├── ProjectSettings
├── ProjectVersion.txt
├── editorsettings.asset
├── ClusterInputManager.asset
├── NetworkManager.asset
├── TimeManager.asset
├── EditorBuildSettings.asset
├── AudioManager.asset
├── TagManager.asset
├── DynamicsManager.asset
├── UnityConnectSettings.asset
├── Physics2DSettings.asset
├── NavMeshAreas.asset
├── GraphicsSettings.asset
├── QualitySettings.asset
└── InputManager.asset
├── UnityPackageManager
└── manifest.json
├── previews
├── 1200x630.jpg
├── 128x128.jpg
├── 200x124.jpg
└── 516x389.jpg
├── Assets
├── Kit25D
│ ├── Demo
│ │ ├── Sprites
│ │ │ ├── Grass.png
│ │ │ ├── Square.png
│ │ │ ├── Tree.png
│ │ │ ├── testtt.png
│ │ │ ├── box-test.png
│ │ │ ├── box-test2.png
│ │ │ ├── Player Shadow.png
│ │ │ ├── box-test-mask.png
│ │ │ ├── Base_Edge_Left.png
│ │ │ ├── PlatformExample.png
│ │ │ ├── box-test-mask2.png
│ │ │ ├── box-test-mask3.png
│ │ │ ├── PlatformExampleShadow.png
│ │ │ ├── Tree.png.meta
│ │ │ ├── Grass.png.meta
│ │ │ ├── testtt.png.meta
│ │ │ ├── Base_Edge_Left.png.meta
│ │ │ ├── Player Shadow.png.meta
│ │ │ ├── PlatformExample.png.meta
│ │ │ ├── box-test-mask2.png.meta
│ │ │ ├── box-test-mask3.png.meta
│ │ │ ├── box-test.png.meta
│ │ │ ├── box-test2.png.meta
│ │ │ ├── PlatformExampleShadow.png.meta
│ │ │ ├── box-test-mask.png.meta
│ │ │ └── Square.png.meta
│ │ ├── 2DPlatformer
│ │ │ ├── Sprites
│ │ │ │ ├── PlatformerSprites
│ │ │ │ │ └── Player_SpriteSheet.png
│ │ │ │ └── PlatformerSprites.meta
│ │ │ ├── License.txt
│ │ │ ├── Animations
│ │ │ │ ├── Player_Hurt.anim.meta
│ │ │ │ ├── Player_Idle.anim.meta
│ │ │ │ ├── Player_Ladder.anim.meta
│ │ │ │ ├── Player_Run.anim.meta
│ │ │ │ ├── Player_Turn.anim.meta
│ │ │ │ ├── Player_Hurt_End.anim.meta
│ │ │ │ ├── Player_Hurt_Start.anim.meta
│ │ │ │ ├── Player_JumpHold.anim.meta
│ │ │ │ ├── Player_JumpLand.anim.meta
│ │ │ │ ├── Player_JumpStart.anim.meta
│ │ │ │ ├── Player_Hurt_End.anim
│ │ │ │ ├── Player_Hurt_Start.anim
│ │ │ │ ├── Player_JumpHold.anim
│ │ │ │ ├── Player_JumpStart.anim
│ │ │ │ ├── Player_Turn.anim
│ │ │ │ ├── Player_JumpLand.anim
│ │ │ │ ├── Player_Ladder.anim
│ │ │ │ ├── Player_Run.anim
│ │ │ │ ├── Player_Idle.anim
│ │ │ │ └── Player_Hurt.anim
│ │ │ ├── Animator
│ │ │ │ └── Player.controller.meta
│ │ │ ├── Animator.meta
│ │ │ ├── Sprites.meta
│ │ │ ├── Animations.meta
│ │ │ └── License.txt.meta
│ │ ├── Demo.unity.meta
│ │ ├── Prefabs.meta
│ │ ├── Scripts.meta
│ │ ├── Sprites.meta
│ │ ├── 2DPlatformer.meta
│ │ ├── Prefabs
│ │ │ ├── Player.prefab.meta
│ │ │ ├── Tree.prefab.meta
│ │ │ ├── PlatformTest.prefab.meta
│ │ │ ├── box-test-big-1.prefab.meta
│ │ │ ├── box-test-small-1.prefab.meta
│ │ │ ├── Tree.prefab
│ │ │ ├── box-test-small-1.prefab
│ │ │ ├── box-test-big-1.prefab
│ │ │ ├── Player.prefab
│ │ │ └── PlatformTest.prefab
│ │ └── Scripts
│ │ │ ├── VeryBasicFollowCam.cs.meta
│ │ │ └── VeryBasicFollowCam.cs
│ ├── Demo.meta
│ ├── Common.meta
│ └── Common
│ │ ├── Scenery.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ ├── Sprite Scenery.shader.meta
│ │ ├── Sprite Character.shader.meta
│ │ ├── Sprite Character.shader
│ │ └── Sprite Scenery.shader
│ │ ├── Utils.meta
│ │ ├── Character.meta
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ ├── Character.mat.meta
│ │ ├── Scenery.mat.meta
│ │ ├── Character.mat
│ │ └── Scenery.mat
│ │ ├── Utils
│ │ ├── CustomAttributes.meta
│ │ ├── CustomAttributes
│ │ │ ├── Editor.meta
│ │ │ ├── InfoAttribute.cs.meta
│ │ │ ├── Editor
│ │ │ │ ├── InfoAttributeDrawer.cs.meta
│ │ │ │ └── InfoAttributeDrawer.cs
│ │ │ └── InfoAttribute.cs
│ │ ├── FPSDisplay.cs.meta
│ │ ├── CachedBehaviour.cs.meta
│ │ ├── FPSDisplay.cs
│ │ └── CachedBehaviour.cs
│ │ ├── Scenery
│ │ ├── DepthMask.cs.meta
│ │ ├── SceneryCollider.cs.meta
│ │ ├── SpriteSorter.cs.meta
│ │ ├── SpriteSorter.cs
│ │ ├── DepthMask.cs
│ │ └── SceneryCollider.cs
│ │ └── Character
│ │ ├── CharacterInputs.cs.meta
│ │ ├── CharacterMotor.cs.meta
│ │ ├── CharacterMovements.cs.meta
│ │ ├── CharacterShadows.cs.meta
│ │ ├── CharacterSorter.cs.meta
│ │ ├── CharacterSorter.cs
│ │ ├── CharacterInputs.cs
│ │ ├── CharacterShadows.cs
│ │ ├── CharacterMotor.cs
│ │ └── CharacterMovements.cs
├── Kit25D.meta
└── AssetStoreTools.meta
├── .gitignore
├── LICENSE
├── README.md
├── .vscode
└── settings.json
└── Kit25D.sln
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1 | Her name is Penny Pixels and Licenced to Unity.
2 | https://unity3d.com/learn/tutorials/topics/2d-game-creation/intro-and-session-goals
3 | https://www.youtube.com/watch?v=wN6-yx-ONv0
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!11 &1
4 | AudioManager:
5 | m_ObjectHideFlags: 0
6 | m_Volume: 1
7 | Rolloff Scale: 1
8 | Doppler Factor: 1
9 | Default Speaker Mode: 2
10 | m_SampleRate: 0
11 | m_DSPBufferSize: 0
12 | m_VirtualVoiceCount: 512
13 | m_RealVoiceCount: 32
14 | m_SpatializerPlugin:
15 | m_AmbisonicDecoderPlugin:
16 | m_DisableAudio: 0
17 | m_VirtualizeEffects: 1
18 |
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/Assets/Kit25D/Demo/Scripts/VeryBasicFollowCam.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections.Generic;
3 |
4 | [RequireComponent(typeof(Camera))]
5 | public class VeryBasicFollowCam : MonoBehaviour
6 | {
7 | public Transform target;
8 | public float minY = -0.73f;
9 |
10 | public void LateUpdate()
11 | {
12 | Vector3 targetPos = target.position;
13 | targetPos.z = transform.position.z;
14 | targetPos.y = minY;
15 | transform.position = Vector3.Lerp(transform.position, targetPos, 2f);
16 | }
17 | }
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 |
8 | # Visual Studio 2015 cache directory
9 | /.vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 |
26 | # Unity3D generated meta files
27 | *.pidb.meta
28 |
29 | # Unity3D Generated File On Crash Reports
30 | sysinfo.txt
31 |
32 | # Builds
33 | *.apk
34 | *.unitypackage
35 |
36 | .DS_Store
--------------------------------------------------------------------------------
/Assets/Kit25D/Common/Utils/CustomAttributes/InfoAttribute.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | #if UNITY_EDITOR
3 | using UnityEditor;
4 | #endif
5 |
6 | namespace Kit25D.CustomAttributes
7 | {
8 | public class InfoAttribute : PropertyAttribute
9 | {
10 | #if UNITY_EDITOR
11 | public string message;
12 | public MessageType type;
13 |
14 | public InfoAttribute(string message)
15 | {
16 | this.message = message;
17 | this.type = UnityEditor.MessageType.None;
18 | }
19 | #else
20 | public InfoAttribute(string message)
21 | {
22 |
23 | }
24 | #endif
25 | }
26 | }
--------------------------------------------------------------------------------
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | serializedVersion: 2
6 | tags:
7 | - LevelBounds
8 | - JumpBlocker
9 | layers:
10 | - Default
11 | - TransparentFX
12 | - Ignore Raycast
13 | -
14 | - Water
15 | - UI
16 | -
17 | -
18 | - Obstacle
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | -
41 | -
42 | m_SortingLayers:
43 | - name: Default
44 | uniqueID: 0
45 | locked: 0
46 |
--------------------------------------------------------------------------------
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!55 &1
4 | PhysicsManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 3
7 | m_Gravity: {x: 0, y: -9.81, z: 0}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_BounceThreshold: 2
10 | m_SleepThreshold: 0.005
11 | m_DefaultContactOffset: 0.01
12 | m_DefaultSolverIterations: 6
13 | m_DefaultSolverVelocityIterations: 1
14 | m_QueriesHitBackfaces: 0
15 | m_QueriesHitTriggers: 1
16 | m_EnableAdaptiveForce: 0
17 | m_EnablePCM: 1
18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
19 | m_AutoSimulation: 1
20 | m_AutoSyncTransforms: 1
21 |
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--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!310 &1
4 | UnityConnectSettings:
5 | m_ObjectHideFlags: 0
6 | m_Enabled: 0
7 | m_TestMode: 0
8 | m_TestEventUrl:
9 | m_TestConfigUrl:
10 | m_TestInitMode: 0
11 | CrashReportingSettings:
12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes
13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate
14 | m_Enabled: 0
15 | m_CaptureEditorExceptions: 1
16 | UnityPurchasingSettings:
17 | m_Enabled: 0
18 | m_TestMode: 0
19 | UnityAnalyticsSettings:
20 | m_Enabled: 0
21 | m_InitializeOnStartup: 1
22 | m_TestMode: 0
23 | m_TestEventUrl:
24 | m_TestConfigUrl:
25 | UnityAdsSettings:
26 | m_Enabled: 0
27 | m_InitializeOnStartup: 1
28 | m_TestMode: 0
29 | m_IosGameId:
30 | m_AndroidGameId:
31 | m_GameIds: {}
32 | m_GameId:
33 | PerformanceReportingSettings:
34 | m_Enabled: 0
35 |
--------------------------------------------------------------------------------
/Assets/Kit25D/Common/Utils/FPSDisplay.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Kit25D
4 | {
5 | [ExecuteInEditMode]
6 | [DisallowMultipleComponent]
7 | public class FPSDisplay : MonoBehaviour
8 | {
9 | public Color color = new Color(1f, 1f, 1f, 1.0f);
10 | float deltaTime = 0.0f;
11 |
12 | void Update()
13 | {
14 | deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
15 | }
16 |
17 | void OnGUI()
18 | {
19 | int w = Screen.width, h = Screen.height;
20 |
21 | GUIStyle style = new GUIStyle();
22 |
23 | Rect rect = new Rect(5, 5, w, h * 2 / 100);
24 | style.alignment = TextAnchor.UpperLeft;
25 | style.fontSize = h * 2 / 50;
26 | style.fontStyle = FontStyle.Bold;
27 | style.normal.textColor = color;
28 | float fps = 1.0f / deltaTime;
29 | string text = Mathf.RoundToInt(fps).ToString();
30 | GUI.Label(rect, text, style);
31 | }
32 | }
33 | }
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2017 Nedim Arabacı
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # What's the Kit25D?
2 |
3 |
4 |
5 |
6 | https://www.youtube.com/watch?v=jAVQGz3MJ1E
7 |
8 |
9 | Basically, It allows you to create a fake 3D world with 2D colliders and sprites. I have to say, it has a lot of tricks to do that. If you wanna use this kit, sometimes you have to twist your brain a little bit. The kit heavily depends on sprite masks (for shadow) & sprite pivots (for sorting). And while you are preparing your prefabs, you can have some hard time.
10 |
11 | # Features
12 |
13 | - Player Movement
14 | - X, Y and FakeZ (for jump)
15 | - Raycast based collision detection
16 | - Slopes Handling
17 | - Environment
18 | - Static obstacles (like trees, walls with no roof)
19 | - Dynamic obstacles (like boxes, short walls, player can jump on)
20 | - Floating Platforms (player can jump on, player can't jump from under)
21 |
22 | ## Recommended Settings
23 |
24 | - Project Settings -> Time -> **Fixed Timestamp** = **0.01**
25 | - Add Layers (**Obstacle**)
26 | - Add Tags (**LevelBounds**, **JumpBlocker**)
27 |
--------------------------------------------------------------------------------
/Assets/Kit25D/Common/Utils/CachedBehaviour.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System;
3 |
4 | namespace Kit25D
5 | {
6 | public class CachedBehaviour : MonoBehaviour
7 | {
8 | [HideInInspector, NonSerialized]
9 | private Collider2D __collider2D;
10 |
11 | ///
12 | /// Gets the Collider2D attached to the object.
13 | ///
14 | public Collider2D _collider2D { get { return __collider2D ? __collider2D : (__collider2D = GetComponent()); } }
15 |
16 | [HideInInspector, NonSerialized]
17 | private Rigidbody2D __rigidbody2D;
18 |
19 | ///
20 | /// Gets the Rigidbody2D attached to the object.
21 | ///
22 | public Rigidbody2D _rb { get { return __rigidbody2D ? __rigidbody2D : (__rigidbody2D = GetComponent()); } }
23 |
24 | [HideInInspector, NonSerialized]
25 | private Transform __transform;
26 |
27 | ///
28 | /// Gets the Transform attached to the object.
29 | ///
30 | public Transform _transform { get { return __transform ? __transform : (__transform = GetComponent()); } }
31 | }
32 | }
--------------------------------------------------------------------------------
/Assets/Kit25D/Common/Character/CharacterSorter.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Kit25D
4 | {
5 | [ExecuteInEditMode]
6 | [DisallowMultipleComponent]
7 | public class CharacterSorter : MonoBehaviour
8 | {
9 | CharacterMotor motor;
10 | SpriteRenderer shadowRenderer;
11 |
12 | public float depthOverride = 0f;
13 |
14 | void Start()
15 | {
16 | motor = GetComponent();
17 | shadowRenderer = motor.ShadowTransform.GetComponent();
18 | }
19 |
20 | void LateUpdate()
21 | {
22 | Vector3 pos = new Vector3(transform.position.x, transform.position.y, depthOverride == 0f ? transform.position.y : depthOverride);
23 |
24 | if (motor.onRoof)
25 | {
26 | shadowRenderer.sortingOrder = 0;
27 | shadowRenderer.maskInteraction = SpriteMaskInteraction.VisibleInsideMask;
28 |
29 | if (!motor.onPlatform)
30 | motor.shadowFix.SetActive(true);
31 | }
32 | else
33 | {
34 | shadowRenderer.sortingOrder = -1;
35 | shadowRenderer.maskInteraction = SpriteMaskInteraction.None;
36 | motor.shadowFix.SetActive(false);
37 | }
38 |
39 | transform.position = pos;
40 | }
41 | }
42 | }
--------------------------------------------------------------------------------
/Assets/Kit25D/Common/Character/CharacterInputs.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Kit25D
4 | {
5 | public class CharacterInputs
6 | {
7 | CharacterMotor motor;
8 |
9 | public CharacterInputs(CharacterMotor motor)
10 | {
11 | this.motor = motor;
12 | }
13 |
14 | public void HandleInputs()
15 | {
16 | if (motor.isKinematic())
17 | return;
18 |
19 | motor.directionalInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
20 |
21 | if (Input.GetButtonDown("Jump"))
22 | OnJumpInputDown();
23 |
24 | if (Input.GetButtonUp("Jump"))
25 | OnJumpInputUp();
26 |
27 | if (Input.GetButtonDown("Fire1"))
28 | {
29 | // OnAttackInputDown();
30 | }
31 | }
32 |
33 | public void OnJumpInputDown()
34 | {
35 | if (motor.isFreezed())
36 | return;
37 |
38 | if (motor.onGround)
39 | {
40 | motor.velocity.z = motor.maxJumpVelocity;
41 | motor.onGround = false;
42 | }
43 | }
44 |
45 | void OnJumpInputUp()
46 | {
47 | if (motor.isFreezed())
48 | return;
49 |
50 | if (motor.velocity.z > motor.minJumpVelocity)
51 | motor.velocity.z = motor.minJumpVelocity;
52 | }
53 | }
54 | }
--------------------------------------------------------------------------------
/Assets/Kit25D/Common/Scenery/SpriteSorter.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Kit25D
4 | {
5 | [ExecuteInEditMode]
6 | public class SpriteSorter : MonoBehaviour
7 | {
8 | public float groundOffset = 0f;
9 | public float height = 0f;
10 |
11 | float m_spriteLowerBound;
12 | float m_spriteHalfWidth;
13 |
14 | #if UNITY_EDITOR
15 | SpriteRenderer sr;
16 | void Awake()
17 | {
18 | sr = GetComponent();
19 | }
20 |
21 | void LateUpdate()
22 | {
23 | if (!Application.isPlaying)
24 | {
25 | transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.y + groundOffset);
26 | }
27 | }
28 |
29 | void OnDrawGizmos()
30 | {
31 | Vector3 floorHeightPos = new Vector3(sr.bounds.min.x, sr.bounds.min.y + height, transform.position.z);
32 | Gizmos.color = Color.magenta;
33 | Gizmos.DrawLine(floorHeightPos, floorHeightPos + new Vector3(sr.bounds.size.x, 0, 0));
34 |
35 | if (groundOffset != 0f)
36 | {
37 | Vector3 groundPos = new Vector3(sr.bounds.min.x, sr.bounds.min.y + groundOffset, transform.position.z);
38 | Gizmos.color = Color.black;
39 | Gizmos.DrawLine(groundPos, groundPos + new Vector3(sr.bounds.size.x, 0, 0));
40 | }
41 | }
42 | #endif
43 | }
44 | }
--------------------------------------------------------------------------------
/Assets/Kit25D/Common/Utils/CustomAttributes/Editor/InfoAttributeDrawer.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace Kit25D.CustomAttributes
5 | {
6 | [CustomPropertyDrawer(typeof(InfoAttribute))]
7 | public class InfoAttributeDrawer : DecoratorDrawer
8 | {
9 | InfoAttribute infoAttribute
10 | {
11 | get { return ((InfoAttribute) attribute); }
12 | }
13 |
14 | GUIStyle style
15 | {
16 | get
17 | {
18 | GUIStyle style = new GUIStyle(EditorStyles.label);
19 | style.fontSize = 10;
20 | style.richText = true;
21 | style.wordWrap = true;
22 |
23 | return style;
24 | }
25 | }
26 |
27 | GUIContent content
28 | {
29 | get
30 | {
31 | return new GUIContent("↓ " + infoAttribute.message);
32 | }
33 | }
34 |
35 | float propHeight
36 | {
37 | get
38 | {
39 | return style.CalcHeight(content, EditorGUIUtility.currentViewWidth) + 12;
40 | }
41 | }
42 |
43 | public override float GetHeight()
44 | {
45 | return propHeight;
46 | }
47 |
48 | public override void OnGUI(Rect rect)
49 | {
50 | rect.y += 10;
51 | rect.height = propHeight;
52 |
53 | EditorGUI.LabelField(rect, content, style);
54 | }
55 | }
56 | }
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1 | using UnityEngine;
2 |
3 | namespace Kit25D
4 | {
5 | [DisallowMultipleComponent]
6 | public class DepthMask : MonoBehaviour
7 | {
8 | private float _z;
9 |
10 | void Start()
11 | {
12 | _z = transform.parent.position.z;
13 | }
14 |
15 | #if UNITY_EDITOR
16 | [System.Diagnostics.Conditional("UNITY_EDITOR")]
17 | void Reset()
18 | {
19 | Collider2D _c = GetComponent();
20 |
21 | if (_c == null)
22 | {
23 | if (UnityEditor.EditorUtility.DisplayDialog("Choose a component", "You are missing one of the required componets. Please choose one to add.", "BoxCollider2D", "PolygonCollider2D"))
24 | _c = gameObject.AddComponent();
25 | else
26 | _c = gameObject.AddComponent();
27 | }
28 |
29 | _c.isTrigger = true;
30 | }
31 | #endif
32 |
33 | void OnTriggerStay2D(Collider2D coll)
34 | {
35 | if (coll.CompareTag("Player"))
36 | {
37 | CharacterMotor motor = coll.gameObject.GetComponent();
38 | CharacterSorter charSorter = coll.gameObject.GetComponent();
39 |
40 | if (!motor.onRoof)
41 | charSorter.depthOverride = _z + 0.15f;
42 | else
43 | charSorter.depthOverride = 0f;
44 | }
45 | }
46 |
47 | void OnTriggerExit2D(Collider2D coll)
48 | {
49 | if (coll.CompareTag("Player"))
50 | {
51 | CharacterSorter charSorter = coll.gameObject.GetComponent();
52 | charSorter.depthOverride = 0f;
53 | }
54 | }
55 | }
56 | }
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1 | Shader "Sprites/Character"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1, 1, 1, 1)
7 | _AlphaCutoff ("Alpha Cutoff", Range(0.01, 1.0)) = 0.1
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25 |
26 | Pass
27 | {
28 | Stencil
29 | {
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31 | Comp Always
32 | Pass Replace
33 | }
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35 | CGPROGRAM
36 | #pragma vertex vert
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38 | #pragma multi_compile _ PIXELSNAP_ON
39 | #include "UnityCG.cginc"
40 |
41 | struct appdata_t
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43 | float4 vertex : POSITION;
44 | float4 color : COLOR;
45 | float2 texcoord : TEXCOORD0;
46 | };
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49 | {
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51 | fixed4 color : COLOR;
52 | half2 texcoord : TEXCOORD0;
53 | };
54 |
55 | fixed4 _Color;
56 | fixed _AlphaCutoff;
57 |
58 | v2f vert(appdata_t IN)
59 | {
60 | v2f OUT;
61 | OUT.vertex = UnityObjectToClipPos(IN.vertex);
62 | OUT.texcoord = IN.texcoord;
63 | OUT.color = IN.color * _Color;
64 | return OUT;
65 | }
66 |
67 | sampler2D _MainTex;
68 | sampler2D _AlphaTex;
69 |
70 | fixed4 frag( v2f IN ) : SV_Target
71 | {
72 | fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
73 | c.rgb *= c.a;
74 | clip(c.a - _AlphaCutoff);
75 | return c;
76 | }
77 | ENDCG
78 | }
79 | }
80 | }
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1 | using UnityEngine;
2 |
3 | namespace Kit25D
4 | {
5 | public class CharacterShadows
6 | {
7 | CharacterMotor motor;
8 |
9 | public CharacterShadows(CharacterMotor motor)
10 | {
11 | this.motor = motor;
12 | }
13 |
14 | public void SetShadowHeightModifier(float h)
15 | {
16 | Vector3 modifier = motor.ShadowTransform.position;
17 | modifier.y += h;
18 | motor.ShadowTransform.position = modifier;
19 | }
20 |
21 | public void HandleShadows()
22 | {
23 | if (motor.isFreezed())
24 | return;
25 |
26 | if (!motor.onGround)
27 | {
28 | Vector3 scale = new Vector3(motor.defaultShadowScaleX, motor.defaultShadowScaleX, 1);
29 | scale.x = Mathf.Lerp(motor.ShadowTransform.localScale.x, Mathf.Clamp(-motor.velocity.z, -.3f, motor.defaultShadowScaleX), Time.deltaTime * .5f);
30 | motor.ShadowTransform.localScale = scale;
31 | }
32 | else
33 | {
34 | if (motor.ShadowTransform.localScale.x != motor.defaultShadowScaleX)
35 | {
36 | Vector3 scale = new Vector3(motor.defaultShadowScaleX, motor.defaultShadowScaleX, 1);
37 | scale.x = Mathf.Lerp(motor.ShadowTransform.localScale.x, motor.defaultShadowScaleX, Time.deltaTime * 15f);
38 | motor.ShadowTransform.localScale = scale;
39 | }
40 | }
41 |
42 | if (motor.onRoof && !motor.onGround)
43 | {
44 | Vector3 scale = new Vector3(motor.defaultShadowScaleX, motor.defaultShadowScaleX, 1);
45 | scale.x = Mathf.Lerp(motor.shadowFix.transform.localScale.x, Mathf.Clamp(-motor.velocity.z, -.3f, motor.defaultShadowScaleX), Time.deltaTime * .5f);
46 | motor.shadowFix.transform.localScale = scale;
47 | }
48 | else if (motor.onRoof && motor.onGround)
49 | {
50 | if (motor.shadowFix.transform.localScale.x != motor.defaultShadowScaleX)
51 | {
52 | Vector3 scale = new Vector3(motor.defaultShadowScaleX, motor.defaultShadowScaleX, 1);
53 | scale.x = Mathf.Lerp(motor.shadowFix.transform.localScale.x, motor.defaultShadowScaleX, Time.deltaTime * 15f);
54 | motor.shadowFix.transform.localScale = scale;
55 | }
56 | }
57 | }
58 | }
59 | }
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1 | Shader "Sprites/Scenery"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ( "Tint", Color ) = (1, 1, 1, 1)
7 | _BehindTint ("Behind Tint", Color) = (0, 0, 0, 0.5)
8 | }
9 |
10 | CGINCLUDE
11 | struct appdata_t
12 | {
13 | float4 vertex : POSITION;
14 | float4 color : COLOR;
15 | float2 texcoord : TEXCOORD0;
16 | };
17 |
18 | struct v2f
19 | {
20 | float4 vertex : SV_POSITION;
21 | fixed4 color : COLOR;
22 | half2 texcoord : TEXCOORD0;
23 | };
24 |
25 | fixed4 _Color;
26 | sampler2D _MainTex;
27 |
28 | v2f vert(appdata_t IN)
29 | {
30 | v2f OUT;
31 | OUT.vertex = UnityObjectToClipPos(IN.vertex);
32 | OUT.texcoord = IN.texcoord;
33 | OUT.color = IN.color * _Color;
34 | return OUT;
35 | }
36 | ENDCG
37 |
38 | SubShader
39 | {
40 | Tags
41 | {
42 | "Queue" = "Transparent"
43 | "IgnoreProjector" = "True"
44 | "RenderType" = "Transparent"
45 | "PreviewType" = "Plane"
46 | "CanUseSpriteAtlas" = "True"
47 | }
48 |
49 | Cull Off
50 | Lighting Off
51 | ZWrite Off
52 | Blend One OneMinusSrcAlpha
53 |
54 | Pass
55 | {
56 | Stencil
57 | {
58 | Ref 4
59 | Comp NotEqual
60 | }
61 |
62 | CGPROGRAM
63 | #pragma vertex vert
64 | #pragma fragment frag
65 | #pragma multi_compile _ PIXELSNAP_ON
66 | #include "UnityCG.cginc"
67 |
68 | fixed4 frag(v2f IN) : SV_Target
69 | {
70 | fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
71 | c.rgb *= c.a;
72 | return c;
73 | }
74 | ENDCG
75 | }
76 |
77 | Pass
78 | {
79 | Stencil
80 | {
81 | Ref 4
82 | Comp Equal
83 | }
84 |
85 | CGPROGRAM
86 | #pragma vertex vert
87 | #pragma fragment frag
88 | #pragma multi_compile _ PIXELSNAP_ON
89 | #include "UnityCG.cginc"
90 |
91 | fixed4 _BehindTint;
92 |
93 | fixed4 frag(v2f IN) : SV_Target
94 | {
95 | fixed4 c = tex2D(_MainTex, IN.texcoord);
96 | return _BehindTint * c.a;
97 | }
98 | ENDCG
99 | }
100 | }
101 | }
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/Assets/Kit25D/Common/Scenery/SceneryCollider.cs:
--------------------------------------------------------------------------------
1 | using Kit25D.CustomAttributes;
2 | using UnityEngine;
3 |
4 | namespace Kit25D
5 | {
6 | [RequireComponent(typeof(SpriteSorter))]
7 | [DisallowMultipleComponent]
8 | public class SceneryCollider : MonoBehaviour
9 | {
10 | public bool hasRoof = false;
11 | [Info("It's for floating platforms. Has a little different behaviour then hasRoof.")]
12 | public bool isPlatform = false;
13 | public float height { get; private set; }
14 | private SpriteSorter spriteSorter;
15 |
16 | #if UNITY_EDITOR
17 | [System.Diagnostics.Conditional("UNITY_EDITOR")]
18 | void Reset()
19 | {
20 | Collider2D _c = GetComponent();
21 |
22 | if (_c == null)
23 | {
24 | if (UnityEditor.EditorUtility.DisplayDialog("Choose a component", "You are missing one of the required componets. Please choose one to add.", "CapsuleCollider2D", "PolygonCollider2D"))
25 | _c = gameObject.AddComponent();
26 | else
27 | _c = gameObject.AddComponent();
28 | }
29 |
30 | _c.isTrigger = true;
31 | }
32 | #endif
33 |
34 | void Start()
35 | {
36 | if (transform.parent)
37 | spriteSorter = transform.parent.GetComponent();
38 |
39 | if (!spriteSorter)
40 | spriteSorter = transform.GetComponent();
41 |
42 | height = spriteSorter.height + Mathf.Abs(spriteSorter.groundOffset);
43 |
44 | if (isPlatform)
45 | hasRoof = true;
46 | }
47 |
48 | void OnTriggerEnter2D(Collider2D coll)
49 | {
50 | if (coll.CompareTag("Player"))
51 | {
52 | CharacterMotor motor = coll.gameObject.GetComponent();
53 |
54 | if (!motor.onGround && motor.zHeight > height)
55 | {
56 | motor.Shadows.SetShadowHeightModifier(height);
57 | motor.roofHeight = height;
58 | motor.onRoof = true;
59 | motor.onPlatform = isPlatform;
60 | }
61 | }
62 | }
63 |
64 | void OnTriggerStay2D(Collider2D coll)
65 | {
66 | if (isPlatform && coll.CompareTag("Player"))
67 | {
68 | CharacterMotor motor = coll.gameObject.GetComponent();
69 |
70 | if (motor.onGround && !motor.onRoof && !motor.underPlatform)
71 | {
72 | motor.underPlatform = true;
73 | motor.OnUnderPlatform();
74 | }
75 |
76 | }
77 | }
78 |
79 | void OnTriggerExit2D(Collider2D coll)
80 | {
81 | if (coll.CompareTag("Player"))
82 | {
83 | CharacterMotor motor = coll.gameObject.GetComponent();
84 |
85 | if (motor.onRoof)
86 | {
87 | motor.Shadows.SetShadowHeightModifier(-height);
88 | motor.onRoof = false;
89 | motor.roofHeight = 0f;
90 | motor.onGround = false;
91 | }
92 |
93 | motor.underPlatform = false;
94 | motor.OnExitUnderPlatform();
95 | }
96 | }
97 | }
98 | }
--------------------------------------------------------------------------------
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/Assets/Kit25D/Common/Character/CharacterMotor.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using Kit25D.CustomAttributes;
4 | using UnityEngine;
5 |
6 | namespace Kit25D
7 | {
8 | [AddComponentMenu("Kit25D/CharacterMotor")]
9 | [DisallowMultipleComponent]
10 | [RequireComponent(typeof(Rigidbody2D), typeof(CapsuleCollider2D), typeof(CharacterSorter))]
11 | public class CharacterMotor : CachedBehaviour
12 | {
13 | public enum Brains { Player, AI }
14 | public enum FaceDirections { Left = -1, Right = 1 }
15 | public enum Statuses { Normal, Freezed, Kinematic, Dead }
16 | public enum Teams { Friendly, Enemy }
17 |
18 | public Brains brainType = Brains.AI;
19 | public FaceDirections faceDirection = FaceDirections.Right;
20 | public Teams team = Teams.Enemy;
21 |
22 | private List statuses = new List();
23 |
24 | [Header("GFX Refereneces")]
25 | [Info("This must be your characters graphical visuals with animations, sounds etc. While jumping this transform will go up!")]
26 | public Transform GFXTransform;
27 |
28 | [Info("This transform determines ground position and used by landing check.")]
29 | public Transform ShadowTransform;
30 |
31 | [Info("This needs to be duplicate of Shadow Transform but disabled. CharacterMotor will handle rest of it.")]
32 | public GameObject shadowFix;
33 |
34 | public float defaultShadowScaleX { get; protected set; }
35 |
36 | [Header("Movement")]
37 | public LayerMask obstacleLayerMask;
38 | public bool onGround = true;
39 | public bool onRoof = false;
40 | public bool onPlatform = false;
41 | [HideInInspector] public float roofHeight = 0f;
42 | public float speed = 5f;
43 | public float speedModifierY = .65f;
44 | public float currentSpeed = 5f;
45 | public float maxJumpHeight = 3f;
46 | public float minJumpHeight = 1f;
47 | public float timeToJumpApex = .4f;
48 | public float skinWidth = .015f;
49 | public float zHeight = 0f;
50 | public Vector2 directionalInput;
51 | public Vector3 velocity;
52 | public Bounds bounds { get; protected set; }
53 | public float maxJumpVelocity { get; protected set; }
54 | public float minJumpVelocity { get; protected set; }
55 | public float gravity { get; protected set; }
56 |
57 | [Header("Slope Movement")]
58 | [Info("While true we are trying to keep player on track.")]
59 | public bool slopeControl = true;
60 | public string slopeTagName = "LevelBounds";
61 | public float slopeRayLength = 10f;
62 | public float slopeAngle = 0f;
63 |
64 | [Header("Platforming")]
65 | [Info("It's used by movement controller, if player jump while under a platform.")]
66 | public Transform headPoint;
67 | public bool underPlatform = false;
68 |
69 | public Animator _animator { get; protected set; }
70 | public CharacterMovements Movement { get; protected set; }
71 | public CharacterShadows Shadows { get; protected set; }
72 | public CharacterInputs Inputs { get; protected set; }
73 |
74 | private SpriteRenderer[] GFXSpriteRenderers;
75 |
76 | private void Start()
77 | {
78 | Movement = new CharacterMovements(this);
79 | Shadows = new CharacterShadows(this);
80 | Inputs = new CharacterInputs(this);
81 |
82 | _animator = GFXTransform.GetComponentInChildren();
83 | currentSpeed = speed;
84 | defaultShadowScaleX = ShadowTransform.transform.localScale.x;
85 | _collider2D.bounds.Expand(skinWidth);
86 | GFXSpriteRenderers = GFXTransform.GetComponentsInChildren();
87 |
88 | gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2);
89 | maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
90 | minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight);
91 | }
92 |
93 | void Update()
94 | {
95 | if (!isAI())
96 | Inputs.HandleInputs();
97 |
98 | Shadows.HandleShadows();
99 | HandleAnimations();
100 | }
101 |
102 | void FixedUpdate()
103 | {
104 | Movement.CalculateVelocity();
105 | Movement.ApplyMovement(velocity * Time.fixedDeltaTime, directionalInput);
106 |
107 | zHeight = GFXTransform.position.y - ShadowTransform.position.y;
108 |
109 | if (!onGround && zHeight <= 0f)
110 | {
111 | onGround = true;
112 | velocity.z = 0f;
113 | GFXTransform.localPosition = new Vector3(ShadowTransform.localPosition.x, ShadowTransform.localPosition.y, 0);
114 | }
115 | }
116 |
117 | void HandleAnimations()
118 | {
119 | if (isFreezed())
120 | return;
121 |
122 | _animator.SetBool("grounded", onGround);
123 | _animator.SetFloat("velocityX", Mathf.Abs(directionalInput.x) + Mathf.Abs(directionalInput.y));
124 | _animator.SetFloat("velocityY", velocity.z);
125 | }
126 |
127 | public void OnUnderPlatform()
128 | {
129 | if (GFXSpriteRenderers.Length > 0)
130 | {
131 | for (int i = 0; i < GFXSpriteRenderers.Length; i++)
132 | {
133 | GFXSpriteRenderers[i].color = new Color32(180, 180, 180, 255);
134 | }
135 | }
136 | }
137 |
138 | public void OnExitUnderPlatform()
139 | {
140 | if (GFXSpriteRenderers.Length > 0)
141 | {
142 | for (int i = 0; i < GFXSpriteRenderers.Length; i++)
143 | {
144 | GFXSpriteRenderers[i].color = Color.white;
145 | }
146 | }
147 | }
148 |
149 | public void SetFaceDirection(int dir)
150 | {
151 | _transform.localScale = new Vector3(dir, 1, 1);
152 | }
153 |
154 | public bool isKinematic()
155 | {
156 | return statuses.Contains(Statuses.Kinematic);
157 | }
158 |
159 | public bool isFreezed()
160 | {
161 | return statuses.Contains(Statuses.Freezed);
162 | }
163 |
164 | public void Freeze()
165 | {
166 | if (!isFreezed())
167 | statuses.Add(Statuses.Freezed);
168 | }
169 |
170 | public void UnFreeze()
171 | {
172 | if (isFreezed())
173 | statuses.Remove(Statuses.Freezed);
174 | }
175 |
176 | public bool isDead()
177 | {
178 | return statuses.Contains(Statuses.Dead);
179 | }
180 |
181 | public bool isAI()
182 | {
183 | return brainType == Brains.AI;
184 | }
185 |
186 | /// This validates Character component and warns you if something is wrong. (Called in the editor only).
187 | void OnValidate()
188 | {
189 | if (!_rb.isKinematic)
190 | Debug.LogWarning("Character's Rigidbody2D must be kinematic in order to work with Kit25D");
191 | }
192 |
193 | /// This tries to assing default values
194 | void Reset()
195 | {
196 | _rb.isKinematic = true;
197 | _rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
198 | _rb.constraints = RigidbodyConstraints2D.FreezeRotation;
199 | }
200 | }
201 | }
--------------------------------------------------------------------------------
/Assets/Kit25D/Common/Character/CharacterMovements.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace Kit25D
6 | {
7 | public class CharacterMovements
8 | {
9 | private CharacterMotor motor;
10 |
11 | public CharacterMovements(CharacterMotor motor)
12 | {
13 | this.motor = motor;
14 | }
15 |
16 | public void CalculateVelocity()
17 | {
18 | if (motor.isFreezed())
19 | return;
20 |
21 | motor.velocity.x = motor.directionalInput.x * motor.currentSpeed;
22 | motor.velocity.y = motor.directionalInput.y * (motor.currentSpeed * motor.speedModifierY);
23 |
24 | if (!motor.onGround)
25 | {
26 | motor.velocity.z += motor.gravity * Time.fixedDeltaTime;
27 |
28 | if (motor.velocity.z < -20f)
29 | motor.velocity.z = -20f;
30 | }
31 | }
32 |
33 | public void ApplyMovement(Vector3 moveAmount, Vector2 input)
34 | {
35 | if (motor.isFreezed())
36 | return;
37 |
38 | motor.faceDirection = moveAmount.x > 0 ? CharacterMotor.FaceDirections.Right : moveAmount.x < 0 ? CharacterMotor.FaceDirections.Left : motor.faceDirection;
39 | motor._transform.localScale = new Vector3((int) motor.faceDirection, 1, 1);
40 |
41 | if (motor.slopeControl && moveAmount.x != 0)
42 | SlopeControl(ref moveAmount);
43 |
44 | if (moveAmount.y == 0)
45 | {
46 | VerticalCollisions(ref moveAmount, 1);
47 | VerticalCollisions(ref moveAmount, -1);
48 | }
49 |
50 | if (moveAmount.y > 0)
51 | VerticalCollisions(ref moveAmount, 1);
52 |
53 | if (moveAmount.y < 0)
54 | VerticalCollisions(ref moveAmount, -1);
55 |
56 | HorizontalCollisions(ref moveAmount);
57 |
58 | if (!motor.onGround && motor.underPlatform && motor.velocity.z > 0f)
59 | JumpBlockControl(ref moveAmount);
60 |
61 | motor._transform.Translate(new Vector2(moveAmount.x, moveAmount.y));
62 |
63 | if (!motor.onGround)
64 | motor.GFXTransform.Translate(new Vector2(0, moveAmount.z));
65 | }
66 |
67 | void VerticalCollisions(ref Vector3 moveAmount, int directionY)
68 | {
69 | float rayLength = Mathf.Abs(moveAmount.y) + motor.skinWidth;
70 |
71 | List rays = new List();
72 |
73 | if (directionY == 1)
74 | {
75 | rays.Add(new Vector2(motor._collider2D.bounds.max.x, motor._collider2D.bounds.max.y));
76 | rays.Add(new Vector2((motor._collider2D.bounds.max.x + motor._collider2D.bounds.min.x) * .5f, motor._collider2D.bounds.max.y));
77 | rays.Add(new Vector2(motor._collider2D.bounds.min.x, motor._collider2D.bounds.max.y));
78 | }
79 | else
80 | {
81 | rays.Add(new Vector2(motor._collider2D.bounds.max.x, motor._collider2D.bounds.min.y));
82 | rays.Add(new Vector2((motor._collider2D.bounds.max.x + motor._collider2D.bounds.min.x) * .5f, motor._collider2D.bounds.min.y));
83 | rays.Add(new Vector2(motor._collider2D.bounds.min.x, motor._collider2D.bounds.min.y));
84 | }
85 |
86 | for (int i = 0; i < rays.Count; i++)
87 | {
88 | RaycastHit2D hit;
89 |
90 | if (directionY == 1)
91 | {
92 | hit = Physics2D.Raycast(rays[i], Vector2.up, rayLength, motor.obstacleLayerMask);
93 | Debug.DrawRay(rays[i], Vector2.up * directionY * rayLength, Color.yellow);
94 | }
95 | else
96 | {
97 | hit = Physics2D.Raycast(rays[i], Vector2.down, rayLength, motor.obstacleLayerMask);
98 | Debug.DrawRay(rays[i], Vector2.up * directionY * rayLength, Color.red);
99 | }
100 |
101 | if (hit)
102 | {
103 | if (motor.isKinematic())
104 | continue;
105 |
106 | SceneryCollider sceneryCollider = hit.collider.transform.GetComponent();
107 |
108 | if (sceneryCollider != null)
109 | {
110 | if (sceneryCollider.hasRoof && !motor.onGround && motor.zHeight > sceneryCollider.height)
111 | continue;
112 |
113 | if (sceneryCollider.hasRoof && motor.onRoof)
114 | continue;
115 |
116 | if (sceneryCollider.isPlatform)
117 | continue;
118 | }
119 |
120 | if (hit.collider.CompareTag("JumpBlocker") && motor.onGround)
121 | continue;
122 |
123 | moveAmount.y = (hit.distance - motor.skinWidth) * directionY;
124 | }
125 | }
126 | }
127 |
128 | void HorizontalCollisions(ref Vector3 moveAmount)
129 | {
130 | float rayLength = Mathf.Abs(moveAmount.x) + motor.skinWidth;
131 | float directionX = Mathf.Sign(moveAmount.x);
132 |
133 | List rays = new List();
134 |
135 | if (directionX == 1)
136 | {
137 | rays.Add(new Vector2(motor._collider2D.bounds.max.x, motor._collider2D.bounds.max.y));
138 | rays.Add(new Vector2(motor._collider2D.bounds.max.x, motor._collider2D.bounds.min.y));
139 | }
140 | else
141 | {
142 | rays.Add(new Vector2(motor._collider2D.bounds.min.x, motor._collider2D.bounds.max.y));
143 | rays.Add(new Vector2(motor._collider2D.bounds.min.x, motor._collider2D.bounds.min.y));
144 | }
145 |
146 | for (int i = 0; i < rays.Count; i++)
147 | {
148 | RaycastHit2D hit;
149 |
150 | if (directionX == 1)
151 | {
152 | hit = Physics2D.Raycast(rays[i], Vector2.right * directionX, rayLength, motor.obstacleLayerMask);
153 | Debug.DrawRay(rays[i], Vector2.right * directionX * rayLength, Color.white);
154 | }
155 | else
156 | {
157 | hit = Physics2D.Raycast(rays[i], Vector2.right * directionX, rayLength, motor.obstacleLayerMask);
158 | Debug.DrawRay(rays[i], Vector2.right * directionX * rayLength, Color.white);
159 | }
160 |
161 | if (hit)
162 | {
163 | if (motor.isKinematic())
164 | continue;
165 |
166 | SceneryCollider sceneryCollider = hit.collider.transform.GetComponent();
167 |
168 | if (sceneryCollider != null)
169 | {
170 | if (sceneryCollider.hasRoof && !motor.onGround && motor.zHeight > sceneryCollider.height)
171 | continue;
172 |
173 | if (sceneryCollider.hasRoof && motor.onRoof)
174 | continue;
175 |
176 | if (sceneryCollider.isPlatform)
177 | continue;
178 | }
179 |
180 | if (hit.collider.CompareTag("JumpBlocker") && motor.onGround)
181 | continue;
182 |
183 | moveAmount.x = (hit.distance - motor.skinWidth) * directionX;
184 | }
185 | }
186 | }
187 |
188 | void SlopeControl(ref Vector3 moveAmount)
189 | {
190 | float rayLength = motor.slopeRayLength + motor.skinWidth;
191 |
192 | Vector2 front = new Vector2(motor._collider2D.bounds.max.x, motor._collider2D.bounds.min.y);
193 | Vector2 back = new Vector2(motor._collider2D.bounds.min.x, motor._collider2D.bounds.min.y);
194 |
195 | if ((int) motor.faceDirection == -1)
196 | {
197 | back = new Vector2(motor._collider2D.bounds.max.x, motor._collider2D.bounds.min.y);
198 | front = new Vector2(motor._collider2D.bounds.min.x, motor._collider2D.bounds.min.y);
199 | }
200 |
201 | RaycastHit2D hitFront = Physics2D.Raycast(front, Vector2.down, rayLength, motor.obstacleLayerMask);
202 | Debug.DrawRay(front, Vector2.down * rayLength, Color.magenta);
203 |
204 | RaycastHit2D hitBack = Physics2D.Raycast(back, Vector2.down, rayLength, motor.obstacleLayerMask);
205 | Debug.DrawRay(back, Vector2.down * rayLength, Color.black);
206 |
207 | if (hitFront && hitBack)
208 | {
209 | if (hitFront.collider.CompareTag(motor.slopeTagName) && hitBack.collider.CompareTag(motor.slopeTagName))
210 | {
211 | float angle = Vector2.Angle(hitFront.normal, Vector2.up);
212 | motor.slopeAngle = hitFront.distance < hitBack.distance ? angle : -angle;
213 |
214 | if (Mathf.Abs(motor.slopeAngle) < 0.3f)
215 | return; // discard very low slopes
216 |
217 | float moveDistance = Mathf.Abs(moveAmount.x);
218 | float climbmoveAmountY = Mathf.Sin(motor.slopeAngle * Mathf.Deg2Rad) * moveDistance;
219 |
220 | moveAmount.y += climbmoveAmountY;
221 | }
222 | }
223 | }
224 |
225 | void JumpBlockControl(ref Vector3 moveAmount)
226 | {
227 | float rayLength = .15f;
228 | Vector2 rayOrigin = new Vector2(motor.headPoint.position.x, motor.headPoint.position.y);
229 |
230 | RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up, rayLength, motor.obstacleLayerMask);
231 | Debug.DrawRay(rayOrigin, Vector2.up * rayLength, Color.magenta);
232 |
233 | if (hit)
234 | {
235 | if (hit.collider.CompareTag("JumpBlocker"))
236 | {
237 | moveAmount.z = -0.1f;
238 | motor.velocity.z = -0.1f;
239 | }
240 | }
241 | }
242 | }
243 | }
--------------------------------------------------------------------------------
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