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Project/Assets/Models.meta @@ -1,7 +1,7 @@ fileFormatVersion: 2 -guid: 713d19245f9f01349b61eade4b876d9b +guid: 1ab5a05df27fed64291f5d2341f929b7 folderAsset: yes -timeCreated: 1463261964 +timeCreated: 1463416934 licenseType: Free DefaultImporter: userData: diff --git a/New Unity Project/Assets/Models/BasicCube.blend b/New Unity Project/Assets/Models/BasicCube.blend new file mode 100644 index 0000000..e543fde Binary files /dev/null and b/New Unity Project/Assets/Models/BasicCube.blend differ diff --git a/New Unity Project/Assets/Models/BasicCube.blend.meta b/New Unity Project/Assets/Models/BasicCube.blend.meta new file mode 100644 index 0000000..a8281ae --- /dev/null +++ b/New Unity Project/Assets/Models/BasicCube.blend.meta @@ -0,0 +1,78 @@ +fileFormatVersion: 2 +guid: 092e42aed3ea51d49b61711bd48284fe +timeCreated: 1463416939 +licenseType: Free +ModelImporter: + serializedVersion: 19 + fileIDToRecycleName: + 100000: //RootNode + 400000: //RootNode + 2300000: //RootNode + 3300000: 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+fileFormatVersion: 2 +guid: fead40d50297ab84baf2200692cb99a0 +timeCreated: 1463417014 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Models/Materials.meta b/New Unity Project/Assets/Models/Materials.meta new file mode 100644 index 0000000..5711ac1 --- /dev/null +++ b/New Unity Project/Assets/Models/Materials.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fa5061d9c09bf974c8583d5e72982fd9 +folderAsset: yes +timeCreated: 1463416939 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Models/Materials/Material.mat b/New Unity Project/Assets/Models/Materials/Material.mat new file mode 100644 index 0000000..15d36a1 Binary files /dev/null and b/New Unity Project/Assets/Models/Materials/Material.mat differ diff --git a/New Unity Project/Assets/Models/Materials/Material.mat.meta b/New Unity Project/Assets/Models/Materials/Material.mat.meta new file mode 100644 index 0000000..17d1678 --- /dev/null +++ b/New Unity Project/Assets/Models/Materials/Material.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e180352f7114a4b4fab550f64fd9271a +timeCreated: 1463416939 +licenseType: Free +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/CharacterController/CECollider.cs b/New Unity Project/Assets/Scripts/CharacterController/CECollider.cs index bc39df6..d4dca3f 100644 --- a/New Unity Project/Assets/Scripts/CharacterController/CECollider.cs +++ b/New Unity Project/Assets/Scripts/CharacterController/CECollider.cs @@ -4,13 +4,50 @@ using System.Collections.Generic; namespace CharacterEngine.Primitives { + public class CEProjection + { + public Vector2 axis; + public float max; + public float min; + + public CEProjection() { } + + public CEProjection (CECollider coll, Vector2 axis) + { + Project(coll, axis); + } + + public void Project(CECollider coll, Vector2 axis) + { + for (int i = 0; i < 4; i++) + { + Vector2 p = Vector3.Project(coll.GetPoint(i), axis); + float distance = p.magnitude * Mathf.Sign(Vector2.Dot(p, axis)); + if (i == 0) + { + max = min = distance; + } + else + { + if (distance > max) max = distance; + else if (distance < min) min = distance; + } + } + } + } + public class CECollider { public static int[,] edges = new int[,] { {0, 2}, {0, 3}, {1, 2},{1, 3} }; - + + public static int[,] pointsNeighbours = new int[,] + { + {2, 3}, {3, 2}, {0, 1},{1, 0} + }; + private BoxCollider2D collider; public BoxCollider2D Coll { @@ -70,22 +107,30 @@ namespace CharacterEngine.Primitives /// /// /// - public virtual Vector2 GetPoint (int index) + public Vector2 GetPoint (int index) { return position + (Vector2)(collider.transform.rotation * Vector2.Scale(localPoints[index], collider.transform.lossyScale)); } - public virtual Vector2 GetPoint(int index, Vector2 position) + public Vector2 GetPoint(int index, Vector2 position) { return position + (Vector2)(collider.transform.rotation * Vector2.Scale(localPoints[index], collider.transform.lossyScale)); } - public virtual Vector2 GetAABBPoint(int index) + public Vector2 GetAABBPoint(int index) { return position + (Vector2)(Vector2.Scale(localPoints[index], collider.transform.lossyScale)); } - public virtual Vector2 GetAABBPoint(int index, Vector2 position) + public Vector2 GetAABBPoint(int index, Vector2 position) { return position + (Vector2)(Vector2.Scale(localPoints[index], collider.transform.lossyScale)); } + public Vector2 GetNormal(int index) + { + return Vector3.Cross(GetPoint(edges[index, 0]) - GetPoint(edges[index, 1]), Vector3.forward).normalized; + } + public Vector2 GetNormal(int index, Vector2 position) + { + return Vector3.Cross(GetPoint(edges[index, 0], position) - GetPoint(edges[index, 1], position), Vector3.forward).normalized; + } public bool ContainsPoint (Vector2 p) { @@ -96,6 +141,11 @@ namespace CharacterEngine.Primitives return insideX && insideY; } + public void Project(Vector2 normal, Vector2 p) + { + + } + /// /// Collision test along a path /// diff --git a/New Unity Project/Assets/Scripts/CharacterController/CECollision.cs b/New Unity Project/Assets/Scripts/CharacterController/CECollision.cs index c36b8ba..699bcb9 100644 --- a/New Unity Project/Assets/Scripts/CharacterController/CECollision.cs +++ b/New Unity Project/Assets/Scripts/CharacterController/CECollision.cs @@ -20,6 +20,37 @@ namespace CharacterEngine.Primitives { Vector2 closestPoint = Vector2.zero; CECollision collision = new CECollision(); + + ///IS NOT MTV THO (music television) is MINIMUN TRANSLATION VECTOR (funny joke uh) + Vector2 MTV = Vector2.zero; + float minimunOverlap = 0.0f; + + Vector2[] axes = new Vector2[8]; + + for (int i = 0; i < 8; i++) + { + axes[i] = i < 4 ? a.GetNormal(i) : b.GetNormal(i - 4); + } + + for (int i = 0; i < axes.Length; i++) + { + CEProjection projectionA = new CEProjection(a, axes[i]); + CEProjection projectionB = new CEProjection(b, axes[i]); + + float overlapValue = Mathf.Abs(projectionA.max - projectionB.min); + + if (i == 0 || overlapValue < minimunOverlap) + { + minimunOverlap = overlapValue; + MTV = axes[i] * minimunOverlap; + } + } + + collision.impulse = MTV; + collision.normal = collision.impulse.normalized; + ///COULDNT DETRMINE YET HOW TO FIND POINT ILL DO IT ASFASDGSD + collision.point = Vector2.zero; + /* for (int i = 0; i < 4; i++) { Vector2 currentPoint = a.GetPoint(i); @@ -49,9 +80,10 @@ namespace CharacterEngine.Primitives return collision; } } + */ //IF REACH HERE DIDNT RESOLVE SHIT - Debug.Log("Could not resolve collision"); + //Debug.Log("Could not resolve collision"); return collision; } @@ -88,6 +120,12 @@ namespace CharacterEngine.Primitives return p + (Vector2)Vector3.Project(distanceToPointA, segmentNormal); } + public static Vector2 ClosestVectorToPlane(Vector2 p, Vector2 normal, Vector2 position) + { + Vector2 plane = Vector3.Cross(normal, Vector3.forward); + Vector2 distanceToPosition = position - p; + return p + (Vector2)Vector3.Project(distanceToPosition, plane); + } } } diff --git a/New Unity Project/Assets/Scripts/CharacterController/CEController.cs b/New Unity Project/Assets/Scripts/CharacterController/CEController.cs index 0d4021b..e23c576 100644 --- a/New Unity Project/Assets/Scripts/CharacterController/CEController.cs +++ b/New Unity Project/Assets/Scripts/CharacterController/CEController.cs @@ -17,6 +17,8 @@ namespace CharacterEngine.Controller #endregion + protected Vector2 moveVelocity; + private CEPrimitives primitives; /*Summary: @@ -30,12 +32,6 @@ namespace CharacterEngine.Controller primitives = new CEPrimitives(this); } - // Use this for initialization - void Start() - { - - } - /*Summary: In Updates, we have both functions native from unity Monobehaviour: Update & FixedUpdate. The difference of this both is that one (Update) excecute every frame, and the other one, is executed @@ -43,15 +39,20 @@ namespace CharacterEngine.Controller while "Fixed Update" dont. */ - // Update is called once per frame - void Update() + void FixedUpdate () { + MoveStep(); + primitives.Step(); + } + void MoveStep () + { + primitives.AddVelocity(moveVelocity); } - void FixedUpdate () + public void Move (Vector2 velocity) { - primitives.Step(); + moveVelocity = velocity; } } } diff --git a/New Unity Project/Assets/Scripts/CharacterController/CEPrimitives.cs b/New Unity Project/Assets/Scripts/CharacterController/CEPrimitives.cs index f6a0143..eb229e4 100644 --- a/New Unity Project/Assets/Scripts/CharacterController/CEPrimitives.cs +++ b/New Unity Project/Assets/Scripts/CharacterController/CEPrimitives.cs @@ -59,6 +59,11 @@ namespace CharacterEngine.Primitives PhysicsStep(); } + public void AddVelocity ( Vector2 velocity ) + { + this.velocity += velocity; + } + void PhysicsStep() { GetVelocity(); @@ -78,7 +83,7 @@ namespace CharacterEngine.Primitives void GravityStep() { velocity.y += gravity * controller.weight * Time.deltaTime * 1.2f; - velocity.x = -gravity * 0.5f; + velocity.x = 10.0f; } void CollisionStep() diff --git a/New Unity Project/Assets/Scripts/CharacterController/test.cs b/New Unity Project/Assets/Scripts/CharacterController/test.cs index f3f80d1..462f6f4 100644 --- a/New Unity Project/Assets/Scripts/CharacterController/test.cs +++ b/New Unity Project/Assets/Scripts/CharacterController/test.cs @@ -2,21 +2,34 @@ using System.Collections; using CharacterEngine.Primitives; -public class test : MonoBehaviour { +public class Test : MonoBehaviour { - public BoxCollider2D coll; - protected CECollider ce; - // Use this for initialization - void Start () { - ce = new CECollider(coll); - } - - // Update is called once per frame - void Update () { - if (ce.ContainsPoint(transform.position)) - { - Vector2 p = CECollision.ClosestPointInBounds(ce, transform.position); - Debug.DrawLine(p, transform.position, Color.red); - } - } + public Transform a; + public Transform b; + public BoxCollider2D c; + public BoxCollider2D c1; + public BoxCollider2D c2; + + private CECollider cec; + private CECollider cec1; + private CECollider cec2; + // Use this for initialization + void Start () { + cec = new CECollider(c); + cec1 = new CECollider(c1); + cec2 = new CECollider(c2); + + } + + // Update is called once per frame + void Update () { + Vector2 axis = (a.position - b.position).normalized; + CEProjection p = new CEProjection(cec, axis); + CEProjection p1 = new CEProjection(cec1, axis); + CEProjection p2 = new CEProjection(cec2, axis); + + Debug.DrawLine(axis * p.min, axis * p.max, Color.red); + Debug.DrawLine(axis * p1.min, axis * p1.max, Color.blue); + Debug.DrawLine(axis * p2.min, axis * p2.max, Color.yellow); + } } diff --git a/New Unity Project/Assets/Scripts/CharacterController/test.cs.meta b/New Unity Project/Assets/Scripts/CharacterController/test.cs.meta index 188e21a..ccabfa7 100644 --- a/New Unity Project/Assets/Scripts/CharacterController/test.cs.meta +++ b/New Unity Project/Assets/Scripts/CharacterController/test.cs.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: f0ed370640e457f4ca5447af56a3319c -timeCreated: 1463341313 +guid: 7a07c3efc56913144be618cb56ec5107 +timeCreated: 1463429200 licenseType: Free MonoImporter: serializedVersion: 2 diff --git a/New Unity Project/Assets/Scripts/Forces/Force.cs b/New Unity Project/Assets/Scripts/Forces/Force.cs deleted file mode 100644 index fa598bb..0000000 --- a/New Unity Project/Assets/Scripts/Forces/Force.cs +++ /dev/null @@ -1,204 +0,0 @@ -using UnityEngine; -using System.Collections; -using System.Collections.Generic; -namespace Forces -{ - public class Force : System.Object - { - - public ForceProps properties; - - protected Vector2 goal_vector = Vector2.up; - protected Vector2 last_velocity = Vector2.zero; - protected Vector2 init_in = Vector2.zero; - protected Vector2 init_out = Vector2.zero; - protected Vector2 current_output = Vector2.zero; - protected float init_time = 0.0f; - - /// - /// last call from velocity method - /// - protected float last_step_time = 0.0f; - /// - /// last call from user (like AddForce) to now when start fading out - /// - protected float last_call_time = 0.0f; - - protected float current_delta_step = 0.0f; - protected float current_delta_call = 0.0f; - protected float current_delta_notCall = 0.0f; - - /// - /// time since init calling - /// - protected float time_calling = 0.0f; - /// - /// absolute time since init - /// - protected float time_stepping = 0.0f; - /// - /// time since left calling - /// - protected float time_notCalling = 0.0f; - - protected bool killed = false; - - public Force(string id, Vector2 target_direction, float target_speed, float inertia_in = 1.0f, float inertia_out = 1.0f, float impulse = 0.0f) - { - properties = new ForceProps(id, target_speed, inertia_in, inertia_out, impulse); - - Call(target_direction); - } - public Force(ForceProps props, Vector2 target_direction) - { - properties = props; - - Call(target_direction); - } - public Vector2 Velocity() - { - Vector2 delta = Vector2.zero; - Vector2 current_target_velocity = Vector2.zero; - - if (init_time == 0.0f) Initialize(); - - StartStep(); - - current_target_velocity = FadeIn() + FadeOut(); - delta = current_target_velocity; - current_output = Clamp(last_velocity + delta, goal_vector); - - EndStep(); - - return current_output; - } - /// - /// called by user to add force - /// - public void Call(Vector2 new_goal_vector) - { - if (properties.forceMode == ForceMode.Impulse) - Initialize(); - - last_call_time = Time.time; - goal_vector = new_goal_vector.normalized * properties.target_speed; - } - /// - /// Determines if the force is being used after reaching zero force - /// - /// - public bool Using() - { - //Wait half a second to check if the velocity is null - return ((Time.time - last_call_time) < 0.5f || last_velocity != Vector2.zero) && !killed; - } - public void Kill () - { - last_call_time = 0.0f; - current_delta_call = 0.0f; - current_delta_notCall = 0.0f; - last_velocity = Vector2.zero; - killed = true; - } - /// - /// Returns the value of the last call - /// - /// - public Vector2 LastVelocity() - { - return last_velocity; - } - - protected void Initialize() - { - init_time = Time.time; - } - - protected void StartStep() - { - ///Is the force acting like an impulse? if it is, then stop calling if impulse time < currentTime - bool impulse = (properties.impulse > 0.0f && Time.time - init_time < properties.impulse); - - current_delta_step = last_step_time == 0.0f ? 0.0f : Time.time - last_step_time; - - if (last_call_time == 0.0f) - { - current_delta_call = 0.0f; - current_delta_notCall = 0.0f; - } - else - { - if (last_step_time - last_call_time > current_delta_step && !impulse) - { - current_delta_notCall = current_delta_step; - ///set a start point to fade velocity - init_out = last_velocity; - current_delta_call = 0.0f; - time_calling = 0.0f; - } - else - { - current_delta_call = current_delta_step; - ///set a start point to fade velocity - init_in = last_velocity; - current_delta_notCall = 0.0f; - time_notCalling = 0.0f; - } - } - - time_calling += current_delta_call; - time_stepping += current_delta_step; - } - - protected Vector2 FadeIn() - { - // float fade_in_fact = 0.0f; - Vector2 output = Vector2.zero; - - if (current_delta_call <= 0.0f) return Vector2.zero; - - //fade_in_fact = Mathf.Clamp01(time_calling / inertia_in); - output = (goal_vector - last_velocity) * (current_delta_call / properties.inertia_in); - - return output; - } - protected Vector2 FadeOut() - { - //float fade_out_fact = 0.0f; - Vector2 output = Vector2.zero; - - if (current_delta_notCall <= 0.0f) return Vector2.zero; - - //fade_out_fact = Mathf.Clamp01(time_notCalling / inertia_in); - output = (Vector2.zero - last_velocity) * (current_delta_notCall / properties.inertia_out); - - return output; - } - protected Vector2 Clamp(Vector2 vector, Vector2 max) - { - float max_magnitude = max.magnitude; - float currentMagnitude = vector.magnitude; - float dot = Vector2.Dot(vector, max); - Vector2 output = vector; - - //check if it is calling to clamp - if (currentMagnitude > max_magnitude && dot > 0.0f && current_delta_call != 0.0f) - { - output = max; - } - //checl if is not calling to clamp to zero - else if (dot <= 0.0f && current_delta_call == 0.0f) - { - output = Vector2.zero; - } - - return output; - } - protected void EndStep() - { - last_step_time = Time.time; - last_velocity = current_output; - } - } -} - diff --git a/New Unity Project/Assets/Scripts/Forces/Force.cs.meta b/New Unity Project/Assets/Scripts/Forces/Force.cs.meta deleted file mode 100644 index 6e45219..0000000 --- a/New Unity Project/Assets/Scripts/Forces/Force.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 57b436089801943408c989af783a9a85 -timeCreated: 1455409843 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Forces/ForceController.cs b/New Unity Project/Assets/Scripts/Forces/ForceController.cs deleted file mode 100644 index fee77aa..0000000 --- a/New Unity Project/Assets/Scripts/Forces/ForceController.cs +++ /dev/null @@ -1,93 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -namespace Forces -{ - /// - /// Controls forces to be esay for the user to use - /// - public class ForceController : System.Object - { - protected Dictionary active_forces = new Dictionary(); - protected List call_forces = new List(); - protected List null_forces_index = new List(); - - protected Vector2 lastFinalVel; - - public void AddForce(ForceProps forceProps, Vector3 direction) - { - Force target = Target(forceProps, direction); - call_forces.Add(new Force2Call(direction, target)); - } - - public void DestroyForce (ForceProps forceProps) - { - Force f = GetForce(forceProps); - if (f == null) return; - f.Kill(); - null_forces_index.Add(forceProps.Name); - } - - public Force GetForce(ForceProps force) - { - if (active_forces.ContainsKey(force.Name)) - return active_forces[force.Name]; - return null; - } - - public Vector2 Update() - { - Vector2 final_velocity = Vector2.zero; - - ///ADD AND CALL STEP - foreach (Force2Call f in call_forces) - { - f.force.Call(f.direction); - } - - ///APPLY STEP - foreach (string key in active_forces.Keys) - { - Force f = active_forces[key]; - - ///Add to null forces if the force isnt using - if (!f.Using()) - { - null_forces_index.Add(f.properties.Name); - continue; - } - - Vector2 add = f.Velocity(); - final_velocity += add; - } - - ///CLEAR STEP - foreach (string i in null_forces_index) - { - active_forces.Remove(i); - } - - call_forces.Clear(); - null_forces_index.Clear(); - - Vector2 final = final_velocity * Time.deltaTime * 100.0f; - Vector3 out_ = final - lastFinalVel; - lastFinalVel = final; - - return out_; - } - - protected Force Target(ForceProps force, Vector3 direction) - { - Force out_ = GetForce(force); - - if (out_ == null) - { - out_ = new Force(force, direction); - active_forces.Add(out_.properties.Name, out_); - } - - return out_; - } - } -} diff --git a/New Unity Project/Assets/Scripts/Forces/ForceController.cs.meta b/New Unity Project/Assets/Scripts/Forces/ForceController.cs.meta deleted file mode 100644 index 93d2d80..0000000 --- a/New Unity Project/Assets/Scripts/Forces/ForceController.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 114545d266452cb4b96fd2ef86902650 -timeCreated: 1456794068 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Forces/ForceStruct.cs b/New Unity Project/Assets/Scripts/Forces/ForceStruct.cs deleted file mode 100644 index cec4b11..0000000 --- a/New Unity Project/Assets/Scripts/Forces/ForceStruct.cs +++ /dev/null @@ -1,63 +0,0 @@ -using UnityEngine; -using System.Collections; - -namespace Forces -{ - public enum ForceMode { Force, Impulse, Aceleration } - /// - /// Label force static information - /// - [System.Serializable] - public struct ForceProps - { - /// - /// indetify instance id - /// - public string Name; - /// - /// inertia value when starts in seconds (fade in) - /// - public float inertia_in; - /// - /// inertia value when ends in seconds (fade out) - /// - public float inertia_out; - /// - /// time calling without Update - /// - public float impulse; - /// - /// goal speed - /// - public float target_speed; - /// - /// mode of applying this force - /// - public ForceMode forceMode; - - - public ForceProps(string Name, float target_speed, float inertia_in = 1.0f, float inertia_out = 1.0f, float impulse = 0.0f) - { - this.Name = Name; - this.target_speed = target_speed; - this.inertia_in = inertia_in; - this.inertia_out = inertia_out; - this.impulse = impulse; - this.forceMode = impulse > 0.0f ? ForceMode.Impulse : ForceMode.Force; - } - } - /// - /// Target force and new vector to apply - /// - public struct Force2Call - { - public Vector3 direction; - public Force force; - - public Force2Call(Vector3 direction, Force force) - { - this.direction = direction; - this.force = force; - } - } -} diff --git a/New Unity Project/Assets/Scripts/Forces/ForceStruct.cs.meta b/New Unity Project/Assets/Scripts/Forces/ForceStruct.cs.meta deleted file mode 100644 index 3f1f697..0000000 --- a/New Unity Project/Assets/Scripts/Forces/ForceStruct.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 2f6cb937bd9326148b7ab27db4d1d775 -timeCreated: 1456794126 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Player.cs b/New Unity Project/Assets/Scripts/Player.cs index cd975b4..cbffe0e 100644 --- a/New Unity Project/Assets/Scripts/Player.cs +++ b/New Unity Project/Assets/Scripts/Player.cs @@ -1,25 +1,15 @@ using UnityEngine; using System.Collections; -using Forces; +using CharacterEngine.Controller; public class Player : MonoBehaviour { - public float weight = 20.0f; - - protected new Collider collider; - protected Rigidbody rigidBody; - protected Vector3 velocity; - protected ForceController controller; - - public ForceProps[] forces; - + protected CEController controller; protected bool grounding; void Awake () { - rigidBody = GetComponent(); - controller = new ForceController(); - collider = GetComponent(); + controller = GetComponent(); } // Use this for initialization void Start () { @@ -32,73 +22,22 @@ public class Player : MonoBehaviour { if (Mathf.Abs(Input.GetAxis("Horizontal")) > 0.3f) { float value = Mathf.Sign(Input.GetAxis("Horizontal")); - controller.AddForce(forces[0], Vector3.right * value); + controller.Move(Vector3.right * value); } + /* if (Input.GetButtonDown("A") && grounding) { - controller.AddForce(forces[1], Vector3.up); + //controller.AddForce(forces[1], Vector3.up); } - } - - void FixedUpdate () - { - Step(); + */ } void OnLanded () { + /* controller.DestroyForce(forces[1]); velocity.y = 0.0f; - } - - void Step () - { - bool lastGrounded = grounding; - - velocity = rigidBody.velocity; - - velocity.y += -8.0f * weight * Time.fixedDeltaTime; - - Vector2 forceControllerVel = controller.Update(); - velocity.x += forceControllerVel.x; - - if (controller.GetForce(forces[1]) != null) - { - Debug.Log(forceControllerVel.y); - } - - velocity.y += forceControllerVel.y; - - grounding = IsGrounded(); - - if (lastGrounded != grounding) - { - if (grounding) OnLanded(); - } - - rigidBody.velocity = velocity; - } - - bool IsGrounded() - { - Vector3[] raycastPoints = - { - new Vector3(collider.bounds.max.x, collider.bounds.min.y + 0.1f, collider.bounds.center.z), - new Vector3(collider.bounds.min.x, collider.bounds.min.y + 0.1f, collider.bounds.center.z), - new Vector3(collider.bounds.center.x, collider.bounds.min.y + 0.1f, collider.bounds.center.z) - }; - - for (int i = 0; i < raycastPoints.Length; i++) - { - //Debug.DrawRay(raycastPoints[i], Vector3.down * (0.1f + velocity.magnitude * Time.fixedDeltaTime)); - - if (Physics.Raycast(raycastPoints[i], Vector3.down, 0.1f + velocity.magnitude * Time.fixedDeltaTime)) - { - return true; - } - } - - return false; + */ } } diff --git a/New Unity Project/Assets/_Scenes/Minigame.unity b/New Unity Project/Assets/_Scenes/Minigame.unity index 1e92964..72ec3e5 100644 Binary files a/New Unity Project/Assets/_Scenes/Minigame.unity and b/New Unity Project/Assets/_Scenes/Minigame.unity differ diff --git a/New Unity Project/Assets/_Scenes/Test2.unity b/New Unity Project/Assets/_Scenes/Test2.unity new file mode 100644 index 0000000..fd45987 Binary files /dev/null and b/New Unity Project/Assets/_Scenes/Test2.unity differ diff --git a/New Unity Project/Assets/_Scenes/Test2.unity.meta b/New Unity 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