NanoPark/Assets/Scripts/PlayerControls.cs
2022-07-16 11:38:06 +05:30

75 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerControls : MonoBehaviour
{
[Header("Physics")]
public Vector3 colliderOffset;
public Vector3 colliderSize;
public Vector2 castDirection;
public float castDistance;
public Vector3 gravity;
public Vector3 velocity;
public float maxVelocity = 100;
[Header("Monitor")]
public bool stuckBottom;
public bool stuckRight;
public bool stuckLeft;
public bool stuckUp;
void Start()
{
}
void FixedUpdate()
{
Simulate();
}
void Simulate(){
RaycastHit2D[] overlappingColliders= Physics2D.BoxCastAll(transform.position + colliderOffset, colliderSize,0,castDirection,castDistance);
stuckBottom = stuckLeft = stuckRight = stuckUp = false; // <-- Reset all stuck states.
if(overlappingColliders.Length > 0){
for(int i =0; i < overlappingColliders.Length; i++){
RaycastHit2D hit = overlappingColliders[i];
Debug.Log(hit.collider.name);
Vector2 offset = (Vector2)(transform.position+colliderOffset) - hit.point;
float xBoundary = (colliderSize.x /2f) * 0.9f;
float yBoundary = (colliderSize.y /2f) * 0.1f;
if(offset.x >= xBoundary){
stuckLeft=true;
}else if(offset.x <= -xBoundary) {
stuckRight=true;
}
if(offset.y >= yBoundary){
stuckBottom=true;
}else if(offset.y <= -yBoundary){
stuckUp=true;
}
}
}else{
//No contacts... freefalling
velocity+=gravity;
}
//Apply stucks
velocity = new Vector3(
Mathf.Clamp(velocity.x, (stuckLeft) ? 0: -maxVelocity, (stuckRight) ? 0: maxVelocity),
Mathf.Clamp(velocity.y, (stuckBottom) ? 0: -maxVelocity, (stuckUp)?0: maxVelocity)
);
transform.Translate(velocity); // <-- Apply the calculated velocity
}
private void OnDrawGizmos() {
Gizmos.color = Color.green;
Gizmos.DrawWireCube(transform.position + colliderOffset, colliderSize);
}
}