassengers = new HashSet <Transform> ();

            pPassengerMovement = passengerMovement;
            passengerMovement  = new List <PassengerMovement> ();

            float directionY = Mathf.Sign(velocity.y);
            float rayLength  = skinWidth * 2 + Configuration.instance.minDistanceToEnv;

            collisionMask = passengerMask;

            // Passenger on top of a horizontally or downward moving platform
            if (velocity.y != 0 || velocity.x != 0)
            {
                ForeachHeadRay(rayLength, ref velocity, (ref RaycastHit2D ray, ref Vector3 vel, int dir, int idx) => {
                    if (ray && ray.distance != 0)
                    {
                        if (!movedPassengers.Contains(ray.transform))
                        {
                            movedPassengers.Add(ray.transform);

                            passengerMovement.Add(
                                new PassengerMovement(ray.transform,
                                                      new Vector3(vel.x, vel.y, 0), true, false));
                        }
                    }
                });
            }

            // Vertically moving platform
            // Disable for OWP moving down otherwise will push-down characters
            if (
                // up
                (directionY == 1)
                || // down
                (directionY == -1 && (!disableDownRayCast && !Configuration.IsOneWayPlatformUp(gameObject)))
                )
            {
                RayItr itr = (ref RaycastHit2D ray, ref Vector3 vel, int dir, int idx) => {
                    if (ray && ray.distance != 0)
                    {
                        if (!movedPassengers.Contains(ray.transform))
                        {
                            movedPassengers.Add(ray.transform);
                            float pushX = (directionY == 1) ? vel.x : 0;
                            float pushY = vel.y - (ray.distance - skinWidth) * directionY;
                            passengerMovement.Add(new PassengerMovement(ray.transform,
                                                                        new Vector3(pushX, pushY), directionY == 1, true));
                        }
                    }
                };

                if (directionY == 1)
                {
                    ForeachHeadRay(rayLength, ref velocity, itr);
                }
                else
                {
                    ForeachFeetRay(rayLength, ref velocity, itr);
                }
            }

/*
 *    // Horizontally moving platform
 *    // Cannot be a OWP otherwise will push-right|left characters
 *    if (velocity.x != 0 && !Configuration.IsOneWayPlatformUp(gameObject)) {
 *      RayItr itr = (ref RaycastHit2D ray, ref Vector3 vel, int dir, int idx) => {
 *        if (ray && ray.distance != 0) {
 *          if (!movedPassengers.Contains(ray.transform)) {
 *            movedPassengers.Add(ray.transform);
 *            passengerMovement.Add(new PassengerMovement(ray.transform,
 *              new Vector3(directionX * (ray.distance - skinWidth), 0), false, true));
 *          }
 *        }
 *      };
 *
 *      rayLength = skinWidth;
 *
 *      if (directionX == -1) {
 *        ForeachLeftRay(rayLength, ref velocity, itr);
 *      } else {
 *        ForeachRightRay(rayLength, ref velocity, itr);
 *      }
 *    }
 */
            if (prevPassengers != null)
            {
                // diff
                foreach (var i in movedPassengers)
                {
                    prevPassengers.Remove(i);
                }
                // what stays is out of the platform now: null
                foreach (var i in prevPassengers)
                {
                    Character c = i.gameObject.GetComponent <Character>();
                    if (c == null)
                    {
                        Debug.LogWarning("Found a passenger that is not a character!", i.gameObject);
                    }
                    else
                    {
                        c.platform = null;
                    }
                }
            }
            // what is updated, is on the platform: set
            foreach (var i in movedPassengers)
            {
                Character c = i.gameObject.GetComponent <Character>();
                if (c == null)
                {
                    Debug.LogWarning("Found a passenger that is not a character!", i.gameObject);
                }
                else
                {
                    c.platform = this;
                }
            }
            prevPassengers = movedPassengers;
        }
    /// <summary>
    /// Iterate over all feet/vertical rays
    /// </summary>
    public void ForeachFeetRay(float rayLength, ref Vector3 velocity, RayItr itr) {
      Vector3 origin = raycastOrigins.bottomLeft;
      origin.x += velocity.x;
      float length;

      for (int i = 0; i < verticalRayCount; i ++) {
        length = velocity.y < 0 ? rayLength - velocity.y : rayLength;

        verticalRays[i] = Raycast(origin, Vector2.down, length, collisionMask, new Color(1, 0, 0, 0.5f));
        origin.x += verticalRaySpacing;

        itr(ref verticalRays[i], ref velocity, -1, i);
      }
    }
    /// <summary>
    /// Iterate over all head/vertical rays
    /// </summary>
    public void ForeachHeadRay(float rayLength, ref Vector3 velocity, RayItr itr) {
      if (velocity.y > 0) {
        rayLength += velocity.y;
      }

      Vector3 origin = raycastOrigins.topLeft;
      origin.x += velocity.x;

      for (int i = 0; i < verticalRayCount; i ++) {

        verticalRays[i] = Raycast(origin, Vector2.up, rayLength, collisionMask, new Color(1, 0, 0, 0.5f));
        origin.x += verticalRaySpacing;

        itr(ref verticalRays[i], ref velocity, 1, i);
      }
    }
    /// <summary>
    /// Iterate over all left/horizontal rays
    /// </summary>
    public void ForeachLeftRay(float rayLength, ref Vector3 velocity, RayItr itr) {
      if (velocity.x < 0) {
        rayLength -= velocity.x;
      }

      Vector3 origin = raycastOrigins.bottomLeft;
      origin.y += velocity.y;

      for (int i = 0; i < horizontalRayCount; i ++) {

        horizontalRays[i] = Raycast(origin, Vector2.left, rayLength, collisionMask, new Color(1, 0, 0, 0.5f));
        origin.y += horizontalRaySpacing;

        itr(ref horizontalRays[i], ref velocity, -1, i);
      }
    }