コガネブログ

平日更新を目標に Unity や C#、Visual Studio、ReSharper などのゲーム開発アレコレを書いていきます

【Unity 入門】【チュートリアル】2D アクションゲームを作る 9. ジャンプの高さ

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;
    Vector2 playerInput;
    
    public override void Start() {
        base.Start ();
        collisions.faceDir = 1;

    }
    
    public void Move(Vector3 velocity, bool standingOnPlatform) {
        Move (velocity, Vector2.zero, standingOnPlatform);
    }

    public void Move(Vector3 velocity, Vector2 input, bool standingOnPlatform = false) {
        UpdateRaycastOrigins ();
        collisions.Reset ();
        collisions.velocityOld = velocity;
        playerInput = input;

        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) {
                if (hit.collider.tag == "Through") {
                    if (directionY == 1 || hit.distance == 0) {
                        continue;
                    }
                    if (collisions.fallingThroughPlatform) {
                        continue;
                    }
                    if (playerInput.y == -1) {
                        collisions.fallingThroughPlatform = true;
                        Invoke("ResetFallingThroughPlatform",.5f);
                        continue;
                    }
                }

                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;
                    }
                }
            }
        }
    }

    void ResetFallingThroughPlatform() {
        collisions.fallingThroughPlatform = false;
    }

    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 bool fallingThroughPlatform;

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

            slopeAngleOld = slopeAngle;
            slopeAngle = 0;
        }
    }

}

PlatformController.cs

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class PlatformController : RaycastController {

    public LayerMask passengerMask;

    public Vector3[] localWaypoints;
    Vector3[] globalWaypoints;

    public float speed;
    public bool cyclic;
    public float waitTime;
    [Range(0,2)]
    public float easeAmount;

    int fromWaypointIndex;
    float percentBetweenWaypoints;
    float nextMoveTime;

    List<PassengerMovement> passengerMovement;
    Dictionary<Transform,Controller2D> passengerDictionary = new Dictionary<Transform, Controller2D>();
    
    public override void Start () {
        base.Start ();

        globalWaypoints = new Vector3[localWaypoints.Length];
        for (int i =0; i < localWaypoints.Length; i++) {
            globalWaypoints[i] = localWaypoints[i] + transform.position;
        }
    }

    void Update () {

        UpdateRaycastOrigins ();

        Vector3 velocity = CalculatePlatformMovement();

        CalculatePassengerMovement(velocity);

        MovePassengers (true);
        transform.Translate (velocity);
        MovePassengers (false);
    }

    float Ease(float x) {
        float a = easeAmount + 1;
        return Mathf.Pow(x,a) / (Mathf.Pow(x,a) + Mathf.Pow(1-x,a));
    }
    
    Vector3 CalculatePlatformMovement() {

        if (Time.time < nextMoveTime) {
            return Vector3.zero;
        }

        fromWaypointIndex %= globalWaypoints.Length;
        int toWaypointIndex = (fromWaypointIndex + 1) % globalWaypoints.Length;
        float distanceBetweenWaypoints = Vector3.Distance (globalWaypoints [fromWaypointIndex], globalWaypoints [toWaypointIndex]);
        percentBetweenWaypoints += Time.deltaTime * speed/distanceBetweenWaypoints;
        percentBetweenWaypoints = Mathf.Clamp01 (percentBetweenWaypoints);
        float easedPercentBetweenWaypoints = Ease (percentBetweenWaypoints);

        Vector3 newPos = Vector3.Lerp (globalWaypoints [fromWaypointIndex], globalWaypoints [toWaypointIndex], easedPercentBetweenWaypoints);

        if (percentBetweenWaypoints >= 1) {
            percentBetweenWaypoints = 0;
            fromWaypointIndex ++;

            if (!cyclic) {
                if (fromWaypointIndex >= globalWaypoints.Length-1) {
                    fromWaypointIndex = 0;
                    System.Array.Reverse(globalWaypoints);
                }
            }
            nextMoveTime = Time.time + waitTime;
        }

        return newPos - transform.position;
    }

    void MovePassengers(bool beforeMovePlatform) {
        foreach (PassengerMovement passenger in passengerMovement) {
            if (!passengerDictionary.ContainsKey(passenger.transform)) {
                passengerDictionary.Add(passenger.transform,passenger.transform.GetComponent<Controller2D>());
            }

            if (passenger.moveBeforePlatform == beforeMovePlatform) {
                passengerDictionary[passenger.transform].Move(passenger.velocity, passenger.standingOnPlatform);
            }
        }
    }

    void CalculatePassengerMovement(Vector3 velocity) {
        HashSet<Transform> movedPassengers = new HashSet<Transform> ();
        passengerMovement = new List<PassengerMovement> ();

        float directionX = Mathf.Sign (velocity.x);
        float directionY = Mathf.Sign (velocity.y);

        // Vertically moving platform
        if (velocity.y != 0) {
            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);
                RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, passengerMask);

                if (hit && hit.distance != 0) {
                    if (!movedPassengers.Contains(hit.transform)) {
                        movedPassengers.Add(hit.transform);
                        float pushX = (directionY == 1)?velocity.x:0;
                        float pushY = velocity.y - (hit.distance - skinWidth) * directionY;

                        passengerMovement.Add(new PassengerMovement(hit.transform,new Vector3(pushX,pushY), directionY == 1, true));
                    }
                }
            }
        }

        // Horizontally moving platform
        if (velocity.x != 0) {
            float rayLength = Mathf.Abs (velocity.x) + 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, passengerMask);

                if (hit && hit.distance != 0) {
                    if (!movedPassengers.Contains(hit.transform)) {
                        movedPassengers.Add(hit.transform);
                        float pushX = velocity.x - (hit.distance - skinWidth) * directionX;
                        float pushY = -skinWidth;
                        
                        passengerMovement.Add(new PassengerMovement(hit.transform,new Vector3(pushX,pushY), false, true));
                    }
                }
            }
        }

        // Passenger on top of a horizontally or downward moving platform
        if (directionY == -1 || velocity.y == 0 && velocity.x != 0) {
            float rayLength = skinWidth * 2;
            
            for (int i = 0; i < verticalRayCount; i ++) {
                Vector2 rayOrigin = raycastOrigins.topLeft + Vector2.right * (verticalRaySpacing * i);
                RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up, rayLength, passengerMask);
                
                if (hit && hit.distance != 0) {
                    if (!movedPassengers.Contains(hit.transform)) {
                        movedPassengers.Add(hit.transform);
                        float pushX = velocity.x;
                        float pushY = velocity.y;
                        
                        passengerMovement.Add(new PassengerMovement(hit.transform,new Vector3(pushX,pushY), true, false));
                    }
                }
            }
        }
    }

    struct PassengerMovement {
        public Transform transform;
        public Vector3 velocity;
        public bool standingOnPlatform;
        public bool moveBeforePlatform;

        public PassengerMovement(Transform _transform, Vector3 _velocity, bool _standingOnPlatform, bool _moveBeforePlatform) {
            transform = _transform;
            velocity = _velocity;
            standingOnPlatform = _standingOnPlatform;
            moveBeforePlatform = _moveBeforePlatform;
        }
    }

    void OnDrawGizmos() {
        if (localWaypoints != null) {
            Gizmos.color = Color.red;
            float size = .3f;

            for (int i =0; i < localWaypoints.Length; i ++) {
                Vector3 globalWaypointPos = (Application.isPlaying)?globalWaypoints[i] : localWaypoints[i] + transform.position;
                Gizmos.DrawLine(globalWaypointPos - Vector3.up * size, globalWaypointPos + Vector3.up * size);
                Gizmos.DrawLine(globalWaypointPos - Vector3.left * size, globalWaypointPos + Vector3.left * size);
            }
        }
    }
    
}

Player.cs

using UnityEngine;
using System.Collections;

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

    public float maxJumpHeight = 4;
    public float minJumpHeight = 1;
    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 maxJumpVelocity;
    float minJumpVelocity;
    Vector3 velocity;
    float velocityXSmoothing;

    Controller2D controller;

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

        gravity = -(2 * maxJumpHeight) / Mathf.Pow (timeToJumpApex, 2);
        maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
        minJumpVelocity = Mathf.Sqrt (2 * Mathf.Abs (gravity) * minJumpHeight);
        print ("Gravity: " + gravity + "  Jump Velocity: " + maxJumpVelocity);
    }

    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 (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 = maxJumpVelocity;
            }
        }
        if (Input.GetKeyUp (KeyCode.Space)) {
            if (velocity.y > minJumpVelocity) {
                velocity.y = minJumpVelocity;
            }
        }

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

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

    }
}

動作確認

f:id:baba_s:20180124203625g:plain

ゲームを再生してスペースキーを押すと、今まで通りプレイヤーがジャンプしますが、
スペースキーを押している時間の長さによって、
プレイヤーのジャンプ時の高さが変わることが確認できます

次のチュートリアル