105 lines
2.5 KiB
C#
105 lines
2.5 KiB
C#
using UnityEngine;
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public class MovingSphere : MonoBehaviour
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{
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[SerializeField, Range(0f, 100f)]
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private float maxSpeed = 10f;
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[SerializeField, Range(0f, 100f)]
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private float maxAcceleration = 10f, maxAirAcceleration = 1f;
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[SerializeField, Range(0f, 10f)]
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float jumpHeight = 2f;
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[SerializeField, Range(0, 5)]
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int maxAirJumps = 0;
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private Rigidbody body;
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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 bool onGround;
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private int jumpPhase;
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private Vector3 velocity;
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private void Awake()
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{
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body = GetComponent<Rigidbody>();
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}
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private void Update()
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{
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Vector2 playerInput;
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playerInput.x = Input.GetAxis("Horizontal");
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playerInput.y = Input.GetAxis("Vertical");
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playerInput = Vector2.ClampMagnitude(playerInput, 1f);
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desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
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desiredJump |= Input.GetButtonDown("Jump");
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}
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private void FixedUpdate()
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{
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UpdateState();
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float acceleration = onGround ? maxAcceleration : maxAirAcceleration;
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float maxSpeedChange = acceleration * Time.deltaTime;
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velocity.x = Mathf.MoveTowards(velocity.x, desiredVelocity.x, maxSpeedChange);
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velocity.z = Mathf.MoveTowards(velocity.z, desiredVelocity.z, maxSpeedChange);
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if (desiredJump)
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{
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desiredJump = false;
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Jump();
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}
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body.velocity = velocity;
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onGround = false;
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}
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private void UpdateState()
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{
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velocity = body.velocity;
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if (onGround)
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{
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jumpPhase = 0;
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}
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}
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private void OnCollisionEnter(Collision collision)
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{
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EvaluateCollision(collision);
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}
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private void OnCollisionStay(Collision collision)
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{
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EvaluateCollision(collision);
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}
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private void EvaluateCollision(Collision collision)
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{
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for (int i = 0; i < collision.contactCount; i++)
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{
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var normal = collision.GetContact(i).normal;
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onGround |= normal.y >= 0.9f;
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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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{
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jumpPhase++;
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float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
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if (velocity.y > 0f)
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{
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jumpSpeed = Mathf.Max(jumpSpeed - velocity.y, 0f);
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}
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velocity.y += jumpSpeed;
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}
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}
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}
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