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- using System;
- using System.Collections.Generic;
- using ExtensionMethods;
- using UnityEngine;
- [RequireComponent(typeof(BoxCollider2D))]
- [AddComponentMenu("PlatformMovement 2D/CharacterMotor")]
- public class PlatformMovement : BaseBehaviour
- {
- public LayerMask m_rayLayer
- {
- get
- {
- string currentState = R.Player.StateMachine.currentState;
- if (currentState.IsInArray(PlayerAction.FlashAttackSta) && R.Player.Attribute.flashLevel == 3)
- {
- return LayerManager.GroundMask | LayerManager.WallMask;
- }
- return LayerManager.GroundMask | LayerManager.WallMask | LayerManager.ObstacleMask;
- }
- }
- public PlatformMovement.PlatformControllerState State { get; private set; }
- public Vector2 ComputeVelocityOnGround()
- {
- return this.ProjectOnGround(this.velocity);
- }
- public Vector2 GetGroundNormal()
- {
- return this.m_groundNormal;
- }
- public Vector2 GetGroundNormalLs()
- {
- return this.m_groundNormalLs;
- }
- public float GetDistanceToGround()
- {
- return this.m_distToGround;
- }
- public GameObject GetGroundGameObject()
- {
- return this.m_groundGameObject;
- }
- public Vector2 ScaleOffset
- {
- get
- {
- return this.m_scaleOffset;
- }
- set
- {
- this.m_scaleOffset = value;
- }
- }
- public Vector2 Scale
- {
- get
- {
- return this.m_scale;
- }
- set
- {
- this.m_scale = value;
- }
- }
- public Vector2 GetRayPositionWs(PlatformMovement.CharacterRay2D ray)
- {
- return base.transform.TransformPoint(Vector2.Scale(ray.m_position - this.m_scaleOffset, this.m_scale) + this.m_scaleOffset);
- }
- private void Awake()
- {
- this.State = new PlatformMovement.PlatformControllerState();
- this.m_boxCollider = base.GetComponent<BoxCollider2D>();
- this.rigid = base.GetComponent<Rigidbody2D>();
- }
- private void Start()
- {
- this.ClearRuntimeValues();
- }
- public void ClearRuntimeValues()
- {
- this.velocity = Vector2.zero;
- this.m_curPos = Vector2.zero;
- this.m_groundNormal = Vector2.up;
- this.m_groundNormalLs = Vector2.up;
- this.m_distToGround = 0f;
- this.m_scaleOffset = Vector2.zero;
- this.m_scale = Vector2.one;
- this.m_groundGameObject = null;
- this.m_ignoreColliders.Clear();
- this.position = this.Position2D;
- this.lastFramePosition = this.position;
- this.isKinematic = false;
- }
- public void AddIgnoreCollider(Collider2D collider, float duration)
- {
- PlatformMovement.IgnoreCollider ignoreCollider = new PlatformMovement.IgnoreCollider();
- ignoreCollider.m_collider = collider;
- ignoreCollider.m_duration = duration;
- ignoreCollider.m_curTime = 0f;
- this.m_ignoreColliders.Add(ignoreCollider);
- }
- public bool IgnoreOnOneWayGround()
- {
- bool result = false;
- foreach (PlatformMovement.CharacterRay2D characterRay2D in this.m_RaysGround)
- {
- if (characterRay2D.m_hitInfo.m_collider != null && (double)characterRay2D.m_hitInfo.m_penetration < 0.1 && this.IsOneWayGround(characterRay2D.m_hitInfo.m_collider))
- {
- result = true;
- this.AddIgnoreCollider(characterRay2D.m_hitInfo.m_collider, 0.5f);
- }
- }
- return result;
- }
- private void RefreshIgnoreColliders()
- {
- for (int i = 0; i < this.m_ignoreColliders.Count; i++)
- {
- this.m_ignoreColliders[i].m_curTime += this.deltaTime;
- }
- for (int j = 0; j < this.m_ignoreColliders.Count; j++)
- {
- if (this.m_ignoreColliders[j].m_duration > 0f && this.m_ignoreColliders[j].m_curTime > this.m_ignoreColliders[j].m_duration)
- {
- this.m_ignoreColliders.RemoveAt(j);
- }
- }
- }
- private bool IsIgnoredCollider(Collider2D collider)
- {
- for (int i = 0; i < this.m_ignoreColliders.Count; i++)
- {
- if (this.m_ignoreColliders[i].m_collider == collider)
- {
- return true;
- }
- }
- return false;
- }
- private Vector2 ProjectOnGround(Vector2 proj)
- {
- Vector2 vector = Vector2.right;
- float f = Vector2.Dot(vector, this.m_groundNormal);
- if (Mathf.Abs(f) > 1.401298E-45f)
- {
- Vector3 rhs = Vector3.Cross(vector, this.m_groundNormal);
- vector = Vector3.Cross(this.m_groundNormal, rhs);
- vector.Normalize();
- }
- return vector * Vector2.Dot(proj, vector);
- }
- private LayerMask BuildRayLayer()
- {
- LayerMask rayLayer = this.m_rayLayer;
- if (this.m_oneWayLayer != 0)
- {
- rayLayer.value |= this.m_oneWayLayer;
- }
- if (this.m_Ceiling != 0)
- {
- rayLayer.value |= this.m_Ceiling;
- }
- return rayLayer;
- }
- private Vector2 Position2D
- {
- get
- {
- return this.rigid.position;
- }
- set
- {
- Vector3 vector = value;
- vector.z = base.transform.position.z;
- base.transform.position = vector;
- }
- }
- private float deltaTime
- {
- get
- {
- return Time.fixedDeltaTime;
- }
- }
- private void FixedUpdate()
- {
- this.RefreshIgnoreColliders();
- this.Move();
- this.position = this.Position2D;
- this.lastFramePosition = this.position;
- }
- private void Move()
- {
- Vector2 positionOffset = this.position - this.lastFramePosition;
- Vector2 moveOffset;
- if (this.isKinematic)
- {
- moveOffset = Vector2.zero;
- }
- else
- {
- if (this.isGravityActive)
- {
- this.UpdateMoveGround();
- }
- moveOffset = this.velocity * this.deltaTime;
- }
- if (this.detecteCollided)
- {
- this.UpdateMovePosition(positionOffset);
- this.UpdateMoveVelocity(moveOffset);
- }
- this.UpdateState();
- this.UpdateMoveGroundFriction();
- if (this.m_DrawRays)
- {
- Vector3 b = this.rigid.velocity;
- UnityEngine.Debug.DrawLine(base.transform.position, base.transform.position + b, Color.green);
- }
- }
- private void UpdateMovePosition(Vector2 positionOffset)
- {
- this.m_curPos = this.Position2D;
- Vector2 zero = Vector2.zero;
- this.ClearRaysCollisionInfo(this.m_RaysGround);
- this.ClearRaysCollisionInfo(this.m_RaysHead);
- this.ClearRaysCollisionInfo(this.m_RaysFront);
- this.ClearRaysCollisionInfo(this.m_RaysBack);
- bool flag = this.MoveVertical(ref positionOffset, false, true, ref zero);
- bool flag2 = this.MoveHorizontal(ref positionOffset, true, true, ref zero);
- this.MoveHorizontal(ref positionOffset, false, !flag2, ref zero);
- this.MoveVertical(ref positionOffset, true, !flag, ref zero);
- this.Position2D = this.m_curPos;
- }
- private void UpdateMoveVelocity(Vector2 moveOffset)
- {
- this.m_curPos = this.Position2D;
- Vector2 position2D = this.Position2D;
- Vector2 zero = Vector2.zero;
- this.ClearRaysCollisionInfo(this.m_RaysGround);
- this.ClearRaysCollisionInfo(this.m_RaysHead);
- this.ClearRaysCollisionInfo(this.m_RaysFront);
- this.ClearRaysCollisionInfo(this.m_RaysBack);
- bool flag = this.MoveVertical(ref moveOffset, false, true, ref zero);
- bool flag2 = this.MoveHorizontal(ref moveOffset, true, true, ref zero);
- this.MoveHorizontal(ref moveOffset, false, !flag2, ref zero);
- this.MoveVertical(ref moveOffset, true, !flag, ref zero);
- if (this.deltaTime > Mathf.Epsilon)
- {
- this.rigid.velocity = (this.m_curPos - position2D) / this.deltaTime;
- this.velocity = (this.m_curPos - position2D - zero) / this.deltaTime;
- }
- else
- {
- this.rigid.velocity = Vector2.zero;
- this.velocity = Vector2.zero;
- }
- }
- private void UpdateMoveGround()
- {
- float num = 100f;
- float num2 = (!this.State.IsDetectedGround) ? float.MaxValue : this.GetDistanceToGround();
- float num3 = 0.01f;
- if (num2 > num3)
- {
- float num4 = (Physics2D.gravity * (this.deltaTime * this.rigid.gravityScale)).y * 1.2f;
- if (this.velocity.y > -num)
- {
- this.velocity.y = Mathf.Max(-num, this.velocity.y + num4);
- }
- }
- }
- private void UpdateMoveGroundFriction()
- {
- PlatformMovement.CharacterRay2D collidedRay = this.GetCollidedRay(this.m_RaysGround);
- if (this.State.IsGrounded && collidedRay != null)
- {
- float num;
- if (collidedRay.m_hitInfo.m_material == null)
- {
- num = 0.8f;
- }
- else
- {
- num = collidedRay.m_hitInfo.m_material.m_dynFriction;
- }
- float b = Mathf.Abs(this.velocity.x) - num * this.deltaTime * 10f;
- this.velocity.x = Mathf.Max(0f, b) * Mathf.Sign(this.velocity.x);
- }
- }
- private void UpdateState()
- {
- bool front = this.GetCollidedRay(this.m_RaysFront) != null;
- bool back = this.GetCollidedRay(this.m_RaysBack) != null;
- bool head = this.GetCollidedRay(this.m_RaysHead) != null;
- bool ground = this.GetCollidedRay(this.m_RaysGround) != null;
- this.GetCollidedGroundRay();
- this.State.Update(front, back, head, ground);
- }
- private PlatformMovement.CharacterRay2D GetCollidedRay(PlatformMovement.CharacterRay2D[] rays)
- {
- foreach (PlatformMovement.CharacterRay2D characterRay2D in rays)
- {
- if (characterRay2D.m_hitInfo.m_collider != null && characterRay2D.m_hitInfo.m_penetration <= characterRay2D.m_extraDistance)
- {
- return characterRay2D;
- }
- }
- return null;
- }
- private PlatformMovement.CharacterRay2D GetCollidedGroundRay()
- {
- PlatformMovement.CharacterRay2D[] raysGround = this.m_RaysGround;
- foreach (PlatformMovement.CharacterRay2D characterRay2D in raysGround)
- {
- if (characterRay2D.m_hitInfo.m_collider != null && characterRay2D.m_hitInfo.m_penetration <= Mathf.Max(characterRay2D.m_extraDistance, 1f))
- {
- return characterRay2D;
- }
- }
- return null;
- }
- private void ClearRaysCollisionInfo(PlatformMovement.CharacterRay2D[] rays)
- {
- foreach (PlatformMovement.CharacterRay2D characterRay2D in rays)
- {
- characterRay2D.m_hitInfo.m_collider = null;
- characterRay2D.m_hitInfo.m_material = null;
- }
- }
- private bool IsOneWayGround(Collider2D collider)
- {
- int num = 1 << collider.gameObject.layer;
- return (this.m_oneWayLayer.value & num) != 0;
- }
- private bool IsCeiling(Collider2D collider)
- {
- int num = 1 << collider.gameObject.layer;
- return (this.m_Ceiling.value & num) != 0;
- }
- private bool MoveVertical(ref Vector2 moveOffset, bool bDown, bool bCorrectPos, ref Vector2 m_posError)
- {
- bool flag = false;
- float num = 0f;
- Vector2 vector = (!bDown) ? base.transform.up : (-base.transform.up);
- float num2 = Vector2.Dot(moveOffset, vector);
- float num3 = Mathf.Abs(num2);
- bool flag2 = num2 > 0f;
- float num4 = float.MaxValue;
- Vector2 position2D = this.Position2D;
- this.Position2D = this.m_curPos;
- if (bDown)
- {
- this.State.IsDetectedGround = false;
- this.m_groundGameObject = null;
- this.m_distToGround = 0f;
- }
- foreach (PlatformMovement.CharacterRay2D characterRay2D in (!bDown) ? this.m_RaysHead : this.m_RaysGround)
- {
- float num5 = characterRay2D.m_penetration * Mathf.Abs(base.transform.lossyScale.y) * this.m_scale.y;
- float num6 = num5 + Mathf.Max(characterRay2D.m_extraDistance, 1f);
- if (flag2)
- {
- num6 += Mathf.Abs(num2);
- }
- Vector2 rayPositionWs = this.GetRayPositionWs(characterRay2D);
- if (this.m_DrawRays)
- {
- UnityEngine.Debug.DrawLine(rayPositionWs, rayPositionWs + vector * num6);
- }
- int num7 = Physics2D.RaycastNonAlloc(rayPositionWs, vector, this.m_rayResults, num6, this.BuildRayLayer());
- if (num7 > 0)
- {
- float num8 = float.MaxValue;
- for (int j = 0; j < num7; j++)
- {
- RaycastHit2D raycastHit2D = this.m_rayResults[j];
- if (!(raycastHit2D.rigidbody == this.rigid))
- {
- if (raycastHit2D.collider != null)
- {
- if (raycastHit2D.collider.isTrigger || this.IsIgnoredCollider(raycastHit2D.collider))
- {
- goto IL_3D8;
- }
- if ((!bDown || (bDown && raycastHit2D.normal.y < 0f)) && this.IsOneWayGround(raycastHit2D.collider))
- {
- goto IL_3D8;
- }
- if ((bDown || (!bDown && raycastHit2D.normal.y > 0f)) && this.IsCeiling(raycastHit2D.collider))
- {
- goto IL_3D8;
- }
- }
- if (raycastHit2D.fraction != 0f)
- {
- Vector2 vector2 = base.transform.InverseTransformDirection(raycastHit2D.normal);
- if ((!bDown || vector2.y > 0f) && (bDown || vector2.y < 0f))
- {
- if (this.m_DrawRays)
- {
- UnityEngine.Debug.DrawLine(raycastHit2D.point, raycastHit2D.point + raycastHit2D.normal * 0.1f, Color.red);
- }
- float num9 = raycastHit2D.fraction * num6;
- float num10 = num9 - num5;
- if (num10 + this.m_allowedPenetration < num)
- {
- flag = true;
- num = num10;
- }
- if (flag2)
- {
- num3 = Mathf.Max(0f, Mathf.Min(num3, num9 - num5));
- }
- if (bDown)
- {
- if (num10 < num4)
- {
- this.m_groundNormal = raycastHit2D.normal;
- num4 = num10;
- this.m_groundGameObject = raycastHit2D.collider.gameObject;
- this.m_distToGround = num10;
- }
- }
- if (raycastHit2D.fraction < num8)
- {
- num8 = raycastHit2D.fraction;
- characterRay2D.m_hitInfo.m_collider = raycastHit2D.collider;
- characterRay2D.m_hitInfo.m_normal = raycastHit2D.normal;
- characterRay2D.m_hitInfo.m_penetration = num10;
- }
- }
- }
- }
- IL_3D8:;
- }
- }
- }
- Vector2 curPos = this.m_curPos;
- if (flag2)
- {
- moveOffset += vector * (num3 - num2);
- this.m_curPos += vector * num3;
- }
- if (flag && bCorrectPos)
- {
- Vector2 b = Mathf.Max(num, -this.m_PosErrorMaxVel * this.deltaTime) * vector;
- this.m_curPos += b;
- m_posError += b;
- }
- if (bDown && this.State.IsDetectedGround)
- {
- this.m_groundNormalLs = base.transform.InverseTransformDirection(this.m_groundNormal);
- this.m_distToGround += Vector2.Dot(curPos - this.m_curPos, vector);
- }
- if (bDown)
- {
- for (int k = 0; k < this.m_RaysGround.Length; k++)
- {
- PlatformMovement.CharacterRay2D characterRay2D2 = this.m_RaysGround[k];
- if (characterRay2D2.m_hitInfo.m_collider)
- {
- float num11 = Vector2.Dot(curPos - this.m_curPos, vector);
- PlatformMovement.CharacterRay2D characterRay2D3 = characterRay2D2;
- characterRay2D3.m_hitInfo.m_penetration = characterRay2D3.m_hitInfo.m_penetration + num11;
- }
- }
- }
- else
- {
- for (int l = 0; l < this.m_RaysHead.Length; l++)
- {
- PlatformMovement.CharacterRay2D characterRay2D4 = this.m_RaysHead[l];
- if (characterRay2D4.m_hitInfo.m_collider)
- {
- PlatformMovement.CharacterRay2D characterRay2D5 = characterRay2D4;
- characterRay2D5.m_hitInfo.m_penetration = characterRay2D5.m_hitInfo.m_penetration + Vector2.Dot(curPos - this.m_curPos, vector);
- }
- }
- }
- this.Position2D = position2D;
- return flag;
- }
- private bool MoveHorizontal(ref Vector2 moveOffset, bool bFront, bool bCorrectPos, ref Vector2 m_posError)
- {
- bool flag = false;
- float num = 0f;
- bool flag2 = (this.m_faceRight && bFront) || (!this.m_faceRight && !bFront);
- Vector2 vector = (!flag2) ? (-base.transform.right) : base.transform.right;
- float num2 = Vector2.Dot(moveOffset, vector);
- bool flag3 = num2 > 0f;
- float num3 = Mathf.Abs(num2);
- Vector2 position2D = this.Position2D;
- this.Position2D = this.m_curPos;
- foreach (PlatformMovement.CharacterRay2D characterRay2D in (!bFront) ? this.m_RaysBack : this.m_RaysFront)
- {
- float num4 = characterRay2D.m_penetration * Mathf.Abs(base.transform.lossyScale.x) * this.m_scale.x;
- float num5 = num4 + characterRay2D.m_extraDistance;
- if (flag3)
- {
- num5 += Mathf.Abs(num2);
- }
- Vector2 rayPositionWs = this.GetRayPositionWs(characterRay2D);
- if (this.m_DrawRays)
- {
- UnityEngine.Debug.DrawLine(rayPositionWs, rayPositionWs + vector * num5);
- }
- int num6 = Physics2D.RaycastNonAlloc(rayPositionWs, vector, this.m_rayResults, num5, this.BuildRayLayer());
- if (num6 > 0)
- {
- float num7 = float.MaxValue;
- for (int j = 0; j < num6; j++)
- {
- RaycastHit2D raycastHit2D = this.m_rayResults[j];
- if (!(raycastHit2D.rigidbody == this.rigid))
- {
- if (!(raycastHit2D.collider != null) || (!raycastHit2D.collider.isTrigger && !this.IsIgnoredCollider(raycastHit2D.collider)))
- {
- float num8 = raycastHit2D.fraction * num5;
- float num9 = num8 - num4;
- APMaterial material = null;
- if (raycastHit2D.collider != null)
- {
- material = raycastHit2D.collider.GetComponent<APMaterial>();
- if (this.IsOneWayGround(raycastHit2D.collider))
- {
- goto IL_384;
- }
- }
- if (raycastHit2D.fraction != 0f)
- {
- Vector2 vector2 = base.transform.InverseTransformDirection(raycastHit2D.normal);
- if ((!flag2 || vector2.x <= 0f) && (flag2 || vector2.x >= 0f))
- {
- if (this.m_DrawRays)
- {
- UnityEngine.Debug.DrawLine(raycastHit2D.point, raycastHit2D.point + raycastHit2D.normal * 0.1f, Color.red);
- }
- if (bFront)
- {
- this.State.IsDetectedFront = true;
- }
- else
- {
- this.State.IsDetectedBack = true;
- }
- if (num9 + this.m_allowedPenetration < num)
- {
- flag = true;
- num = num9;
- }
- if (raycastHit2D.fraction < num7)
- {
- num7 = raycastHit2D.fraction;
- characterRay2D.m_hitInfo.m_collider = raycastHit2D.collider;
- characterRay2D.m_hitInfo.m_normal = raycastHit2D.normal;
- characterRay2D.m_hitInfo.m_penetration = num9;
- characterRay2D.m_hitInfo.m_material = material;
- }
- if (flag3)
- {
- num3 = Mathf.Min(num3, num8 - num4);
- num3 = Mathf.Max(0f, num3);
- }
- }
- }
- }
- }
- IL_384:;
- }
- }
- }
- Vector2 curPos = this.m_curPos;
- if (flag3)
- {
- moveOffset += vector * (num3 - num2);
- this.m_curPos += vector * num3;
- }
- if (flag && bCorrectPos)
- {
- Vector2 b = Mathf.Max(num, -this.m_PosErrorMaxVel * this.deltaTime) * vector;
- this.m_curPos += b;
- m_posError += b;
- }
- if (bFront)
- {
- for (int k = 0; k < this.m_RaysFront.Length; k++)
- {
- PlatformMovement.CharacterRay2D characterRay2D2 = this.m_RaysFront[k];
- if (characterRay2D2.m_hitInfo.m_collider)
- {
- PlatformMovement.CharacterRay2D characterRay2D3 = characterRay2D2;
- characterRay2D3.m_hitInfo.m_penetration = characterRay2D3.m_hitInfo.m_penetration + Vector2.Dot(curPos - this.m_curPos, vector);
- }
- }
- }
- else
- {
- for (int l = 0; l < this.m_RaysBack.Length; l++)
- {
- PlatformMovement.CharacterRay2D characterRay2D4 = this.m_RaysBack[l];
- if (characterRay2D4.m_hitInfo.m_collider)
- {
- PlatformMovement.CharacterRay2D characterRay2D5 = characterRay2D4;
- characterRay2D5.m_hitInfo.m_penetration = characterRay2D5.m_hitInfo.m_penetration + Vector2.Dot(curPos - this.m_curPos, vector);
- }
- }
- }
- this.Position2D = position2D;
- return flag;
- }
- public PlatformMovement.CharacterRay2D[] m_RaysGround;
- public PlatformMovement.CharacterRay2D[] m_RaysHead;
- public PlatformMovement.CharacterRay2D[] m_RaysFront;
- public PlatformMovement.CharacterRay2D[] m_RaysBack;
- public Vector2 velocity = Vector2.zero;
- public bool m_faceRight = true;
- public LayerMask m_oneWayLayer = 0;
- public LayerMask m_Ceiling = 0;
- public bool m_DrawRays;
- public PlatformMovement.AutoBuilder m_autoBuilder = new PlatformMovement.AutoBuilder();
- public Vector2 position;
- public bool isKinematic;
- public bool isGravityActive = true;
- public bool detecteCollided = true;
- private RaycastHit2D[] m_rayResults = new RaycastHit2D[8];
- private float m_PosErrorMaxVel = 100f;
- private float m_allowedPenetration = 0.01f;
- private BoxCollider2D m_boxCollider;
- private Rigidbody2D rigid;
- private Vector2 m_curPos;
- private Vector2 lastFramePosition;
- private Vector2 m_scaleOffset = Vector2.zero;
- private Vector2 m_scale = Vector2.one;
- private Vector2 m_groundNormal;
- private Vector2 m_groundNormalLs;
- private float m_distToGround;
- private GameObject m_groundGameObject;
- private List<PlatformMovement.IgnoreCollider> m_ignoreColliders = new List<PlatformMovement.IgnoreCollider>(8);
- [Serializable]
- public class CharacterRay2D
- {
- public Vector2 m_position = Vector2.zero;
- public float m_penetration;
- public float m_extraDistance = 0.1f;
- public PlatformMovement.RayHitInfo m_hitInfo;
- }
- [Serializable]
- public struct RayHitInfo
- {
- public Collider2D m_collider;
- public APMaterial m_material;
- public Vector2 m_normal;
- public float m_penetration;
- }
- [Serializable]
- public class AutoBuilder
- {
- public int m_rayCountX = 2;
- public int m_rayCountY = 3;
- public float m_extraDistanceFront = 0.1f;
- public float m_extraDistanceBack = 0.1f;
- public float m_extraDistanceUp = 0.1f;
- public float m_extraDistanceDown = 0.1f;
- public Vector2 m_rayXBoxScale = new Vector2(0.9f, 0.6f);
- public Vector2 m_rayYBoxScale = new Vector2(0f, 0.8f);
- }
- private class IgnoreCollider
- {
- public Collider2D m_collider;
- public float m_duration;
- public float m_curTime;
- }
- public class PlatformControllerState
- {
- public bool HasCollisions
- {
- get
- {
- return this.IsDetectedFront || this.IsDetectedBack || this.IsDetectedHead || this.IsDetectedGround;
- }
- }
- public bool JustGotGrounded
- {
- get
- {
- return this.IsGrounded && !this.WasGroundedLastFrame;
- }
- }
- public void Update(bool front, bool back, bool head, bool ground)
- {
- this.WasGroundedLastFrame = this.IsGrounded;
- this.IsDetectedFront = front;
- this.IsDetectedBack = back;
- this.IsDetectedHead = head;
- this.IsDetectedGround = ground;
- this.IsGrounded = ground;
- }
- public override string ToString()
- {
- return string.Format("(controller: r:{0} l:{1} a:{2} b:{3} down-slope:{4} up-slope:{5} angle: {6}", new object[]
- {
- this.IsDetectedFront,
- this.IsDetectedBack,
- this.IsDetectedHead,
- this.IsDetectedGround,
- "无",
- "无",
- "无"
- });
- }
- public bool IsDetectedFront;
- public bool IsDetectedBack;
- public bool IsDetectedHead;
- public bool IsDetectedGround;
- public bool IsGrounded;
- public bool WasGroundedLastFrame;
- }
- }
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