Steep Contacts - Done!
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@ -31,13 +31,14 @@ public class MovingSphere : MonoBehaviour
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private Vector3 desiredVelocity = new Vector3(0f, 0f, 0f);
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private bool desiredJump = false;
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private int groundContactCount;
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private bool onGround => groundContactCount > 0;
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private int jumpPhase;
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private Vector3 velocity;
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private Vector3 contactNormal;
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private Vector3 contactNormal, steepNormal;
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private int groundContactCount, steepContactCount;
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private float minGroundDotProduct, minStairsDotProduct;
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private int stepsSinceLastGrounded, stepsSinceLastJump;
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private bool onGround => groundContactCount > 0;
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private bool onSteep => steepContactCount > 0;
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private float GetMinDot(int layer)
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{
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stepsSinceLastGrounded++;
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stepsSinceLastJump++;
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velocity = body.velocity;
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if (onGround || SnapToGround())
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if (onGround || SnapToGround() || CheckSteepContacts())
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{
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stepsSinceLastGrounded = 0;
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if (stepsSinceLastJump > 1)
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{
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jumpPhase = 0;
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stepsSinceLastGrounded = 0;
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}
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if (groundContactCount > 1)
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{
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contactNormal.Normalize();
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groundContactCount += 1;
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contactNormal += normal;
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}
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else if (normal.y > -0.01f)
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{
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steepContactCount += 1;
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steepNormal += normal;
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}
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}
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}
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private void Jump()
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{
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if (onGround || jumpPhase < maxAirJumps)
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Vector3 jumpDirection;
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if (onGround)
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{
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jumpDirection = contactNormal;
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}
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else if (onSteep)
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{
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jumpDirection = steepNormal;
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jumpPhase = 0;
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}
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else if (maxAirJumps > 0 && jumpPhase <= maxAirJumps)
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{
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if (jumpPhase == 0)
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{
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jumpPhase = 1;
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}
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jumpDirection = contactNormal;
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}
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else
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{
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return;
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}
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stepsSinceLastJump = 0;
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jumpPhase++;
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float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
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float alignedSpeed = Vector3.Dot(velocity, contactNormal);
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jumpDirection = (jumpDirection + Vector3.up).normalized;
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float alignedSpeed = Vector3.Dot(velocity, jumpDirection);
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if (alignedSpeed > 0f)
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{
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jumpSpeed = Mathf.Max(jumpSpeed - alignedSpeed, 0f);
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}
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velocity += contactNormal * jumpSpeed;
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}
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velocity += jumpDirection * jumpSpeed;
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}
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private void AdjustVelocity()
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private void ClearState()
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{
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groundContactCount = 0;
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contactNormal = Vector3.zero;
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groundContactCount = steepContactCount = 0;
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contactNormal = steepNormal = Vector3.zero;
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}
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private bool SnapToGround()
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}
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return true;
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}
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bool CheckSteepContacts()
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{
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if (steepContactCount > 1)
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{
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steepNormal.Normalize();
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if (steepNormal.y >= minGroundDotProduct)
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{
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groundContactCount = 1;
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contactNormal = steepNormal;
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return true;
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}
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}
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return false;
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}
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}
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