- 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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