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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovingSphere : MonoBehaviour
{
Rigidbody body;
[SerializeField, Range(1f, 100f)]
float maxSpeed = 10f;
[SerializeField, Range(1f, 100f)]
float maxAcceleration = 10f;
[SerializeField, Range(1f, 100f)]
float maxAirAcceleration = 1f;
Vector3 velocity;
[SerializeField, Range(0f, 10f)]
float jumpHeight = 2f;
[SerializeField, Range(0, 5)]
int maxAirJumps;
bool desiredJump;
int jumpPhase;
bool onGround;
// 0.0 means walls
// 1.0 means floors
float maxJumpAngle = 0.1f;
Vector3 inputVelocity;
// Start is called before the first frame update
void Awake()
{
body = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
Vector2 playerInput = new Vector2(
Input.GetAxis("Horizontal"),
Input.GetAxis("Vertical")
);
playerInput = Vector2.ClampMagnitude(playerInput, 1f);
desiredJump |= Input.GetButtonDown("Jump");
inputVelocity = new Vector3(playerInput.x, 0f, playerInput.y);
}
void FixedUpdate()
{
UpdateState();
Vector3 acceleration = new Vector3(
inputVelocity.x,
0f,
inputVelocity.z
);
if(onGround)
acceleration *= maxAcceleration;
else
acceleration *= maxAirAcceleration;
velocity += acceleration * Time.deltaTime;
velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
if(desiredJump)
{
Debug.Log("Attempted Jump!");
desiredJump = false;
Jump();
}
body.velocity = velocity;
onGround = false;
}
void UpdateState()
{
velocity = body.velocity;
if(onGround)
jumpPhase = 0;
}
void Jump()
{
if(onGround || jumpPhase < maxAirJumps)
{
Debug.Log("Jump!");
jumpPhase += 1;
float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
if(velocity.y > 0f)
jumpSpeed = Mathf.Max(jumpSpeed - velocity.y, 0f);
velocity.y += jumpSpeed;
}
}
void OnCollisionStay(Collision collision) {
EvaluateCollision(collision);
}
void OnCollisionEnter(Collision collision) {
EvaluateCollision(collision);
}
void EvaluateCollision(Collision collision) {
for (int i = 0; i < collision.contactCount; i++) {
Vector3 normal = collision.GetContact(i).normal;
onGround |= normal.y >= maxJumpAngle;
}
}
}
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