- Character move forward, rotate left and right, jump functions(up onto and over) - Character stops if object/obstacle in the way - Implemented with keyboard control - Wall collider tester in TuteLevelOneJosh_Dev_branch
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//Attach this script to your GameObject. This GameObject doesn’t need to have a Collider component | |||
//Set the Layer Mask field in the Inspector to the layer you would like to see collisions in (set to Everything if you are unsure). | |||
//Create a second Gameobject for testing collisions. Make sure your GameObject has a Collider component (if it doesn’t, click on | |||
//the Add Component button in the GameObject’s Inspector, and go to Physics>Box Collider). | |||
//Place it so it is overlapping your other GameObject. | |||
//Press Play to see the console output the name of your second GameObject | |||
//This script uses the OverlapBox that creates an invisible Box Collider that detects multiple collisions with other colliders. | |||
//The OverlapBox in this case is the same size and position as the GameObject you attach it to (acting as a replacement for the BoxCollider component). | |||
using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class OverlapBoxExample : MonoBehaviour | |||
{ | |||
bool m_Started; | |||
public LayerMask m_LayerMask; | |||
public Collider[] hitColliders; | |||
void Start() | |||
{ | |||
//Use this to ensure that the Gizmos are being drawn when in Play Mode. | |||
m_Started = true; | |||
} | |||
void FixedUpdate() | |||
{ | |||
MyCollisions(); | |||
} | |||
void MyCollisions() | |||
{ | |||
//Use the OverlapBox to detect if there are any other colliders within this box area. | |||
//Use the GameObject's centre, half the size (as a radius) and rotation. This creates an invisible box around your GameObject. | |||
hitColliders = Physics.OverlapBox(gameObject.transform.position, transform.localScale / 2, Quaternion.identity, m_LayerMask); | |||
int i = 0; | |||
//Check when there is a new collider coming into contact with the box | |||
while (i < hitColliders.Length) | |||
{ | |||
//Output all of the collider names | |||
//Debug.Log("Hit : " + hitColliders[i].name + i); | |||
//Increase the number of Colliders in the array | |||
i++; | |||
} | |||
} | |||
//Draw the Box Overlap as a gizmo to show where it currently is testing. Click the Gizmos button to see this | |||
void OnDrawGizmos() | |||
{ | |||
Gizmos.color = Color.red; | |||
//Check that it is being run in Play Mode, so it doesn't try to draw this in Editor mode | |||
if (m_Started) | |||
//Draw a cube where the OverlapBox is (positioned where your GameObject is as well as a size) | |||
Gizmos.DrawWireCube(transform.position, transform.localScale); | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class Character: MonoBehaviour | |||
{ | |||
bool move = true; | |||
bool floorFound = false; | |||
Vector3 halfJump = new Vector3 (1.0f, 0.5f, 1.0f); | |||
void Update () | |||
{ | |||
if (Input.GetKeyDown (KeyCode.LeftArrow)) { | |||
transform.rotation = Quaternion.Euler (transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y - 90, transform.rotation.eulerAngles.z); | |||
} | |||
if (Input.GetKeyDown (KeyCode.RightArrow)) { | |||
transform.rotation = Quaternion.Euler (transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y + 90, transform.rotation.eulerAngles.z); | |||
} | |||
if (Input.GetKeyDown (KeyCode.UpArrow)) { | |||
OverlapBoxExample childScript = this.transform.GetChild (2).GetComponent < OverlapBoxExample > (); | |||
if(transform.position.y < 1.5){ | |||
foreach (Collider x in childScript.hitColliders) { | |||
if (x.name == "Wall" || x.name == "Stump" || x.name == "Water") { | |||
move = false; | |||
break; | |||
} | |||
} | |||
if (move == true ) { | |||
transform.position -= transform.forward; | |||
} | |||
}else{ | |||
transform.position -= transform.forward; | |||
transform.position -= Vector3.Scale(halfJump , transform.up); | |||
} | |||
} | |||
if (Input.GetKeyUp (KeyCode.UpArrow)) { | |||
move = true; | |||
} | |||
if (Input.GetKeyDown (KeyCode.Space)) { | |||
OverlapBoxExample childScript = this.transform.GetChild (2).GetComponent < OverlapBoxExample > (); | |||
foreach (Collider x in childScript.hitColliders) { | |||
//Debug.Log(x.name); | |||
if (x.name == "Stump" && transform.position.y < 1.5) { | |||
transform.position -= transform.forward; | |||
transform.position += Vector3.Scale(halfJump , transform.up); | |||
break; | |||
} else if (x.name == "Water") { | |||
transform.position -= transform.forward; | |||
transform.position += Vector3.Scale(halfJump , transform.up); | |||
transform.position -= transform.forward; | |||
transform.position -= Vector3.Scale(halfJump , transform.up); | |||
break; | |||
} | |||
} | |||
} | |||
} | |||
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