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【Unity 入門】【チュートリアル】2D アクションゲームを作る 8. 壁キック

目次

前回のチュートリアル

スクリプトの更新

スクリプトファイルを開いて下記のコードを貼り付けて保存します

Controller2D.cs

using UnityEngine;
using System.Collections;

public class Controller2D : RaycastController {
    
    float maxClimbAngle = 80;
    float maxDescendAngle = 80;
    
    public CollisionInfo collisions;


    public override void Start() {
        base.Start ();
        collisions.faceDir = 1;
    }

    public void Move(Vector3 velocity, bool standingOnPlatform = false) {
        UpdateRaycastOrigins ();
        collisions.Reset ();
        collisions.velocityOld = velocity;

        if (velocity.x != 0) {
            collisions.faceDir = (int)Mathf.Sign(velocity.x);
        }

        if (velocity.y < 0) {
            DescendSlope(ref velocity);
        }

        HorizontalCollisions (ref velocity);
        if (velocity.y != 0) {
            VerticalCollisions (ref velocity);
        }

        transform.Translate (velocity);

        if (standingOnPlatform) {
            collisions.below = true;
        }
    }

    void HorizontalCollisions(ref Vector3 velocity) {
        float directionX = collisions.faceDir;
        float rayLength = Mathf.Abs (velocity.x) + skinWidth;

        if (Mathf.Abs(velocity.x) < skinWidth) {
            rayLength = 2*skinWidth;
        }
        
        for (int i = 0; i < horizontalRayCount; i ++) {
            Vector2 rayOrigin = (directionX == -1)?raycastOrigins.bottomLeft:raycastOrigins.bottomRight;
            rayOrigin += Vector2.up * (horizontalRaySpacing * i);
            RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask);

            Debug.DrawRay(rayOrigin, Vector2.right * directionX * rayLength,Color.red);

            if (hit) {

                if (hit.distance == 0) {
                    continue;
                }
            
                float slopeAngle = Vector2.Angle(hit.normal, Vector2.up);

                if (i == 0 && slopeAngle <= maxClimbAngle) {
                    if (collisions.descendingSlope) {
                        collisions.descendingSlope = false;
                        velocity = collisions.velocityOld;
                    }
                    float distanceToSlopeStart = 0;
                    if (slopeAngle != collisions.slopeAngleOld) {
                        distanceToSlopeStart = hit.distance-skinWidth;
                        velocity.x -= distanceToSlopeStart * directionX;
                    }
                    ClimbSlope(ref velocity, slopeAngle);
                    velocity.x += distanceToSlopeStart * directionX;
                }

                if (!collisions.climbingSlope || slopeAngle > maxClimbAngle) {
                    velocity.x = (hit.distance - skinWidth) * directionX;
                    rayLength = hit.distance;

                    if (collisions.climbingSlope) {
                        velocity.y = Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x);
                    }

                    collisions.left = directionX == -1;
                    collisions.right = directionX == 1;
                }
            }
        }
    }
    
    void VerticalCollisions(ref Vector3 velocity) {
        float directionY = Mathf.Sign (velocity.y);
        float rayLength = Mathf.Abs (velocity.y) + skinWidth;

        for (int i = 0; i < verticalRayCount; i ++) {

            Vector2 rayOrigin = (directionY == -1)?raycastOrigins.bottomLeft:raycastOrigins.topLeft;
            rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x);
            RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, collisionMask);

            Debug.DrawRay(rayOrigin, Vector2.up * directionY * rayLength,Color.red);

            if (hit) {
             
                velocity.y = (hit.distance - skinWidth) * directionY;
                rayLength = hit.distance;

                if (collisions.climbingSlope) {
                    velocity.x = velocity.y / Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Sign(velocity.x);
                }

                collisions.below = directionY == -1;
                collisions.above = directionY == 1;
            }
        }

        if (collisions.climbingSlope) {
            float directionX = Mathf.Sign(velocity.x);
            rayLength = Mathf.Abs(velocity.x) + skinWidth;
            Vector2 rayOrigin = ((directionX == -1)?raycastOrigins.bottomLeft:raycastOrigins.bottomRight) + Vector2.up * velocity.y;
            RaycastHit2D hit = Physics2D.Raycast(rayOrigin,Vector2.right * directionX,rayLength,collisionMask);

            if (hit) {
                float slopeAngle = Vector2.Angle(hit.normal,Vector2.up);
                if (slopeAngle != collisions.slopeAngle) {
                    velocity.x = (hit.distance - skinWidth) * directionX;
                    collisions.slopeAngle = slopeAngle;
                }
            }
        }
    }

    void ClimbSlope(ref Vector3 velocity, float slopeAngle) {
        float moveDistance = Mathf.Abs (velocity.x);
        float climbVelocityY = Mathf.Sin (slopeAngle * Mathf.Deg2Rad) * moveDistance;

        if (velocity.y <= climbVelocityY) {
            velocity.y = climbVelocityY;
            velocity.x = Mathf.Cos (slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign (velocity.x);
            collisions.below = true;
            collisions.climbingSlope = true;
            collisions.slopeAngle = slopeAngle;
        }
    }

    void DescendSlope(ref Vector3 velocity) {
        float directionX = Mathf.Sign (velocity.x);
        Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.bottomRight : raycastOrigins.bottomLeft;
        RaycastHit2D hit = Physics2D.Raycast (rayOrigin, -Vector2.up, Mathf.Infinity, collisionMask);

        if (hit) {
            float slopeAngle = Vector2.Angle(hit.normal, Vector2.up);
            if (slopeAngle != 0 && slopeAngle <= maxDescendAngle) {
                if (Mathf.Sign(hit.normal.x) == directionX) {
                    if (hit.distance - skinWidth <= Mathf.Tan(slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x)) {
                        float moveDistance = Mathf.Abs(velocity.x);
                        float descendVelocityY = Mathf.Sin (slopeAngle * Mathf.Deg2Rad) * moveDistance;
                        velocity.x = Mathf.Cos (slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign (velocity.x);
                        velocity.y -= descendVelocityY;

                        collisions.slopeAngle = slopeAngle;
                        collisions.descendingSlope = true;
                        collisions.below = true;
                    }
                }
            }
        }
    }



    public struct CollisionInfo {
        public bool above, below;
        public bool left, right;

        public bool climbingSlope;
        public bool descendingSlope;
        public float slopeAngle, slopeAngleOld;
        public Vector3 velocityOld;
        public int faceDir;

        public void Reset() {
            above = below = false;
            left = right = false;
            climbingSlope = false;
            descendingSlope = false;

            slopeAngleOld = slopeAngle;
            slopeAngle = 0;
        }
    }

}

Player.cs

using UnityEngine;
using System.Collections;

[RequireComponent (typeof (Controller2D))]
public class Player : MonoBehaviour {

    public float jumpHeight = 4;
    public float timeToJumpApex = .4f;
    float accelerationTimeAirborne = .2f;
    float accelerationTimeGrounded = .1f;
    float moveSpeed = 6;

    public Vector2 wallJumpClimb;
    public Vector2 wallJumpOff;
    public Vector2 wallLeap;

    public float wallSlideSpeedMax = 3;
    public float wallStickTime = .25f;
    float timeToWallUnstick;

    float gravity;
    float jumpVelocity;
    Vector3 velocity;
    float velocityXSmoothing;

    Controller2D controller;

    void Start() {
        controller = GetComponent<Controller2D> ();

        gravity = -(2 * jumpHeight) / Mathf.Pow (timeToJumpApex, 2);
        jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
        print ("Gravity: " + gravity + "  Jump Velocity: " + jumpVelocity);
    }

    void Update() {
        Vector2 input = new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical"));
        int wallDirX = (controller.collisions.left) ? -1 : 1;

        float targetVelocityX = input.x * moveSpeed;
        velocity.x = Mathf.SmoothDamp (velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below)?accelerationTimeGrounded:accelerationTimeAirborne);

        bool wallSliding = false;
        if ((controller.collisions.left || controller.collisions.right) && !controller.collisions.below && velocity.y < 0) {
            wallSliding = true;

            if (velocity.y < -wallSlideSpeedMax) {
                velocity.y = -wallSlideSpeedMax;
            }

            if (timeToWallUnstick > 0) {
                velocityXSmoothing = 0;
                velocity.x = 0;

                if (input.x != wallDirX && input.x != 0) {
                    timeToWallUnstick -= Time.deltaTime;
                }
                else {
                    timeToWallUnstick = wallStickTime;
                }
            }
            else {
                timeToWallUnstick = wallStickTime;
            }

        }

        if (controller.collisions.above || controller.collisions.below) {
            velocity.y = 0;
        }



        if (Input.GetKeyDown (KeyCode.Space)) {
            if (wallSliding) {
                if (wallDirX == input.x) {
                    velocity.x = -wallDirX * wallJumpClimb.x;
                    velocity.y = wallJumpClimb.y;
                }
                else if (input.x == 0) {
                    velocity.x = -wallDirX * wallJumpOff.x;
                    velocity.y = wallJumpOff.y;
                }
                else {
                    velocity.x = -wallDirX * wallLeap.x;
                    velocity.y = wallLeap.y;
                }
            }
            if (controller.collisions.below) {
                velocity.y = jumpVelocity;
            }
        }

    
        velocity.y += gravity * Time.deltaTime;
        controller.Move (velocity * Time.deltaTime);
    }
}

壁の配置

f:id:baba_s:20180124202427p:plain

「Quad (1)」を選択して Delete を押して削除します

f:id:baba_s:20180124202452p:plain

「Quad」を選択した状態で Ctrl + D を 2回押して

f:id:baba_s:20180124202553p:plain

「Quad」を2つ複製します

f:id:baba_s:20180124202658p:plain

そして、「Quad (1)」の「Position」「Scale」を上記のように設定します

f:id:baba_s:20180124202706p:plain

次、「Quad (2)」の「Position」「Scale」を上記のように設定します

f:id:baba_s:20180124202951p:plain

最後に、「Player」を選択して

f:id:baba_s:20180124203001p:plain

これらのパラメータに上記のように値を設定します

f:id:baba_s:20180124203040g:plain

これでゲームを再生して、壁に張り付きながらスペースキーを押すと
壁キックできることが確認できます

次のチュートリアル