Fake Physics on Player

This commit is contained in:
Michal Pikulski
2025-09-09 14:18:19 +02:00
parent cfa3c32657
commit c15f207415
3 changed files with 68 additions and 37 deletions

View File

@@ -16,6 +16,9 @@ namespace Input
private Vector2 lastHoldPosition;
private Coroutine pathfindingDragCoroutine;
private float pathfindingDragUpdateInterval = 0.1f; // Interval in seconds
[Header("Collision Simulation")]
public LayerMask obstacleMask;
public float colliderRadius = 0.5f;
// --- Unity/Component References ---
private AIPath aiPath;
@@ -153,21 +156,64 @@ namespace Input
/// </summary>
private void MoveDirectlyTo(Vector2 worldPosition)
{
if (aiPath == null) return;
if (aiPath == null)
{
return;
}
Vector3 current = transform.position;
Vector3 target = new Vector3(worldPosition.x, worldPosition.y, current.z);
Vector3 toTarget = (target - current);
Vector3 direction = toTarget.normalized;
float maxSpeed = aiPath.maxSpeed;
float acceleration = aiPath.maxAcceleration;
directMoveVelocity =
Vector3.MoveTowards(directMoveVelocity, direction * maxSpeed, acceleration * Time.deltaTime);
directMoveVelocity = Vector3.MoveTowards(directMoveVelocity, direction * maxSpeed, acceleration * Time.deltaTime);
if (directMoveVelocity.magnitude > maxSpeed)
{
directMoveVelocity = directMoveVelocity.normalized * maxSpeed;
}
Vector3 move = directMoveVelocity * Time.deltaTime;
if (move.magnitude > toTarget.magnitude)
{
move = toTarget;
transform.position += move;
}
// --- Collision simulation ---
Vector3 adjustedVelocity = AdjustVelocityForObstacles(current, directMoveVelocity);
Vector3 adjustedMove = adjustedVelocity * Time.deltaTime;
if (adjustedMove.magnitude > toTarget.magnitude)
{
adjustedMove = toTarget;
}
transform.position += adjustedMove;
}
/// <summary>
/// Simulates collision with obstacles by raycasting in the direction of velocity and projecting the velocity if a collision is detected.
/// </summary>
/// <param name="position">Player's current position.</param>
/// <param name="velocity">Intended velocity for this frame.</param>
/// <returns>Adjusted velocity after collision simulation.</returns>
private Vector3 AdjustVelocityForObstacles(Vector3 position, Vector3 velocity)
{
if (velocity.sqrMagnitude < 0.0001f)
return velocity;
float moveDistance = velocity.magnitude * Time.deltaTime;
Vector2 origin = new Vector2(position.x, position.y);
Vector2 dir = velocity.normalized;
float rayLength = colliderRadius + moveDistance;
RaycastHit2D hit = Physics2D.Raycast(origin, dir, rayLength, obstacleMask);
Debug.DrawLine(origin, origin + dir * rayLength, Color.red, 0.1f);
if (hit.collider != null)
{
// Draw normal and tangent for debug
Debug.DrawLine(hit.point, hit.point + hit.normal, Color.green, 0.2f);
Vector2 tangent = new Vector2(-hit.normal.y, hit.normal.x);
Debug.DrawLine(hit.point, hit.point + tangent, Color.blue, 0.2f);
// Project velocity onto tangent to simulate sliding
float slideAmount = Vector2.Dot(velocity, tangent);
Vector3 slideVelocity = tangent * slideAmount;
return slideVelocity;
}
return velocity;
}
void Update()