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July 3, 2018 17:18
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2D Roguelike Unity example project interesting snippets
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using UnityEngine; | |
using System.Collections; | |
namespace Completed | |
{ | |
//The abstract keyword enables you to create classes and class members that are incomplete and must be implemented in a derived class. | |
public abstract class MovingObject : MonoBehaviour | |
{ | |
public float moveTime = 0.1f; //Time it will take object to move, in seconds. | |
public LayerMask blockingLayer; //Layer on which collision will be checked. | |
private BoxCollider2D boxCollider; //The BoxCollider2D component attached to this object. | |
private Rigidbody2D rb2D; //The Rigidbody2D component attached to this object. | |
private float inverseMoveTime; //Used to make movement more efficient. | |
//Protected, virtual functions can be overridden by inheriting classes. | |
protected virtual void Start () | |
{ | |
//Get a component reference to this object's BoxCollider2D | |
boxCollider = GetComponent <BoxCollider2D> (); | |
//Get a component reference to this object's Rigidbody2D | |
rb2D = GetComponent <Rigidbody2D> (); | |
//By storing the reciprocal of the move time we can use it by multiplying instead of dividing, this is more efficient. | |
inverseMoveTime = 1f / moveTime; | |
} | |
//Move returns true if it is able to move and false if not. | |
//Move takes parameters for x direction, y direction and a RaycastHit2D to check collision. | |
protected bool Move (int xDir, int yDir, out RaycastHit2D hit) | |
{ | |
//Store start position to move from, based on objects current transform position. | |
Vector2 start = transform.position; | |
// Calculate end position based on the direction parameters passed in when calling Move. | |
Vector2 end = start + new Vector2 (xDir, yDir); | |
//Disable the boxCollider so that linecast doesn't hit this object's own collider. | |
boxCollider.enabled = false; | |
//Cast a line from start point to end point checking collision on blockingLayer. | |
hit = Physics2D.Linecast (start, end, blockingLayer); | |
//Re-enable boxCollider after linecast | |
boxCollider.enabled = true; | |
//Check if anything was hit | |
if(hit.transform == null) | |
{ | |
//If nothing was hit, start SmoothMovement co-routine passing in the Vector2 end as destination | |
StartCoroutine (SmoothMovement (end)); | |
//Return true to say that Move was successful | |
return true; | |
} | |
//If something was hit, return false, Move was unsuccesful. | |
return false; | |
} | |
//Co-routine for moving units from one space to next, takes a parameter end to specify where to move to. | |
protected IEnumerator SmoothMovement (Vector3 end) | |
{ | |
//Calculate the remaining distance to move based on the square magnitude of the difference between current position and end parameter. | |
//Square magnitude is used instead of magnitude because it's computationally cheaper. | |
float sqrRemainingDistance = (transform.position - end).sqrMagnitude; | |
//While that distance is greater than a very small amount (Epsilon, almost zero): | |
while(sqrRemainingDistance > float.Epsilon) | |
{ | |
//Find a new position proportionally closer to the end, based on the moveTime | |
Vector3 newPostion = Vector3.MoveTowards(rb2D.position, end, inverseMoveTime * Time.deltaTime); | |
//Call MovePosition on attached Rigidbody2D and move it to the calculated position. | |
rb2D.MovePosition (newPostion); | |
//Recalculate the remaining distance after moving. | |
sqrRemainingDistance = (transform.position - end).sqrMagnitude; | |
//Return and loop until sqrRemainingDistance is close enough to zero to end the function | |
yield return null; | |
} | |
} | |
//The virtual keyword means AttemptMove can be overridden by inheriting classes using the override keyword. | |
//AttemptMove takes a generic parameter T to specify the type of component we expect our unit to interact with if blocked (Player for Enemies, Wall for Player). | |
protected virtual void AttemptMove <T> (int xDir, int yDir) | |
where T : Component | |
{ | |
//Hit will store whatever our linecast hits when Move is called. | |
RaycastHit2D hit; | |
//Set canMove to true if Move was successful, false if failed. | |
bool canMove = Move (xDir, yDir, out hit); | |
//Check if nothing was hit by linecast | |
if(hit.transform == null) | |
//If nothing was hit, return and don't execute further code. | |
return; | |
//Get a component reference to the component of type T attached to the object that was hit | |
T hitComponent = hit.transform.GetComponent <T> (); | |
//If canMove is false and hitComponent is not equal to null, meaning MovingObject is blocked and has hit something it can interact with. | |
if(!canMove && hitComponent != null) | |
//Call the OnCantMove function and pass it hitComponent as a parameter. | |
OnCantMove (hitComponent); | |
} | |
//The abstract modifier indicates that the thing being modified has a missing or incomplete implementation. | |
//OnCantMove will be overriden by functions in the inheriting classes. | |
protected abstract void OnCantMove <T> (T component) | |
where T : Component; | |
} | |
} |
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