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@ -6,15 +6,57 @@ public class MovingSphere : MonoBehaviour
private float maxSpeed = 10f;
[SerializeField, Range(0f, 100f)]
private float maxAcceleration = 10f;
private float maxAcceleration = 10f, maxAirAcceleration = 1f;
[SerializeField, Range(0f, 1f)]
private float bounciness = 0.5f;
[SerializeField, Range(0f, 10f)]
private float jumpHeight = 2f;
[SerializeField, Range(0, 5)]
private int maxAirJumps = 0;
[SerializeField, Range(0f, 90f)]
private float maxGroundAngle = 25f, maxStairsAngle = 50f;
[SerializeField, Range(0f, 100f)]
float maxSnapSpeed = 100f;
[SerializeField, Min(0f)]
float probeDistance = 1f;
[SerializeField]
private Rect allowedArea = new Rect(-5f, -5f, 10f, 10f);
LayerMask probeMask = -1, stairsMask = -1;
private Rigidbody body;
private Vector3 desiredVelocity = new Vector3(0f, 0f, 0f);
private bool desiredJump = false;
private int jumpPhase;
private Vector3 velocity;
private Vector3 contactNormal, steepNormal;
private int groundContactCount, steepContactCount;
private float minGroundDotProduct, minStairsDotProduct;
private int stepsSinceLastGrounded, stepsSinceLastJump;
private bool onGround => groundContactCount > 0;
private bool onSteep => steepContactCount > 0;
private float GetMinDot(int layer)
{
return (stairsMask & (1 << layer)) == 0 ?
minGroundDotProduct : minStairsDotProduct;
}
private void OnValidate()
{
minGroundDotProduct = Mathf.Cos(maxGroundAngle * Mathf.Deg2Rad);
minStairsDotProduct = Mathf.Cos(maxStairsAngle * Mathf.Deg2Rad);
}
private void Awake()
{
body = GetComponent<Rigidbody>();
OnValidate();
}
private void Update()
{
@ -22,37 +64,195 @@ public class MovingSphere : MonoBehaviour
playerInput.x = Input.GetAxis("Horizontal");
playerInput.y = Input.GetAxis("Vertical");
playerInput = Vector2.ClampMagnitude(playerInput, 1f);
var desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
float maxSpeedChange = maxAcceleration * Time.deltaTime;
velocity.x = Mathf.MoveTowards(velocity.x, desiredVelocity.x, maxSpeedChange);
velocity.z = Mathf.MoveTowards(velocity.z, desiredVelocity.z, maxSpeedChange);
var displacement = velocity * Time.deltaTime;
var newPosition = transform.localPosition + displacement;
if (newPosition.x < allowedArea.xMin)
desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
desiredJump |= Input.GetButtonDown("Jump");
GetComponent<MeshRenderer>().material.SetColor(
"_BaseColor", onGround ? Color.black : Color.white
);
}
private void FixedUpdate()
{
UpdateState();
AdjustVelocity();
if (desiredJump)
{
newPosition.x = allowedArea.xMin;
velocity.x = -velocity.x * bounciness;
desiredJump = false;
Jump();
}
else if (newPosition.x > allowedArea.xMax)
body.velocity = velocity;
ClearState();
}
private void UpdateState()
{
stepsSinceLastGrounded++;
stepsSinceLastJump++;
velocity = body.velocity;
if (onGround || SnapToGround() || CheckSteepContacts())
{
newPosition.x = allowedArea.xMax;
velocity.x = -velocity.x * bounciness;
stepsSinceLastGrounded = 0;
if (stepsSinceLastJump > 1)
{
jumpPhase = 0;
}
if (groundContactCount > 1)
{
contactNormal.Normalize();
}
}
if (newPosition.z < allowedArea.yMin)
else
{
newPosition.z = allowedArea.yMin;
velocity.z = -velocity.z * bounciness;
contactNormal = Vector3.up;
}
else if (newPosition.z > allowedArea.yMax)
}
private void OnCollisionEnter(Collision collision)
{
EvaluateCollision(collision);
}
private void OnCollisionStay(Collision collision)
{
EvaluateCollision(collision);
}
private void EvaluateCollision(Collision collision)
{
float minDot = GetMinDot(collision.gameObject.layer);
for (int i = 0; i < collision.contactCount; i++)
{
newPosition.z = allowedArea.yMax;
velocity.z = -velocity.z * bounciness;
var normal = collision.GetContact(i).normal;
if (normal.y >= minDot)
{
groundContactCount += 1;
contactNormal += normal;
}
else if (normal.y > -0.01f)
{
steepContactCount += 1;
steepNormal += normal;
}
}
if (!allowedArea.Contains(new Vector2(newPosition.x, newPosition.z)))
}
private void Jump()
{
Vector3 jumpDirection;
if (onGround)
{
newPosition.x = Mathf.Clamp(newPosition.x, allowedArea.xMin, allowedArea.xMax);
newPosition.z = Mathf.Clamp(newPosition.z, allowedArea.yMin, allowedArea.yMax);
jumpDirection = contactNormal;
}
transform.localPosition = newPosition;
else if (onSteep)
{
jumpDirection = steepNormal;
jumpPhase = 0;
}
else if (maxAirJumps > 0 && jumpPhase <= maxAirJumps)
{
if (jumpPhase == 0)
{
jumpPhase = 1;
}
jumpDirection = contactNormal;
}
else
{
return;
}
stepsSinceLastJump = 0;
jumpPhase++;
float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
jumpDirection = (jumpDirection + Vector3.up).normalized;
float alignedSpeed = Vector3.Dot(velocity, jumpDirection);
if (alignedSpeed > 0f)
{
jumpSpeed = Mathf.Max(jumpSpeed - alignedSpeed, 0f);
}
velocity += jumpDirection * jumpSpeed;
}
private void AdjustVelocity()
{
Vector3 xAxis = ProjectOnContactPlane(Vector3.right).normalized;
Vector3 zAxis = ProjectOnContactPlane(Vector3.forward).normalized;
float currentX = Vector3.Dot(velocity, xAxis);
float currentZ = Vector3.Dot(velocity, zAxis);
float acceleration = onGround ? maxAcceleration : maxAirAcceleration;
float maxSpeedChange = acceleration * Time.deltaTime;
float newX =
Mathf.MoveTowards(currentX, desiredVelocity.x, maxSpeedChange);
float newZ =
Mathf.MoveTowards(currentZ, desiredVelocity.z, maxSpeedChange);
velocity += xAxis * (newX - currentX) + zAxis * (newZ - currentZ);
}
private Vector3 ProjectOnContactPlane(Vector3 vector)
{
return vector - contactNormal * Vector3.Dot(vector, contactNormal);
}
private void ClearState()
{
groundContactCount = steepContactCount = 0;
contactNormal = steepNormal = Vector3.zero;
}
private bool SnapToGround()
{
if (stepsSinceLastGrounded > 1 || stepsSinceLastJump <= 2)
{
return false;
}
float speed = velocity.magnitude;
if (speed > maxSnapSpeed)
{
return false;
}
if (!Physics.Raycast(body.position, Vector3.down, out RaycastHit hit, probeDistance, probeMask))
{
return false;
}
if (hit.normal.y < GetMinDot(hit.collider.gameObject.layer))
{
return false;
}
groundContactCount = 1;
contactNormal = hit.normal;
float dot = Vector3.Dot(velocity, hit.normal);
if (dot > 0f)
{
velocity = (velocity - hit.normal * dot).normalized * speed;
}
return true;
}
bool CheckSteepContacts()
{
if (steepContactCount > 1)
{
steepNormal.Normalize();
if (steepNormal.y >= minGroundDotProduct)
{
groundContactCount = 1;
contactNormal = steepNormal;
return true;
}
}
return false;
}
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