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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 11. 坂道を滑る

目次

前回のチュートリアル

スクリプトの更新

f:id:baba_s:20180124205732p:plain

「Scripts」フォルダを右クリックして「Create>C# Script」を設定します

f:id:baba_s:20180124205744p:plain

作成したスクリプトに「PlayerInput」と名前を付けます
そして、各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

CameraFollow.cs

using UnityEngine;
using System.Collections;

public class CameraFollow : MonoBehaviour {

    public Controller2D target;
    public float verticalOffset;
    public float lookAheadDstX;
    public float lookSmoothTimeX;
    public float verticalSmoothTime;
    public Vector2 focusAreaSize;

    FocusArea focusArea;

    float currentLookAheadX;
    float targetLookAheadX;
    float lookAheadDirX;
    float smoothLookVelocityX;
    float smoothVelocityY;

    bool lookAheadStopped;

    void Start() {
        focusArea = new FocusArea (target.collider.bounds, focusAreaSize);
    }

    void LateUpdate() {
        focusArea.Update (target.collider.bounds);

        Vector2 focusPosition = focusArea.centre + Vector2.up * verticalOffset;

        if (focusArea.velocity.x != 0) {
            lookAheadDirX = Mathf.Sign (focusArea.velocity.x);
            if (Mathf.Sign(target.playerInput.x) == Mathf.Sign(focusArea.velocity.x) && target.playerInput.x != 0) {
                lookAheadStopped = false;
                targetLookAheadX = lookAheadDirX * lookAheadDstX;
            }
            else {
                if (!lookAheadStopped) {
                    lookAheadStopped = true;
                    targetLookAheadX = currentLookAheadX + (lookAheadDirX * lookAheadDstX - currentLookAheadX)/4f;
                }
            }
        }


        currentLookAheadX = Mathf.SmoothDamp (currentLookAheadX, targetLookAheadX, ref smoothLookVelocityX, lookSmoothTimeX);

        focusPosition.y = Mathf.SmoothDamp (transform.position.y, focusPosition.y, ref smoothVelocityY, verticalSmoothTime);
        focusPosition += Vector2.right * currentLookAheadX;
        transform.position = (Vector3)focusPosition + Vector3.forward * -10;
    }

    void OnDrawGizmos() {
        Gizmos.color = new Color (1, 0, 0, .5f);
        Gizmos.DrawCube (focusArea.centre, focusAreaSize);
    }

    struct FocusArea {
        public Vector2 centre;
        public Vector2 velocity;
        float left,right;
        float top,bottom;


        public FocusArea(Bounds targetBounds, Vector2 size) {
            left = targetBounds.center.x - size.x/2;
            right = targetBounds.center.x + size.x/2;
            bottom = targetBounds.min.y;
            top = targetBounds.min.y + size.y;

            velocity = Vector2.zero;
            centre = new Vector2((left+right)/2,(top +bottom)/2);
        }

        public void Update(Bounds targetBounds) {
            float shiftX = 0;
            if (targetBounds.min.x < left) {
                shiftX = targetBounds.min.x - left;
            } else if (targetBounds.max.x > right) {
                shiftX = targetBounds.max.x - right;
            }
            left += shiftX;
            right += shiftX;

            float shiftY = 0;
            if (targetBounds.min.y < bottom) {
                shiftY = targetBounds.min.y - bottom;
            } else if (targetBounds.max.y > top) {
                shiftY = targetBounds.max.y - top;
            }
            top += shiftY;
            bottom += shiftY;
            centre = new Vector2((left+right)/2,(top +bottom)/2);
            velocity = new Vector2 (shiftX, shiftY);
        }
    }

}

Controller2D.cs

using UnityEngine;
using System.Collections;

public class Controller2D : RaycastController {

    public float maxSlopeAngle = 80;

    public CollisionInfo collisions;
    [HideInInspector]
    public Vector2 playerInput;

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

    }

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

    public void Move(Vector2 moveAmount, Vector2 input, bool standingOnPlatform = false) {
        UpdateRaycastOrigins ();

        collisions.Reset ();
        collisions.moveAmountOld = moveAmount;
        playerInput = input;

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

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

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

        transform.Translate (moveAmount);

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

    void HorizontalCollisions(ref Vector2 moveAmount) {
        float directionX = collisions.faceDir;
        float rayLength = Mathf.Abs (moveAmount.x) + skinWidth;

        if (Mathf.Abs(moveAmount.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,Color.red);

            if (hit) {

                if (hit.distance == 0) {
                    continue;
                }

                float slopeAngle = Vector2.Angle(hit.normal, Vector2.up);

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

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

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

                    collisions.left = directionX == -1;
                    collisions.right = directionX == 1;
                }
            }
        }
    }

    void VerticalCollisions(ref Vector2 moveAmount) {
        float directionY = Mathf.Sign (moveAmount.y);
        float rayLength = Mathf.Abs (moveAmount.y) + skinWidth;

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

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

            Debug.DrawRay(rayOrigin, Vector2.up * directionY,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;
                    }
                }

                moveAmount.y = (hit.distance - skinWidth) * directionY;
                rayLength = hit.distance;

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

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

        if (collisions.climbingSlope) {
            float directionX = Mathf.Sign(moveAmount.x);
            rayLength = Mathf.Abs(moveAmount.x) + skinWidth;
            Vector2 rayOrigin = ((directionX == -1)?raycastOrigins.bottomLeft:raycastOrigins.bottomRight) + Vector2.up * moveAmount.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) {
                    moveAmount.x = (hit.distance - skinWidth) * directionX;
                    collisions.slopeAngle = slopeAngle;
                    collisions.slopeNormal = hit.normal;
                }
            }
        }
    }

    void ClimbSlope(ref Vector2 moveAmount, float slopeAngle, Vector2 slopeNormal) {
        float moveDistance = Mathf.Abs (moveAmount.x);
        float climbmoveAmountY = Mathf.Sin (slopeAngle * Mathf.Deg2Rad) * moveDistance;

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

    void DescendSlope(ref Vector2 moveAmount) {

        RaycastHit2D maxSlopeHitLeft = Physics2D.Raycast (raycastOrigins.bottomLeft, Vector2.down, Mathf.Abs (moveAmount.y) + skinWidth, collisionMask);
        RaycastHit2D maxSlopeHitRight = Physics2D.Raycast (raycastOrigins.bottomRight, Vector2.down, Mathf.Abs (moveAmount.y) + skinWidth, collisionMask);
        if (maxSlopeHitLeft ^ maxSlopeHitRight) {
            SlideDownMaxSlope (maxSlopeHitLeft, ref moveAmount);
            SlideDownMaxSlope (maxSlopeHitRight, ref moveAmount);
        }

        if (!collisions.slidingDownMaxSlope) {
            float directionX = Mathf.Sign (moveAmount.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 <= maxSlopeAngle) {
                    if (Mathf.Sign (hit.normal.x) == directionX) {
                        if (hit.distance - skinWidth <= Mathf.Tan (slopeAngle * Mathf.Deg2Rad) * Mathf.Abs (moveAmount.x)) {
                            float moveDistance = Mathf.Abs (moveAmount.x);
                            float descendmoveAmountY = Mathf.Sin (slopeAngle * Mathf.Deg2Rad) * moveDistance;
                            moveAmount.x = Mathf.Cos (slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign (moveAmount.x);
                            moveAmount.y -= descendmoveAmountY;

                            collisions.slopeAngle = slopeAngle;
                            collisions.descendingSlope = true;
                            collisions.below = true;
                            collisions.slopeNormal = hit.normal;
                        }
                    }
                }
            }
        }
    }

    void SlideDownMaxSlope(RaycastHit2D hit, ref Vector2 moveAmount) {

        if (hit) {
            float slopeAngle = Vector2.Angle(hit.normal, Vector2.up);
            if (slopeAngle > maxSlopeAngle) {
                moveAmount.x = Mathf.Sign(hit.normal.x) * (Mathf.Abs (moveAmount.y) - hit.distance) / Mathf.Tan (slopeAngle * Mathf.Deg2Rad);

                collisions.slopeAngle = slopeAngle;
                collisions.slidingDownMaxSlope = true;
                collisions.slopeNormal = hit.normal;
            }
        }

    }

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

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

        public bool climbingSlope;
        public bool descendingSlope;
        public bool slidingDownMaxSlope;

        public float slopeAngle, slopeAngleOld;
        public Vector2 slopeNormal;
        public Vector2 moveAmountOld;
        public int faceDir;
        public bool fallingThroughPlatform;

        public void Reset() {
            above = below = false;
            left = right = false;
            climbingSlope = false;
            descendingSlope = false;
            slidingDownMaxSlope = false;
            slopeNormal = Vector2.zero;

            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;

    Vector2 directionalInput;
    bool wallSliding;
    int wallDirX;

    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);
    }

    void Update() {
        CalculateVelocity ();
        HandleWallSliding ();

        controller.Move (velocity * Time.deltaTime, directionalInput);

        if (controller.collisions.above || controller.collisions.below) {
            if (controller.collisions.slidingDownMaxSlope) {
                velocity.y += controller.collisions.slopeNormal.y * -gravity * Time.deltaTime;
            } else {
                velocity.y = 0;
            }
        }
    }

    public void SetDirectionalInput (Vector2 input) {
        directionalInput = input;
    }

    public void OnJumpInputDown() {
        if (wallSliding) {
            if (wallDirX == directionalInput.x) {
                velocity.x = -wallDirX * wallJumpClimb.x;
                velocity.y = wallJumpClimb.y;
            }
            else if (directionalInput.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) {
            if (controller.collisions.slidingDownMaxSlope) {
                if (directionalInput.x != -Mathf.Sign (controller.collisions.slopeNormal.x)) { // not jumping against max slope
                    velocity.y = maxJumpVelocity * controller.collisions.slopeNormal.y;
                    velocity.x = maxJumpVelocity * controller.collisions.slopeNormal.x;
                }
            } else {
                velocity.y = maxJumpVelocity;
            }
        }
    }

    public void OnJumpInputUp() {
        if (velocity.y > minJumpVelocity) {
            velocity.y = minJumpVelocity;
        }
    }
        

    void HandleWallSliding() {
        wallDirX = (controller.collisions.left) ? -1 : 1;
        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 (directionalInput.x != wallDirX && directionalInput.x != 0) {
                    timeToWallUnstick -= Time.deltaTime;
                }
                else {
                    timeToWallUnstick = wallStickTime;
                }
            }
            else {
                timeToWallUnstick = wallStickTime;
            }

        }

    }

    void CalculateVelocity() {
        float targetVelocityX = directionalInput.x * moveSpeed;
        velocity.x = Mathf.SmoothDamp (velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below)?accelerationTimeGrounded:accelerationTimeAirborne);
        velocity.y += gravity * Time.deltaTime;
    }
}

PlayerInput.cs

using UnityEngine;
using System.Collections;

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

    Player player;

    void Start () {
        player = GetComponent<Player> ();
    }

    void Update () {
        Vector2 directionalInput = new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical"));
        player.SetDirectionalInput (directionalInput);

        if (Input.GetKeyDown (KeyCode.Space)) {
            player.OnJumpInputDown ();
        }
        if (Input.GetKeyUp (KeyCode.Space)) {
            player.OnJumpInputUp ();
        }
    }
}

RaycastController.cs

using UnityEngine;
using System.Collections;

[RequireComponent (typeof (BoxCollider2D))]
public class RaycastController : MonoBehaviour {

    public LayerMask collisionMask;
    
    public const float skinWidth = .015f;
    const float dstBetweenRays = .25f;
    [HideInInspector]
    public int horizontalRayCount;
    [HideInInspector]
    public int verticalRayCount;

    [HideInInspector]
    public float horizontalRaySpacing;
    [HideInInspector]
    public float verticalRaySpacing;

    [HideInInspector]
    public BoxCollider2D collider;
    public RaycastOrigins raycastOrigins;

    public virtual void Awake() {
        collider = GetComponent<BoxCollider2D> ();
    }

    public virtual void Start() {
        CalculateRaySpacing ();
    }

    public void UpdateRaycastOrigins() {
        Bounds bounds = collider.bounds;
        bounds.Expand (skinWidth * -2);
        
        raycastOrigins.bottomLeft = new Vector2 (bounds.min.x, bounds.min.y);
        raycastOrigins.bottomRight = new Vector2 (bounds.max.x, bounds.min.y);
        raycastOrigins.topLeft = new Vector2 (bounds.min.x, bounds.max.y);
        raycastOrigins.topRight = new Vector2 (bounds.max.x, bounds.max.y);
    }
    
    public void CalculateRaySpacing() {
        Bounds bounds = collider.bounds;
        bounds.Expand (skinWidth * -2);

        float boundsWidth = bounds.size.x;
        float boundsHeight = bounds.size.y;
        
        horizontalRayCount = Mathf.RoundToInt (boundsHeight / dstBetweenRays);
        verticalRayCount = Mathf.RoundToInt (boundsWidth / dstBetweenRays);
        
        horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1);
        verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);
    }
    
    public struct RaycastOrigins {
        public Vector2 topLeft, topRight;
        public Vector2 bottomLeft, bottomRight;
    }
}

プレイヤーの設定

f:id:baba_s:20180124210201p:plain

作成した「PlayerInput」スクリプトを「Player」オブジェクトにドラッグします

f:id:baba_s:20180124211350p:plain

そして、「Player」オブジェクトを選択した状態で

f:id:baba_s:20180124211358p:plain

「Max Slope Angle」に「55」と入力します
「Max Slope Angle」は、登ることができる坂道の角度になります

f:id:baba_s:20180124211411p:plain

そして、シーンに適当に床を配置してこのようにパラメータを設定します

f:id:baba_s:20180124211454g:plain

これでゲームを再生してプレイヤーを動かすと
急斜面の坂道は滑り落ちるようになったことが確認できます