diff --git a/New Unity Project/Assets/Materials/Ground.mat b/New Unity Project/Assets/Materials/Ground.mat
new file mode 100644
index 0000000..df19456
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diff --git a/New Unity Project/Assets/Materials/Ground.mat.meta b/New Unity Project/Assets/Materials/Ground.mat.meta
new file mode 100644
index 0000000..aa3cf47
--- /dev/null
+++ b/New Unity Project/Assets/Materials/Ground.mat.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 3f7585d4a547a6e4191719736d0daf78
+timeCreated: 1463417062
+licenseType: Free
+NativeFormatImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/New Unity Project/Assets/Scripts/Forces.meta b/New Unity Project/Assets/Models.meta
similarity index 67%
rename from New Unity Project/Assets/Scripts/Forces.meta
rename to New Unity Project/Assets/Models.meta
index 75cca3c..7a7d03c 100644
--- a/New Unity Project/Assets/Scripts/Forces.meta
+++ b/New Unity 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
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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: //RootNode
+ 4300000: Cube
+ 7400000: Default Take
+ 9500000: //RootNode
+ materials:
+ importMaterials: 0
+ materialName: 0
+ materialSearch: 1
+ animations:
+ legacyGenerateAnimations: 4
+ bakeSimulation: 0
+ resampleRotations: 1
+ optimizeGameObjects: 0
+ motionNodeName:
+ animationImportErrors:
+ animationImportWarnings:
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+ animationPositionError: 0.5
+ animationScaleError: 0.5
+ animationWrapMode: 0
+ extraExposedTransformPaths: []
+ clipAnimations: []
+ isReadable: 1
+ meshes:
+ lODScreenPercentages: []
+ globalScale: 1
+ meshCompression: 0
+ addColliders: 0
+ importBlendShapes: 1
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+ secondaryUVAreaDistortion: 15.000001
+ secondaryUVHardAngle: 88
+ secondaryUVPackMargin: 4
+ useFileScale: 1
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+ normalSmoothAngle: 60
+ normalImportMode: 0
+ tangentImportMode: 3
+ importAnimation: 0
+ copyAvatar: 0
+ humanDescription:
+ human: []
+ skeleton: []
+ armTwist: 0.5
+ foreArmTwist: 0.5
+ upperLegTwist: 0.5
+ legTwist: 0.5
+ armStretch: 0.05
+ legStretch: 0.05
+ feetSpacing: 0
+ rootMotionBoneName:
+ hasTranslationDoF: 0
+ lastHumanDescriptionAvatarSource: {instanceID: 0}
+ animationType: 0
+ humanoidOversampling: 1
+ additionalBone: 0
+ userData:
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diff --git a/New Unity Project/Assets/Models/BasicCube.blend1 b/New Unity Project/Assets/Models/BasicCube.blend1
new file mode 100644
index 0000000..b87bb45
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diff --git a/New Unity Project/Assets/Models/BasicCube.blend1.meta b/New Unity Project/Assets/Models/BasicCube.blend1.meta
new file mode 100644
index 0000000..ab42e0e
--- /dev/null
+++ b/New Unity Project/Assets/Models/BasicCube.blend1.meta
@@ -0,0 +1,8 @@
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+timeCreated: 1463417014
+licenseType: Free
+DefaultImporter:
+ userData:
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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 @@
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+guid: fa5061d9c09bf974c8583d5e72982fd9
+folderAsset: yes
+timeCreated: 1463416939
+licenseType: Free
+DefaultImporter:
+ userData:
+ assetBundleName:
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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
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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:
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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
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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 @@
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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
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diff --git a/New Unity Project/Assets/_Scenes/Test2.unity.meta b/New Unity Project/Assets/_Scenes/Test2.unity.meta
new file mode 100644
index 0000000..44f3d32
--- /dev/null
+++ b/New Unity Project/Assets/_Scenes/Test2.unity.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 60d552ec687c4b145a91814cb030cb35
+timeCreated: 1463417594
+licenseType: Free
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
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