How to stop player from pushing NPCs while moving - c#

my problem today is simple (two problems if you count the fact that English isn't my first language), yet I can't manage to get a hold of it. I'm trying to make an up down game in c# and I'm trying to improve the movement scripts before working on anything else (since I don't want to resolve major bugs later).
The problem is that as soon as the player comes in contact with the NPC, it should stop moving in its general direction (it can move in 8 directions, using combinations of the W A S D keys). The NPC movement doesn't give any problems, it stops moving as soon as it perceives the player. Instead, when the player collides with the NPC it keeps on moving in that direction pushing it for what feels like half a second before stopping (as it should). So, to summarize, it doesn't immediately stop, which is unnerving since I've tried many things to make it stop (including freezing the position of the NPC but that just made things worse).
Now the codes:
The NPC movement code:
public class NPCFreeMovement : MonoBehaviour
{
public float speed = 2f; //how fast does the npc move
public float maxIdleTime = 3f; //max time the npc spends idling
public float maxChooseTime = 20f; //max time he spends moving
public float chooseDirTime = 0; //if 0, he chooses a direction
//possible directions
readonly Vector3[] directions = {Vector3.down, new Vector3(-0.5f, -0.5f, 0), Vector3.left, new Vector3(-0.5f, 0.5f, 0), Vector3.up,
new Vector3(0.5f, 0.5f, 0), Vector3.right, new Vector3(0.5f, -0.5f, 0)};
public int dir; //current direction
public bool canMove = true; //pretty self explainatory
public bool idle = true; //is the npc idle
public bool chase = false; //is the npc chasing after the player
public Vector3 goTo; //where to go if it's chasing after something
void Start()
{
StartCoroutine(Idle(maxIdleTime));
}
void Update()
{
chase = GetComponent<NPCLookForPlayerScript>().found;
if(canMove && !idle)
{
//move in the chosen direction
transform.position = Vector3.MoveTowards(transform.position, transform.position + directions[dir], Time.deltaTime * speed);
if (chooseDirTime > 0) //decrease movement time
{
chooseDirTime -= Time.deltaTime;
}
else
{
if(chase) StartCoroutine(Idle(0));
else StartCoroutine(Idle(Random.Range(0, maxIdleTime)));
}
}
}
//npc goes idle, then chooses a direction
public IEnumerator Idle(float f)
{
idle = true;
yield return new WaitForSeconds(f);
idle = false;
//here he chooses the direction depending of wether he's roaming or chasing
if (chase)
{
ChooseDirection();
chooseDirTime = maxChooseTime/4;
}
else
{
dir = Random.Range(0, directions.Length);
chooseDirTime = maxChooseTime;
}
}
//chooses a direction to take
void ChooseDirection()
{
Vector3 v = goTo - transform.position; //to check where to go
if (Mathf.Abs(v.x) <= 0.5)
{
if (v.y < 0) dir = 0; //go down
else dir = 4; //go up
}
if (Mathf.Abs(v.y) <= 0.5)
{
if (v.x < 0) dir = 2; //go left
else dir = 6; //go right
}
if (v.x < 0.5 && v.y < 0.5) dir = 1; //go down/left
if (v.x < 0.5 && v.y > 0.5) dir = 3; //go up/left
if (v.x > 0.5 && v.y > 0.5) dir = 5; //go up/right
if (v.x > 0.5 && v.y < 0.5) dir = 7; //go down/right
}
void OnCollisionEnter2D(Collision2D c)
{
if(c.gameObject.tag == "Obstacle") //stop and choose a new direction
{
StartCoroutine(Idle(Random.Range(0, maxIdleTime)));
}
if (c.gameObject.tag == "Player") //stop
{
canMove = false;
}
}
private void OnCollisionExit2D(Collision2D c)
{
if (c.gameObject.tag == "Player") //resume chasing the player
{
canMove = true;
}
}
}
The player's movement script:
public class PlayerFreeMovement : MonoBehaviour
{
public float speed = 2.0f; //movement speed
//where he's facing
public bool up;
public bool down;
public bool left;
public bool right;
public bool idle; //false if a movement button is pressed
public bool canMove = true;
//movement direction
public float dx;
public float dy;
public Vector3 v;
CollisionScript cs; //collision script
void Start()
{
down = true;
cs = GetComponent<CollisionScript>();
}
void Update() //move stickman in the direction of the keys and maintain the direction he's facing with animations
{
dx = 0;
dy = 0;
if (!(Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S))) //check if idle
{
idle = true;
v = new Vector3();
}
else //the player's moving
{
idle = false;
AllFalse();
//set dx and dy
if (canMove && Input.GetKey(KeyCode.D))
{
if(!cs.hitRight) dx = 1;
right = true;
}
if (canMove && Input.GetKey(KeyCode.A))
{
if (!cs.hitLeft) dx = -1;
left = true;
}
if (canMove && Input.GetKey(KeyCode.W))
{
if (!cs.hitUp) dy = 1;
up = true;
}
if (canMove && Input.GetKey(KeyCode.S))
{
if (!cs.hitDown) dy = -1;
down = true;
}
//create the motion vector
v = new Vector3(dx, dy, 0);
if(dx !=0 && dy != 0)
{
v = v / 2;
}
}
//move
transform.position = Vector3.MoveTowards(transform.position, transform.position + v, Time.deltaTime * speed);
}
//avoid bug by deactivating all direction booleans before changing one
void AllFalse()
{
up = false;
down = false;
left = false;
right = false;
}
}
And finally, the collision script used to detect collisions in its path
public class CollisionScript: MonoBehaviour
{
//where is the wall
public bool hitDown= false;
public bool hitLeft = false;
public bool hitRight = false;
public bool hitUp = false;
//gizmos
public float collisionRadius = 0.5f;
public Vector2 downOffset = new Vector2(0, -0.5f);
public Vector2 rightOffset = new Vector2(0, 0.5f);
public Vector2 leftOffset = new Vector2(-0.5f, 0);
public Vector2 upOffset = new Vector2(0, 0.5f);
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
hitDown = Physics2D.OverlapCircle((Vector2)transform.position + downOffset, collisionRadius).gameObject!=gameObject;
hitRight = Physics2D.OverlapCircle((Vector2)transform.position + rightOffset, collisionRadius).gameObject != gameObject;
hitLeft = Physics2D.OverlapCircle((Vector2)transform.position + leftOffset, collisionRadius).gameObject != gameObject;
hitUp = Physics2D.OverlapCircle((Vector2)transform.position + upOffset, collisionRadius).gameObject != gameObject;
}
void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere((Vector2)transform.position + downOffset, collisionRadius);
Gizmos.DrawWireSphere((Vector2)transform.position + rightOffset, collisionRadius);
Gizmos.DrawWireSphere((Vector2)transform.position + leftOffset, collisionRadius);
Gizmos.DrawWireSphere((Vector2)transform.position + upOffset, collisionRadius);
}
}

Related

3D fps Game with gun adding recoil

I wanted to add Guns with recoil to my 3d fps game. It worked but for some reason all the time when i look completely downwards i walk backwards or frontwards. This only happens when the gun is active.
The Gun Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunScript : MonoBehaviour
{
[SerializeField] float Recoil = 500f;
[SerializeField] float TimeTillNextShoot;
[SerializeField] float Range = 100f;
[SerializeField] Transform GunTipposition;
[SerializeField] float recoilRadius = 100f;
public Camera PlayerCamera;
public Rigidbody rbPlayer;
private void Update()
{
Shoot();
}
public void Shoot()
{
if (Input.GetButtonDown("Fire1"))
{
RaycastHit hit;
if(Physics.Raycast(PlayerCamera.transform.position, PlayerCamera.transform.forward, out hit, Range))
{
Debug.Log(hit.transform.name);
Enemy Enemytarget = hit.transform.GetComponent<Enemy>();
if(Enemytarget != null)
{
Enemytarget.TakeDamage(true);
}
}
if (gameObject.CompareTag("ShotGun"))
{
Transform RecoilPosition = GunTipposition.transform;
rbPlayer.AddExplosionForce(Recoil, RecoilPosition.position, recoilRadius);
}
}
}
}
The player Movement:
// Some stupid rigidbody based movement by Dani
using System;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Assignables")]
[Tooltip("this is a reference to the MainCamera object, not the parent of it.")]
public Transform playerCam;
[Tooltip("reference to orientation object, needed for moving forward and not up or something.")]
public Transform orientation;
[Tooltip("LayerMask for ground layer, important because otherwise the collision detection wont know what ground is")]
public LayerMask whatIsGround;
private Rigidbody rb;
[Header("Rotation and look")]
private float xRotation;
[Tooltip("mouse/look sensitivity")]
public float sensitivity = 50f;
private float sensMultiplier = 1.5f;
[Header("Movement")]
[Tooltip("additive force amount. every physics update that forward is pressed, this force (multiplied by 1/tickrate) will be added to the player.")]
public float moveSpeed = 4500;
[Tooltip("maximum local velocity before input is cancelled")]
public float maxSpeed = 20;
[Tooltip("normal countermovement when not crouching.")]
public float counterMovement = 0.175f;
private float threshold = 0.01f;
[Tooltip("the maximum angle the ground can have relative to the players up direction.")]
public float maxSlopeAngle = 35f;
private Vector3 crouchScale = new Vector3(1, 0.5f, 1);
private Vector3 playerScale;
[Tooltip("forward force for when a crouch is started.")]
public float slideForce = 400;
[Tooltip("countermovement when sliding. this doesnt work the same way as normal countermovement.")]
public float slideCounterMovement = 0.2f;
private bool readyToJump = true;
private float jumpCooldown = 0.25f;
[Tooltip("this determines the jump force but is also applied when jumping off of walls, if you decrease it, you may end up being able to walljump and then get back onto the wall leading to infinite height.")]
public float jumpForce = 550f;
float x, y;
bool jumping;
private Vector3 normalVector = Vector3.up;
[Header("Wallrunning")]
private float actualWallRotation;
private float wallRotationVel;
private Vector3 wallNormalVector;
[Tooltip("when wallrunning, an upwards force is constantly applied to negate gravity by about half (at default), increasing this value will lead to more upwards force and decreasing will lead to less upwards force.")]
public float wallRunGravity = 1;
[Tooltip("when a wallrun is started, an upwards force is applied, this describes that force.")]
public float initialForce = 20f;
[Tooltip("float to choose how much force is applied outwards when ending a wallrun. this should always be greater than Jump Force")]
public float escapeForce = 600f;
private float wallRunRotation;
[Tooltip("how much you want to rotate the camera sideways while wallrunning")]
public float wallRunRotateAmount = 10f;
[Tooltip("a bool to check if the player is wallrunning because thats kinda necessary.")]
public bool isWallRunning;
[Tooltip("a bool to determine whether or not to actually allow wallrunning.")]
public bool useWallrunning = true;
[Header("Collisions")]
[Tooltip("a bool to check if the player is on the ground.")]
public bool grounded;
[Tooltip("a bool to check if the player is currently crouching.")]
public bool crouching;
private bool surfing;
private bool cancellingGrounded;
private bool cancellingSurf;
private bool cancellingWall;
private bool onWall;
private bool cancelling;
public static PlayerMovement Instance { get; private set; }
void Awake()
{
Instance = this;
rb = GetComponent<Rigidbody>();
//Create a physic material with no friction to allow for wallrunning and smooth movement not being dependant
//and smooth movement not being dependant on the in-built unity physics engine, apart from collisions.
PhysicMaterial mat = new PhysicMaterial("tempMat");
mat.bounceCombine = PhysicMaterialCombine.Average;
mat.bounciness = 0;
mat.frictionCombine = PhysicMaterialCombine.Minimum;
mat.staticFriction = 0;
mat.dynamicFriction = 0;
gameObject.GetComponent<Collider>().material = mat;
}
void Start()
{
playerScale = transform.localScale;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
readyToJump = true;
wallNormalVector = Vector3.up;
}
private void FixedUpdate()
{
Movement();
}
private void Update()
{
MyInput();
Look();
}
private void LateUpdate()
{
//call the wallrunning Function
WallRunning();
WallRunRotate();
}
private void WallRunRotate()
{
FindWallRunRotation();
float num = 12f;
actualWallRotation = Mathf.SmoothDamp(actualWallRotation, wallRunRotation, ref wallRotationVel, num * Time.deltaTime);
playerCam.localRotation = Quaternion.Euler(playerCam.rotation.eulerAngles.x, playerCam.rotation.eulerAngles.y, actualWallRotation);
}
/// <summary>
/// Find user input. Should put this in its own class but im lazy
/// </summary>
private void MyInput()
{
x = Input.GetAxisRaw("Horizontal");
y = Input.GetAxisRaw("Vertical");
jumping = Input.GetButton("Jump");
crouching = Input.GetKey(KeyCode.LeftControl);
//Crouching
if (Input.GetKeyDown(KeyCode.LeftControl))
StartCrouch();
if (Input.GetKeyUp(KeyCode.LeftControl))
StopCrouch();
}
private void StartCrouch()
{
transform.localScale = crouchScale;
transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z);
if (rb.velocity.magnitude > 0.2f && grounded)
{
if (grounded)
{
rb.AddForce(orientation.transform.forward * slideForce);
}
}
}
private void StopCrouch()
{
transform.localScale = playerScale;
transform.position = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
}
private void Movement()
{
//Extra gravity
rb.AddForce(Vector3.down * Time.deltaTime * 10);
//Find actual velocity relative to where player is looking
Vector2 mag = FindVelRelativeToLook();
float xMag = mag.x, yMag = mag.y;
//Counteract sliding and sloppy movement
CounterMovement(x, y, mag);
//If holding jump && ready to jump, then jump
if (readyToJump && jumping) Jump();
//Set max speed
float maxSpeed = this.maxSpeed;
//If sliding down a ramp, add force down so player stays grounded and also builds speed
if (crouching && grounded && readyToJump)
{
rb.AddForce(Vector3.down * Time.deltaTime * 3000);
return;
}
//If speed is larger than maxspeed, cancel out the input so you don't go over max speed
if (x > 0 && xMag > maxSpeed) x = 0;
if (x < 0 && xMag < -maxSpeed) x = 0;
if (y > 0 && yMag > maxSpeed) y = 0;
if (y < 0 && yMag < -maxSpeed) y = 0;
//Some multipliers
float multiplier = 1f, multiplierV = 1f;
// Movement in air
if (!grounded)
{
multiplier = 0.5f;
multiplierV = 0.5f;
}
// Movement while sliding
if (grounded && crouching) multiplierV = 0f;
//Apply forces to move player
rb.AddForce(orientation.transform.forward * y * moveSpeed * Time.deltaTime * multiplier * multiplierV);
rb.AddForce(orientation.transform.right * x * moveSpeed * Time.deltaTime * multiplier);
}
private void Jump()
{
if ((grounded || isWallRunning || surfing) && readyToJump)
{
MonoBehaviour.print("jumping");
Vector3 velocity = rb.velocity;
readyToJump = false;
rb.AddForce(Vector2.up * jumpForce * 1.5f);
rb.AddForce(normalVector * jumpForce * 0.5f);
if (rb.velocity.y < 0.5f)
{
rb.velocity = new Vector3(velocity.x, 0f, velocity.z);
}
else if (rb.velocity.y > 0f)
{
rb.velocity = new Vector3(velocity.x, velocity.y / 2f, velocity.z);
}
if (isWallRunning)
{
rb.AddForce(wallNormalVector * jumpForce * 3f);
}
Invoke("ResetJump", jumpCooldown);
if (isWallRunning)
{
isWallRunning = false;
}
}
}
private void ResetJump()
{
readyToJump = true;
}
private float desiredX;
private void Look()
{
float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
//Find current look rotation
Vector3 rot = playerCam.transform.localRotation.eulerAngles;
desiredX = rot.y + mouseX;
//Rotate, and also make sure we dont over- or under-rotate.
xRotation -= mouseY;
float clamp = 89.5f;
xRotation = Mathf.Clamp(xRotation, -clamp, clamp);
//Perform the rotations
playerCam.transform.localRotation = Quaternion.Euler(xRotation, desiredX, 0);
orientation.transform.localRotation = Quaternion.Euler(0, desiredX, 0);
}
private void CounterMovement(float x, float y, Vector2 mag)
{
if (!grounded || jumping) return;
//Slow down sliding
if (crouching)
{
rb.AddForce(moveSpeed * Time.deltaTime * -rb.velocity.normalized * slideCounterMovement);
return;
}
//Counter movement
if (Math.Abs(mag.x) > threshold && Math.Abs(x) < 0.05f || (mag.x < -threshold && x > 0) || (mag.x > threshold && x < 0))
{
rb.AddForce(moveSpeed * orientation.transform.right * Time.deltaTime * -mag.x * counterMovement);
}
if (Math.Abs(mag.y) > threshold && Math.Abs(y) < 0.05f || (mag.y < -threshold && y > 0) || (mag.y > threshold && y < 0))
{
rb.AddForce(moveSpeed * orientation.transform.forward * Time.deltaTime * -mag.y * counterMovement);
}
//Limit diagonal running. This will also cause a full stop if sliding fast and un-crouching, so not optimal.
if (Mathf.Sqrt((Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2))) > maxSpeed)
{
float fallspeed = rb.velocity.y;
Vector3 n = rb.velocity.normalized * maxSpeed;
rb.velocity = new Vector3(n.x, fallspeed, n.z);
}
}
/// <summary>
/// Find the velocity relative to where the player is looking
/// Useful for vectors calculations regarding movement and limiting movement
/// </summary>
/// <returns></returns>
public Vector2 FindVelRelativeToLook()
{
float lookAngle = orientation.transform.eulerAngles.y;
float moveAngle = Mathf.Atan2(rb.velocity.x, rb.velocity.z) * Mathf.Rad2Deg;
float u = Mathf.DeltaAngle(lookAngle, moveAngle);
float v = 90 - u;
float magnitue = rb.velocity.magnitude;
float yMag = magnitue * Mathf.Cos(u * Mathf.Deg2Rad);
float xMag = magnitue * Mathf.Cos(v * Mathf.Deg2Rad);
return new Vector2(xMag, yMag);
}
//a lot of math (dont touch)
private void FindWallRunRotation()
{
if (!isWallRunning)
{
wallRunRotation = 0f;
return;
}
_ = new Vector3(0f, playerCam.transform.rotation.y, 0f).normalized;
new Vector3(0f, 0f, 1f);
float num = 0f;
float current = playerCam.transform.rotation.eulerAngles.y;
if (Math.Abs(wallNormalVector.x - 1f) < 0.1f)
{
num = 90f;
}
else if (Math.Abs(wallNormalVector.x - -1f) < 0.1f)
{
num = 270f;
}
else if (Math.Abs(wallNormalVector.z - 1f) < 0.1f)
{
num = 0f;
}
else if (Math.Abs(wallNormalVector.z - -1f) < 0.1f)
{
num = 180f;
}
num = Vector3.SignedAngle(new Vector3(0f, 0f, 1f), wallNormalVector, Vector3.up);
float num2 = Mathf.DeltaAngle(current, num);
wallRunRotation = (0f - num2 / 90f) * wallRunRotateAmount;
if (!useWallrunning)
{
return;
}
if ((Mathf.Abs(wallRunRotation) < 4f && y > 0f && Math.Abs(x) < 0.1f) || (Mathf.Abs(wallRunRotation) > 22f && y < 0f && Math.Abs(x) < 0.1f))
{
if (!cancelling)
{
cancelling = true;
CancelInvoke("CancelWallrun");
Invoke("CancelWallrun", 0.2f);
}
}
else
{
cancelling = false;
CancelInvoke("CancelWallrun");
}
}
private bool IsFloor(Vector3 v)
{
return Vector3.Angle(Vector3.up, v) < maxSlopeAngle;
}
private bool IsSurf(Vector3 v)
{
float num = Vector3.Angle(Vector3.up, v);
if (num < 89f)
{
return num > maxSlopeAngle;
}
return false;
}
private bool IsWall(Vector3 v)
{
return Math.Abs(90f - Vector3.Angle(Vector3.up, v)) < 0.05f;
}
private bool IsRoof(Vector3 v)
{
return v.y == -1f;
}
/// <summary>
/// Handle ground detection
/// </summary>
private void OnCollisionStay(Collision other)
{
int layer = other.gameObject.layer;
if ((int)whatIsGround != ((int)whatIsGround | (1 << layer)))
{
return;
}
for (int i = 0; i < other.contactCount; i++)
{
Vector3 normal = other.contacts[i].normal;
if (IsFloor(normal))
{
if (isWallRunning)
{
isWallRunning = false;
}
grounded = true;
normalVector = normal;
cancellingGrounded = false;
CancelInvoke("StopGrounded");
}
if (IsWall(normal) && (layer == (int)whatIsGround || (int)whatIsGround == -1 || layer == LayerMask.NameToLayer("Ground") || layer == LayerMask.NameToLayer("ground"))) //seriously what is this
{
StartWallRun(normal);
onWall = true;
cancellingWall = false;
CancelInvoke("StopWall");
}
if (IsSurf(normal))
{
surfing = true;
cancellingSurf = false;
CancelInvoke("StopSurf");
}
IsRoof(normal);
}
float num = 3f;
if (!cancellingGrounded)
{
cancellingGrounded = true;
Invoke("StopGrounded", Time.deltaTime * num);
}
if (!cancellingWall)
{
cancellingWall = true;
Invoke("StopWall", Time.deltaTime * num);
}
if (!cancellingSurf)
{
cancellingSurf = true;
Invoke("StopSurf", Time.deltaTime * num);
}
}
private void StopGrounded()
{
grounded = false;
}
private void StopWall()
{
onWall = false;
isWallRunning = false;
}
private void StopSurf()
{
surfing = false;
}
//wallrunning functions
private void CancelWallrun()
{
//for when we want to stop wallrunning
MonoBehaviour.print("cancelled wallrun");
Invoke("GetReadyToWallrun", 0.1f);
rb.AddForce(wallNormalVector * escapeForce);
isWallRunning = false;
}
private void StartWallRun(Vector3 normal)
{
MonoBehaviour.print("wallrunning");
//cancels all y momentum and then applies an upwards force.
if (!grounded && useWallrunning)
{
wallNormalVector = normal;
if (!isWallRunning)
{
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(Vector3.up * initialForce, ForceMode.Impulse);
}
isWallRunning = true;
}
}
private void WallRunning()
{
//checks if the wallrunning bool is set to true and if it is then applies
//a force to counter gravity enough to make it feel like wallrunning
if (isWallRunning)
{
rb.AddForce(-wallNormalVector * Time.deltaTime * moveSpeed);
rb.AddForce(Vector3.up * Time.deltaTime * rb.mass * 40f * wallRunGravity * -Physics.gravity.y);
}
}
}
I used a addForce funktion to add the recoil.Please help me.
This sentence is juist written because i need to add more details

How to make the turret that shoot laser to targets to choose the closet target each time and shoot the laser towards the closet target?

For example there are 5 target and they are moving randomly around the turret.
Now i'm using only one target targets[0] and the turret is rotating facing the target and shoot laser to it.
Now i want to make it with multiple targets and that the turret will choose each time the closet target and will shoot to it the laser.
I changed this part added a for loop over the targets :
for (int i = 0; i < targets.Count; i++)
but i'm still using only one target, targets[0] i'm not sure how to add the distance part and the closet target choosing.
I tried this solution but now the turret(transform) is not rotating at all towards the selected target. for some reason this two lines return null on the closestTarget :
RotateToMouseDirection(gameObject, closestTarget.position);
The script with the changes :
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class Hovl_DemoLasers : MonoBehaviour
{
public List<Transform> targets;
public GameObject FirePoint;
public Camera Cam;
public float MaxLength;
public GameObject[] Prefabs;
private Ray RayMouse;
private Vector3 direction;
private Quaternion rotation;
[Header("GUI")]
private float windowDpi;
private int Prefab;
private GameObject Instance;
private Hovl_Laser LaserScript;
private Hovl_Laser2 LaserScript2;
private bool rotateMouse = true;
private bool startLaser = true;
private float buttonSaver = 0f;
private Hovl_LaserDemo hovl_laserDemo;
private float maxDistance = 0;
private float distance;
private Transform closestTarget;
void Start ()
{
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
Counter(0);
}
void Update()
{
//Enable lazer
if (Input.GetMouseButtonDown(0))
{
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
rotateMouse = true;
}
if (Input.GetMouseButtonDown(1))
{
rotateMouse = false;
}
//Disable lazer prefab
if (Input.GetMouseButtonUp(0))
{
/*if (LaserScript) LaserScript.DisablePrepare();
if (LaserScript2) LaserScript2.DisablePrepare();
Destroy(Instance,1);*/
}
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
{
buttonSaver = 0f;
Counter(-1);
}
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
{
buttonSaver = 0f;
Counter(+1);
}
buttonSaver += Time.deltaTime;
if (startLaser)
{
rotateMouse = false;
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
hovl_laserDemo = Instance.GetComponent<Hovl_LaserDemo>();
startLaser = false;
}
if (targets != null)
{
for (int i = 0; i < targets.Count; i++)
{
distance = Vector3.Distance(transform.position, targets[i].position);
if (distance < maxDistance)
{
maxDistance = distance;
closestTarget = targets[i];
}
}
if (hovl_laserDemo != null)
{
MaxLength = distance;
hovl_laserDemo.MaxLength = distance;
}
if (Cam != null)
{
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))
{
RotateToMouseDirection(gameObject, closestTarget.position);
}
else
{
RotateToMouseDirection(gameObject, closestTarget.position);
}
}
}
if (Cam != null && rotateMouse)
{
RaycastHit hit;
var mousePos = Input.mousePosition;
RayMouse = Cam.ScreenPointToRay(mousePos);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
{
RotateToMouseDirection(gameObject, hit.point);
}
else
{
var pos = RayMouse.GetPoint(MaxLength);
RotateToMouseDirection(gameObject, pos);
}
}
else
{
Debug.Log("No camera");
}
}
void OnGUI()
{
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change lazers!");
GUI.Label(new Rect(10 * windowDpi, 20 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button for shooting!");
}
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
}
void RotateToMouseDirection (GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
}
The old original script before the changes :
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class DemoLasers : MonoBehaviour
{
public List<Transform> targets;
public GameObject FirePoint;
public Camera Cam;
public float MaxLength;
public GameObject[] Prefabs;
private Ray RayMouse;
private Vector3 direction;
private Quaternion rotation;
[Header("GUI")]
private float windowDpi;
private int Prefab;
private GameObject Instance;
private Hovl_Laser LaserScript;
private Hovl_Laser2 LaserScript2;
private bool rotateMouse = true;
private bool startLaser = true;
private float buttonSaver = 0f;
private Hovl_LaserDemo hovl_laserDemo;
void Start ()
{
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
Counter(0);
}
void Update()
{
//Enable lazer
if (Input.GetMouseButtonDown(0))
{
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
rotateMouse = true;
}
if (Input.GetMouseButtonDown(1))
{
rotateMouse = false;
}
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
{
buttonSaver = 0f;
Counter(-1);
}
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
{
buttonSaver = 0f;
Counter(+1);
}
buttonSaver += Time.deltaTime;
if (startLaser)
{
rotateMouse = false;
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
hovl_laserDemo = Instance.GetComponent<Hovl_LaserDemo>();
startLaser = false;
}
if (targets != null)
{
for (int i = 0; i < targets.Count; i++)
{
if (hovl_laserDemo != null)
{
float distance = Vector3.Distance(gameObject.transform.position, targets[0].position);
MaxLength = distance;
hovl_laserDemo.MaxLength = distance;
}
if (Cam != null)
{
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))
{
RotateToMouseDirection(gameObject, targets[0].position);
}
else
{
RotateToMouseDirection(gameObject, targets[0].position);
}
}
}
}
if (Cam != null && rotateMouse)
{
RaycastHit hit;
var mousePos = Input.mousePosition;
RayMouse = Cam.ScreenPointToRay(mousePos);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
{
RotateToMouseDirection(gameObject, hit.point);
}
else
{
var pos = RayMouse.GetPoint(MaxLength);
RotateToMouseDirection(gameObject, pos);
}
}
else
{
Debug.Log("No camera");
}
}
void OnGUI()
{
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change lazers!");
GUI.Label(new Rect(10 * windowDpi, 20 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button for shooting!");
}
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
}
void RotateToMouseDirection (GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
}
Have 2 Variables in a Loop.
one is the index of the current closest target in you List,
and the other one the distance
int closestIndex = 0;
float maxDistance = 0;
for (int i = 0; i < targets.Count; i++)
{
//Here we calculate the distance of the current pos
//You can take any Formula e.g. the Manhattan Formula
float distance = Vector3.Distance(turretPositionOrSth, targets[i].position);
//if the distance is shorter than the current max Distance
if (distance < maxDistance)
{
maxDistance = distance;
closestIndex = i;
}
}
//Now you have your Index in the list to the closest Target,which you can use
//you can use now for example targets[closestIndex] for aiming or so
Also you don't need your already written loop anymore
Here's essentially the same answer as tthe one #cpaech gave, but there was a couple issues.
int closestIndex = 0;
float minDistance = float.MaxValue;
for (int i = 0; i < targets.Count; i++)
{
//Here we calculate the distance of the current pos
//You can take any Formula e.g. the Manhattan Formula
float distance = Vector3.Distance(turretPositionOrSth, targets[i].position);
//if the distance is shorter than the current max Distance
if (distance < maxDistance)
{
maxDistance = distance;
closestIndex = i;
}
}
It could also be helpful to have an attribute for the closest target and have
if (distance < maxDistance)
{
maxDistance = distance;
closestTarget = targets[i];
}
It looks like you have two requirements -- to find not just the closest enemy, but the closest enemy with direct line of sight to the turret?
You could sort the list of enemies by distance to the turret and iterate over it from closest to furthest until a valid target is found (requiring fewer raycasts might provide a small performance advantage if there were a massive number of enemies), or you could just try the raycast on every enemy, but here's a compromise that only tries the raycast if the enemy is closer than any previous enemy tested.
Transform target = null;
float lowestDistance = float.MaxValue;
if( cam != null && hovl_laserDemo != null && targets != null )
{
for( int i = 0; i < targets.Count; i++ )
{
float distance = Vector3.Distance(gameObject.transform.position, targets[i].position);
if( distance < lowestDistance )
{
RaycastHit hit;
if( Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, distance)
&& hit.transform == targets[i] )
{
// If our raycast successfully reached the intended target without being blocked by anything else
lowestDistance = distance;
target = targets[i];
}
}
}
}
if( target != null )
{
MaxLength = lowestDistance;
hovl_laserDemo.MaxLength = lowestDistance;
RotateToMouseDirection(gameObject, target.position);
}
else
{
// Do whatever you want to do when there is no valid target
}
Edit: Actually it looks like your raycast was succeeding if it hit anything, not just the intended target. I've tried to correct that above.

How can I rotate the capsule only on the Y?

RotateTo is call from the Update. I want it to rotate on the Y only.
now it seems like it's rotating on all axis X,Y,Z
private void RotateTo()
{
var distance = Vector3.Distance(capsule.position, curvedLinePoints[rotationIndex].transform.position);
if(distance < 0.1f)
{
rotationIndex++;
}
// Determine which direction to rotate towards
Vector3 targetDirection = curvedLinePoints[rotationIndex].transform.position -capsule.position;
// The step size is equal to speed times frame time.
float singleStep = rotationSpeed * Time.deltaTime;
// Rotate the forward vector towards the target direction by one step
Vector3 newDirection = Vector3.RotateTowards(capsule.forward, targetDirection, singleStep, 0.0f);
// Calculate a rotation a step closer to the target and applies rotation to this object
capsule.rotation = Quaternion.LookRotation(newDirection);
}
This is the full script.
The transform is moving along g waypoints there are more than 4000 waypoints the capsule should only rotate looking each time to the next curvedLinePoint from the List curvedLinePoints.
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class WaypointsFollower : MonoBehaviour
{
public float speed;
public Waypoints waypoints;
public Transform capsule;
public bool go;
public bool goForward;
public float rotationSpeed;
private int index = 0;
private int rotationIndex = 0;
private int counter = 0;
private int c = 0;
private List<GameObject> curvedLinePoints = new List<GameObject>();
public int numofposbetweenpoints;
private bool getonce;
private bool getBackwardIndexOnce = true;
private void Start()
{
waypoints = GameObject.Find("Waypoints").GetComponent<Waypoints>();
curvedLinePoints = GameObject.FindGameObjectsWithTag("Curved Line Point").ToList();
if(waypoints.moveInReverse == false)
{
goForward = true;
}
else
{
goForward = false;
}
if(goForward)
{
index = 0;
}
}
private void Update()
{
if (getonce == false)
{
numofposbetweenpoints = curvedLinePoints.Count;
getonce = true;
}
if (go == true && waypoints.lineRendererPositions.Count > 0)
{
if(goForward == false && getBackwardIndexOnce)
{
index = waypoints.lineRendererPositions.Count - 1;
getBackwardIndexOnce = false;
}
RotateTo();
Move();
}
}
private void Move()
{
Vector3 newPos = transform.position;
float distanceToTravel = speed * Time.deltaTime;
bool stillTraveling = true;
while (stillTraveling)
{
Vector3 oldPos = newPos;
// error exception out of bound on line 55 to check !!!!!
newPos = Vector3.MoveTowards(oldPos, waypoints.lineRendererPositions[index], distanceToTravel);
distanceToTravel -= Vector3.Distance(newPos, oldPos);
if (newPos == waypoints.lineRendererPositions[index]) // Vector3 comparison is approximate so this is ok
{
// when you hit a waypoint:
if (goForward)
{
bool atLastOne = index >= waypoints.lineRendererPositions.Count - 1;
if (!atLastOne)
{
index++;
counter++;
if (counter == numofposbetweenpoints)
{
c++;
counter = 0;
}
if (c == curvedLinePoints.Count - 1)
{
c = 0;
}
}
else { index--; goForward = false; }
}
else
{ // going backwards:
bool atFirstOne = index <= 0;
if (!atFirstOne)
{
index--;
counter++;
if (counter == numofposbetweenpoints)
{
c++;
counter = 0;
}
if (c == curvedLinePoints.Count - 1)
{
c = 0;
}
}
else { index++; goForward = true; }
}
}
else
{
stillTraveling = false;
}
}
transform.position = newPos;
}
private void RotateTo()
{
var distance = Vector3.Distance(capsule.position, curvedLinePoints[rotationIndex].transform.position);
if(distance < 0.1f)
{
rotationIndex++;
}
// Determine which direction to rotate towards
Vector3 targetDirection = curvedLinePoints[rotationIndex].transform.position -capsule.position;
// The step size is equal to speed times frame time.
float singleStep = rotationSpeed * Time.deltaTime;
// Rotate the forward vector towards the target direction by one step
Vector3 newDirection = Vector3.RotateTowards(capsule.forward, targetDirection, singleStep, 0.0f);
// Calculate a rotation a step closer to the target and applies rotation to this object
capsule.rotation = Quaternion.LookRotation(newDirection);
}
}
This is a screenshot of the hierarchy the platform is the moving transform in the script and the capsule is the capsule that should only rotate facing each time the next curvedLinePoint. There are over 4000 waypoints but only 10 curvedLinePoints. a bit confusing. The capsule should rotate facing each time the next curvedLinePoint while the transform is moving along the waypoints.
Screenshot
I tried this now :
private void RotateTo()
{
var distance = Vector3.Distance(capsule.position, curvedLinePoints[rotationIndex].transform.position);
if(distance < 0.1f)
{
rotationIndex++;
}
var lookPos = curvedLinePoints[rotationIndex].transform.position - capsule.position;
lookPos.y = 0;
var rotation = Quaternion.LookRotation(lookPos);
capsule.rotation = Quaternion.Slerp(capsule.rotation, rotation, Time.deltaTime * rotationSpeed);
}
and it's rotating bu when I'm looking on the capsule I don't see any of the axis pointing the next point for example in this screenshot the blue is facing to the right the green up the red more ore less down while the point it's moving to is on the left cube so the capsule rotates but why none of the axis is pointing at its direction?
Rotation
I also added eyes to the capsule on the blue axis thinking the blue axis is forward but the capsule is rotating the eyes are never facing the next target.
This screenshot is just to show the eyes on the blue axis direction.
Eyes

Trying to making a ledge. The problem: transform.position always returns to vector( 0, 0)

I'm trying to make a method that lets players climb a ledge. I have two raycast one for Ledge and one for Wall detection. I the ledge is false, then climb the ledge.
Here comes the problem:
When the Wall check is true and the ledge Check is true, Set player transform.position to be near the ledge. Then afterward transform.position to be above the ledge. But for some reason whenever I try to call Set player transform.position near the ledge, it just teleports back to the default vector value 0, 0.
[Header("Ledge check")]
private bool canClimbLedge = false;
private bool ledgeDetected;
private Vector2 workspace;
//NEW SHIT
private Vector2 detectedPos;
private Vector2 cornerPos;
private Vector2 startPos;
private Vector2 stopPos;
[Header("Ledge Climb State")]
public Vector2 startOffset;
public Vector2 stopOffset;
private void FixedUpdate()
{ if (coll.isTouchingWall && !coll.isTouchingRightLedge || !coll.isTouchingLeftLedge)
{
SetDetectedPosition(transform.position);
}
}
void Update()
{
DetermineCornerPosition();
if (coll.onWall && !coll.isTouchingRightLedge)
CheckLedgeClimb();
if(canClimbLedge && coll.onGround)
FinishLedgeClimb();
if (dir.x < 0)
{
if (groundTouch == true && !wallGrab)
// dustParticle.Play();
if (wallGrab != true)
{
side = -1;
//anim.Flip(side);
}
}
if (dir.x > 0)
{
if (groundTouch == true && !wallGrab)
// dustParticle.Play();
if (wallGrab != true)
{
side = 1;
// anim.Flip(side);
}
}
}
public void SetDetectedPosition(Vector2 pos) => detectedPos = pos;
public Vector2 DetermineCornerPosition()
{
RaycastHit2D xHit = Physics2D.Raycast(coll.wallCheck.position, Vector2.right * side, coll.wallCheckDistance, coll.groundLayer);
float xDist = xHit.distance;
workspace.Set((xDist * side) * side, 0.015f);
RaycastHit2D yHit = Physics2D.Raycast(coll.ledgeCheck.position + (Vector3)(workspace), Vector2.down, coll.ledgeCheck.position.y - coll.wallCheck.position.y + 0.015f, coll.groundLayer);
float yDist = yHit.distance;
//Upper Corner Position of ledge
workspace.Set(coll.wallCheck.position.x + (xDist * side), coll.ledgeCheck.position.y - yDist);
return workspace;
}
private void CheckLedgeClimb()
{
if (coll.isTouchingWall && !coll.isTouchingRightLedge && !ledgeDetected)
{
ledgeDetected = true;
//Freeze player in the detectedPos
rb.velocity = Vector2.zero;
rb.gravityScale = 0f;
transform.position = detectedPos;
cornerPos = DetermineCornerPosition();
}
if(ledgeDetected && !canClimbLedge)
{
canClimbLedge = true;
startPos.Set(cornerPos.x - (side * startOffset.x), cornerPos.y - startOffset.y);
stopPos.Set(cornerPos.x + (side * stopOffset.x), cornerPos.y + stopOffset.y);
}
Debug.Log(startPos);
canMove = false;
transform.position = startPos;
canClimbLedge = true;
}
public void FinishLedgeClimb()
{
//Call the last part of climbing the ledge
}
In the Collision Script:
void FixedUpdate()
{
isTouchingWall = Physics2D.Raycast(wallCheck.position, transform.right, wallCheckDistance, groundLayer);
isTouchingRightLedge = isTouchingWall = Physics2D.Raycast(ledgeCheck.position, transform.right, wallCheckDistance, groundLayer);
}
Any help will be much appreciated, and if you have any other solution to make a ledge climber, I'm all ears.
I reevaluated the purpose was with the script.
The problem was Raycast was not really working correctly
And instead of making the raycast shoot in one direction, I made it follow change 180 degrees if the player was facing left.
And in my game, I didn't want the player to be able to hang from a ledge so the transform.position was removed.
Changes:
Collision Script:
isTouchingWall = Physics2D.Raycast(wallCheck.position, transform.right * move.side, wallCheckDistance, groundLayer);
isTouchingLedge = Physics2D.Raycast(ledgeCheck.position, transform.right * move.side, wallCheckDistance, groundLayer);
ClimbLedge Function:
private void CheckLedgeClimb()
{
if (coll.isTouchingWall && !coll.isTouchingLedge && !ledgeDetected)
{
//Reference point to startPos and stopPos
ledgeDetected = true;
//Freeze player in the detectedPos
rb.velocity = Vector2.zero;
rb.gravityScale = 0f;
transform.position = detectedPos;
cornerPos = DetermineCornerPosition();
Debug.Log("cornerPos Vector Value: " + cornerPos);
canClimbLedge = false;
}
if(ledgeDetected && !canClimbLedge)
{
//This part is only necessary if you want the player to hang from a ledge.
/*startPos.Set(cornerPos.x - (side * startOffset.x), cornerPos.y - startOffset.y);
stopPos.Set(cornerPos.x + (side * stopOffset.x), cornerPos.y + stopOffset.y);
Debug.Log("startPos when ledgeDetected + !canClimbLedge:" + startPos);
canMove = false;
transform.position = startPos;
rb.velocity = Vector2.zero;
rb.gravityScale = 0f;*/
stopPos.Set(cornerPos.x + (side * stopOffset.x), cornerPos.y + stopOffset.y);
rb.velocity = Vector2.zero;
rb.gravityScale = 0f;
canMove = false;
canClimbLedge = true;
}
}
public void FinishLedgeClimb()
{
if (canClimbLedge)
{
transform.position = stopPos;
canClimbLedge = false;
canMove = true;
ledgeDetected = false;
Debug.Log("transform.position = stopPos");
//anim.SetBool("canClimbLedge", canClimbLedge);
}
}
This is working, but the timing of when the player transform.position to the stopPos, is sometimes delayed.

2D Character falls off the map in Unity3D

I am currently working on a project for one of the courses i am taking.
I am making a 2D game in unity3D, and i have a small problem, every time i run the game my character keeps on falling through the map, even though i have added a rigidbody2D and a boxCollider2D to both my character and the foreground. The code is attached, it is in C# and it is a bit long. Thank you so much in advance ..
enter code here
using System;
using UnityEngine;
using System.Collections;
public class CharacterController2D : MonoBehaviour
{
private const float SkinWidth = .02f;
private const int TotalHorizontalRays = 8;
private const int TotalVerticalRays = 4;
private static readonly float SlopeLimitTanget = Mathf.Tan (75f * Mathf.Deg2Rad);
public LayerMask PlatformMask;
public ControllerParameters2D DefaultParameters;
public ControllerState2D State { get; private set; }
public Vector2 Velocity { get { return _velocity; }}
public bool HandleCollisions { get; set; }
//Return overrideparamteres if it is not null, if it is null it will return DefaultParameters
public ControllerParameters2D Parameters { get { return _overrideParameters ?? DefaultParameters; } }
public GameObject StandingOn { get; private set;}
public Vector3 PlatformVelocity { get; private set;}
public bool CanJump
{
get
{
if(Parameters.JumpRestrictions == ControllerParameters2D.JumpBehavior.CanJumpAnywhere)
return _jumpIn <= 0;
if(Parameters.JumpRestrictions == ControllerParameters2D.JumpBehavior.CanJumpOnGround)
return State.IsGrounded;
return false;
}
}
private Vector2 _velocity;
private Transform _transform;
private Vector3 _localScale;
private BoxCollider2D _boxCollider;
private ControllerParameters2D _overrideParameters;
private float _jumpIn;
private GameObject _lastStandingOn;
private Vector3
_activeGlobalPlatformPoint,
_activeLocalPlatformPoint;
private Vector3
_raycastTopLeft,
_raycastBottomRight,
_raycastBottomLeft;
private float _verticalDistanceBetweenRays,
_horizonatalDistanceBetweenRays;
public void Awake()
{
HandleCollisions = true;
State = new ControllerState2D();
_transform = transform;
_localScale = transform.localScale;
_boxCollider = GetComponent <BoxCollider2D>();
// Absolute Value
var colliderWidth = _boxCollider.size.x * Mathf.Abs(transform.localScale.x) - (2 * SkinWidth);
_horizonatalDistanceBetweenRays = colliderWidth / (TotalVerticalRays - 1);
var colliderHeight = _boxCollider.size.y * Mathf.Abs( transform.localScale.y ) - (2 * SkinWidth);
_verticalDistanceBetweenRays = colliderHeight / (TotalHorizontalRays - 1);
}
public void AddForce(Vector2 force)
{
_velocity = force;
}
public void SetForce(Vector2 force)
{
_velocity += force;
}
public void SetHorizontalForce(float x)
{
_velocity.x = x;
}
public void SetVerticalForce(float y)
{
_velocity.y = y;
}
public void Jump()
{
AddForce(new Vector2(0, Parameters.JumpMagnitude));
_jumpIn = Parameters.JumpFrequency;
}
public void LateUpdate()
{
_jumpIn -= Time.deltaTime;
//We force the player to go up or down based on the gravity
_velocity.y += Parameters.Gravity * Time.deltaTime;
//Move the characther per his velocity scaled by time
Move (Velocity * Time.deltaTime);
}
// Ensures the player doesn't fall off the map or move through the wall
private void Move(Vector2 deltaMovement)
{
var wasGrounded = State.IsCollidingBelow;
State.Reset();
if(HandleCollisions)
{
HandlePlatforms();
CalculateRayOrigins();
if(deltaMovement.y < 0 && wasGrounded)
HandleVerticalSlope(ref deltaMovement);
if(Mathf.Abs(deltaMovement.x) > .001f)
MoveHorizontally(ref deltaMovement);
MoveVertically(ref deltaMovement);
CorrectHorizontalPlacement(ref deltaMovement, true);
CorrectHorizontalPlacement(ref deltaMovement, false);
}
_transform.Translate(deltaMovement, Space.World);
if (Time.deltaTime > 0)
_velocity = deltaMovement / Time.deltaTime;
_velocity.x = Mathf.Min (_velocity.x, Parameters.MaxVelocity.x);
_velocity.y = Mathf.Min (_velocity.y, Parameters.MaxVelocity.y);
if(State.IsMovingUpSlope)
_velocity.y = 0;
//Standing on the platform
if(StandingOn != null)
{
_activeGlobalPlatformPoint = transform.position;
_activeLocalPlatformPoint = StandingOn.transform.InverseTransformPoint(transform.position);
Debug.DrawLine(transform.position, _activeGlobalPlatformPoint);
Debug.DrawLine(transform.position, _activeLocalPlatformPoint + StandingOn.transform.position);
if(_lastStandingOn != StandingOn)
{
//If the last thing we are standing on is not null, send a message to leave it
if(_lastStandingOn != null)
_lastStandingOn.SendMessage("ControllerExist2D", this, SendMessageOptions.DontRequireReceiver);
//Inform what we are standing on that we have entered
StandingOn.SendMessage("ControllerEnter2D", this, SendMessageOptions.DontRequireReceiver);
_lastStandingOn = StandingOn;
}
//Invoke the platform that we are standing on it
else if (StandingOn != null)
StandingOn.SendMessage("ControllerStay2D", this, SendMessageOptions.DontRequireReceiver);
}
else if (_lastStandingOn != null)
{
_lastStandingOn.SendMessage("ControllerExit2D", this, SendMessageOptions.DontRequireReceiver);
_lastStandingOn = null;
}
}
private void HandlePlatforms()
{
//Calculate the velocity of the platform
if(StandingOn != null)
{
var newGlobalPlatformPoint = StandingOn.transform.TransformPoint(_activeLocalPlatformPoint);
var moveDistance = newGlobalPlatformPoint - _activeGlobalPlatformPoint;
//Sticks the player on the platform, wherever the platform teleport the players stays on it
if(moveDistance != Vector3.zero)
transform.Translate(moveDistance, Space.World);
PlatformVelocity = (newGlobalPlatformPoint - _activeGlobalPlatformPoint) / Time.deltaTime;
}
else
PlatformVelocity = Vector3.zero;
StandingOn = null;
}
private void CorrectHorizontalPlacement(ref Vector2 deltaMovement, bool isRight)
{
var halfwidth = (_boxCollider.size.x * _localScale.x) / 2f;
var rayOrigin = isRight ? _raycastBottomRight : _raycastBottomLeft;
if(isRight)
rayOrigin.x -= (halfwidth - SkinWidth);
else
rayOrigin.x += (halfwidth - SkinWidth);
var rayDirection = isRight ? Vector2.right : -Vector2.right;
var offset = 0f;
for(var i = 1; i <= TotalHorizontalRays - 1; i++)
{
var rayVector = new Vector2(deltaMovement.x + rayOrigin.x, deltaMovement.y + rayOrigin.y + (i * _verticalDistanceBetweenRays));
Debug.DrawRay(rayVector, rayDirection * halfwidth, isRight ? Color.cyan : Color.magenta);
var raycastHit = Physics2D.Raycast(rayVector, rayDirection, halfwidth, PlatformMask);
if(!raycastHit)
continue;
offset = isRight ? ((raycastHit.point.x - _transform.position.x) - halfwidth) : (halfwidth - (_transform.position.x - raycastHit.point.x));
}
deltaMovement.x += offset;
}
private void CalculateRayOrigins()
{
var size = new Vector2 (_boxCollider.size.x * Mathf.Abs (_localScale.x), _boxCollider.size.y * Mathf.Abs (_localScale.y)) / 2;
var center = new Vector2(_boxCollider.center.x * _localScale.x, _boxCollider.center.y * _localScale.y);
//Location of the player, then we add the box collider to it relative to the center of the player
_raycastTopLeft = _transform.position + new Vector3 (center.x - size.x + SkinWidth, center.y + size.y - SkinWidth);
_raycastBottomRight = _transform.position + new Vector3 (center.x + size.x - SkinWidth, center.y - size.y + SkinWidth); //Going right
_raycastBottomLeft = _transform.position + new Vector3 (center.x - size.x + SkinWidth, center.y - size.y + SkinWidth); //Going left and down-up
}
//Cast rays to the left or to the right depending on the player's movement
//Determining how far the player can go either to the left, or to the right
private void MoveHorizontally(ref Vector2 deltaMovement)
{
var isGoingRight = deltaMovement.x > 0;
//The distance between the starting point and the final destination
var rayDistance = Mathf.Abs (deltaMovement.x) + SkinWidth;
//Where is the player going? right or left
var rayDirection = isGoingRight ? Vector2.right : -Vector2.right;
//Right? we start from bottom right. Left? we start fro, bottom left
var rayOrigin = isGoingRight ? _raycastBottomRight : _raycastBottomLeft;
//Determines how many rays we want to shoot out to the left or to the right
for(var i = 0; i < TotalHorizontalRays; i++)
{
var rayVector = new Vector2(rayOrigin.x, rayOrigin.y + (i * _verticalDistanceBetweenRays));
//Visual representation about the rays
Debug.DrawRay(rayVector, rayDirection * rayDistance, Color.red);
//Checks if the player hit something or not
var rayCastHit = Physics2D.Raycast(rayVector, rayOrigin, rayDistance, PlatformMask);
if(!rayCastHit) //If there was a raycast then do something, otherwise continue to loop
continue;
//We return true if we are on a horizotnal slope, and check if we are going right or left or hit something while going up
if(i == 0 && HandleHorizontalSlope(ref deltaMovement, Vector2.Angle(rayCastHit.normal, Vector2.up), isGoingRight))
break;
//If we hit something then we can only go that far forward
deltaMovement.x = rayCastHit.point.x - rayVector.x;
rayDistance = Mathf.Abs(deltaMovement.x);
if(isGoingRight)
{
//If we are going right, then we have to substract the skinwidth
deltaMovement.x -= SkinWidth;
State.IsCollidingRight = true;
}
else
{
//The oppoiste of the if statement, if we are going left, we add the skinwidth
deltaMovement.x += SkinWidth;
State.IsCollidingLeft = true;
}
//Handles error collision, if the player hits something and go through it
if(rayDistance < SkinWidth + .0001f)
break;
}
}
private void MoveVertically(ref Vector2 deltaMovement)
{
//Check to see if going up or down
var isGoingUp = deltaMovement.y > 0;
var rayDistance = Mathf.Abs (deltaMovement.y) + SkinWidth;
var rayDirection = isGoingUp ? Vector2.up : -Vector2.up;
var rayOrigin = isGoingUp ? _raycastTopLeft : _raycastBottomLeft;
rayOrigin.x += deltaMovement.x;
var standingOnDistance = float.MaxValue;
for(var Count = 0; Count < TotalVerticalRays; Count++)
{
var rayVector = new Vector2(rayOrigin.x + (Count * _horizonatalDistanceBetweenRays), rayOrigin.y);
Debug.DrawRay(rayVector, rayDirection * rayDistance, Color.red);
var raycastHit = Physics2D.Raycast(rayVector, rayDirection, rayDistance, PlatformMask);
//If the player hit nothing then keep going.
if(raycastHit)
{
continue;
}
if(!isGoingUp)
{
var verticalDistanceToHit = _transform.position.y - raycastHit.point.y;
if(verticalDistanceToHit < standingOnDistance)
{
standingOnDistance = verticalDistanceToHit;
//Platform we are standing on
StandingOn = raycastHit.collider.gameObject;
}
}
//Determine the furthest distance we can move down or up without hitting anything
deltaMovement.y = raycastHit.point.y - rayVector.y;
rayDistance = Mathf.Abs(deltaMovement.y);
if(isGoingUp)
{
deltaMovement.y -= SkinWidth;
State.IsCollidingAbove = true;
}
else
{
deltaMovement.y += SkinWidth;
State.IsCollidingBelow = true;
}
if(!isGoingUp && deltaMovement.y > .0001f)
{
State.IsMovingUpSlope = true;
}
if(rayDistance < SkinWidth + .0001f)
{
break;
}
}
}
private void HandleVerticalSlope(ref Vector2 deltaMovement)
{
//Give us the center of the vertical rays;
var center = (_raycastBottomLeft.x + _raycastBottomRight.x) / 2;
var direction = -Vector2.up;
var slopeDistance = SlopeLimitTanget * (_raycastBottomRight.x - center);
var slopeRayVector = new Vector2 (center, _raycastBottomLeft.y);
Debug.DrawRay(slopeRayVector, direction * slopeDistance, Color.yellow);
var raycastHit = Physics2D.Raycast (slopeRayVector, direction, slopeDistance, PlatformMask);
if (!raycastHit)
return;
// ReSharper disable CompareOfFloatsByEqualityOperator
var isMovingDownSlope = Mathf.Sign (raycastHit.normal.x) == Mathf.Sign (deltaMovement.x);
if(!isMovingDownSlope)
return;
var angle = Vector2.Angle (raycastHit.normal, Vector2.up);
if(Mathf.Abs(angle) < .0001f)
return; //Which means there we are not on a slope, we are on something else
State.IsMovingDownSlope = true;
State.SlopeAngle = angle;
deltaMovement.y = raycastHit.point.y - slopeRayVector.y;
}
private bool HandleHorizontalSlope(ref Vector2 deltaMovement, float angle, bool isGoingRight)
{
//We do not want to move to an angle of 90
if(Mathf.RoundToInt(angle) == 90)
return false;
if(angle > Parameters.SlopeLimit)
{
deltaMovement.x = 0;
return true;
}
if(deltaMovement.y > .07f)
return true;
deltaMovement.x += isGoingRight ? -SkinWidth : SkinWidth;
deltaMovement.y = Mathf.Abs (Mathf.Tan (angle * Mathf.Deg2Rad) * deltaMovement.x);
State.IsMovingUpSlope = true;
State.IsCollidingBelow = true;
return true;
}
public void OnTriggerEnter2D(Collider2D other)
{
var parameters = other.gameObject.GetComponent<ControllerPhysicsVolume2D>();
if(parameters == null)
return;
_overrideParameters = parameters.Parameters;
}
public void OnTriggerExit2D(Collider2D other)
{
var parameters = other.gameObject.GetComponent<ControllerPhysicsVolume2D>();
if(parameters == null)
return;
_overrideParameters = null;
}
}
As #Terrance said you really don't need to write your own code logic for collision detection.
Secondly I noticed OnTriggerEnter2D and OnTriggerExit2D methods in your code, that also points out to one thing that all your boxCollider2d has isTrigger option checked. Therefore, I suggest you to uncheck isTrigger option on both your player and ground as TRIGGER will never stop two objects from crossing each other (you need to have both objects have 'isTrigger' unchecked on their colliders if you don't want them to pass through each other). And use method OnCollisionEnter2D and OnCollisionExit2D to detect the collision.
What is difference between Trigger and a Collider:
Taking real world example Colliders are tangible object e.g you yourself and the floor you are standing on both are solid and tangible.
While trigger is intangible, example of triggers can be the walkthrough security doors; these doors are hollow from inside allowing any person to pass without any hindrance, but if you wear any metal object on yourself and pass through that "Hollow Area" between the door, the door will TRIGGER an alarm. therefore with respect to the game world you can say that the door has a trigger at it hollow area.

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