I made this code for applying forces for movement following this tutorial.
public static void XMove(float Dir ,float Speed ,Rigidbody2D rb ,float velPower ,float
acceleration ,float decceleration)
{
float TargetSpeed = Dir * Speed;
float TargetSpeedDif = TargetSpeed - rb.velocity.x;
float accelerRate = (Mathf.Abs(TargetSpeed) > 0.01f) ? acceleration : decceleration;
float MoveDir = Mathf.Pow(Mathf.Abs(TargetSpeedDif) * accelerRate, velPower) * Mathf.Sign(TargetSpeedDif);
rb.AddForce(MoveDir * Vector2.right);
}
https://www.youtube.com/watch?v=KbtcEVCM7bw and it works how I want it, so I tried adding my new code for slope movement, because he got stuck on slopes, and it didn't work. I've been trying to get it to work using this, https://www.youtube.com/watch?v=QPiZSTEuZnw but, he either bounces as I move or still gets stuck. Slope Code.
private void SlopeCheck()
{
checkPos = transform.position - (Vector3)(new Vector2(0.0f, colliderSize.y / 2));
SlopeCheckHorizontal(checkPos);
SlopeCheckVertical(checkPos);
}
private void SlopeCheckHorizontal(Vector2 checkPos)
{
RaycastHit2D slopeHitFront = Physics2D.Raycast(checkPos, transform.right, slopeCheckDistance, gLayerMask);
RaycastHit2D slopeHitBack = Physics2D.Raycast(checkPos, -transform.right, slopeCheckDistance, gLayerMask);
if (slopeHitFront && canWalkOnSlope)
{
isOnSlope = true;
slopeSideAngle = Vector2.Angle(slopeHitFront.normal, Vector2.up);
}
else if (slopeHitBack && canWalkOnSlope)
{
isOnSlope = true;
slopeSideAngle = Vector2.Angle(slopeHitBack.normal, Vector2.up);
}
else
{
slopeSideAngle = 0.0f;
isOnSlope = false;
}
}
private void SlopeCheckVertical(Vector2 checkPos)
{
RaycastHit2D hit = Physics2D.Raycast(checkPos, Vector2.down, slopeCheckDistance, gLayerMask);
if (hit)
{
slopeNormalPerp = Vector2.Perpendicular(hit.normal).normalized;
slopeDownAngle = Vector2.Angle(hit.normal, Vector2.up);
if(slopeDownAngle != lastSlopeAngle)
{
isOnSlope = true;
}
lastSlopeAngle = slopeDownAngle;
Debug.DrawRay(hit.point, slopeNormalPerp, Color.blue);
Debug.DrawRay(hit.point, hit.normal, Color.green);
}
if (slopeDownAngle > maxSlopeAngle || slopeSideAngle > maxSlopeAngle)
{
canWalkOnSlope = false;
}
else
{
canWalkOnSlope = true;
}
if (isOnSlope && canWalkOnSlope && HorizontalValue == 0)
{
rb2d.sharedMaterial = fullFriction;
}
else
{
rb2d.sharedMaterial = noFriction;
}
}
void FixedUpdate()
{
Gcheck();
Move(HorizontalValue, Crouch);
SlopeCheck();
}
#region Move & run
if (isGrounded && !crouchFlag && !isOnSlope)
{
Controller.XMove(dir,Speed,rb2d,velPower,acceleration,decceleration);
} else if (isGrounded && isOnSlope && canWalkOnSlope)
{
float TargetSpeed = -dir * Speed;
float TargetSpeedDif = TargetSpeed - rb2d.velocity.x;
float accelerRate = (Mathf.Abs(TargetSpeed) > 0.01f) ? airacceleration : airdecceleration;
float MoveDir = Mathf.Pow(Mathf.Abs(TargetSpeedDif) * accelerRate, velPower) * Mathf.Sign(TargetSpeedDif);
float MoveDirX = MoveDir * slopeNormalPerp.x * MultSlope;
float MoveDirY = MoveDir * slopeNormalPerp.y * MultSlope;
rb2d.AddForce(MoveDirX * Vector2.right);
rb2d.AddForce(MoveDirY * Vector2.up);
}
else if (!isGrounded)
{
float TargetSpeed = dir * Speed;
float TargetSpeedDif = TargetSpeed - rb2d.velocity.x;
float accelerRate = (Mathf.Abs(TargetSpeed) > 0.01f) ? airacceleration : airdecceleration;
float MoveDir = Mathf.Pow(Mathf.Abs(TargetSpeedDif) * accelerRate, velPower) * Mathf.Sign(TargetSpeedDif);
if (rb2d.velocity.y > 0 && !Input.GetButton("Jump"))
{
MoveDir = MoveDir * xJumpForce;
}
rb2d.AddForce(MoveDir * Vector2.right);
}else if (isGrounded && crouchFlag)
{
rb2d.sharedMaterial = noFriction;
float TargetSpeed = dir * CrouchSpeed;
float TargetSpeedDif = TargetSpeed - rb2d.velocity.x;
float accelerRate = (Mathf.Abs(TargetSpeed) > 0.01f) ? acceleration : Crouchdecceleration;
float MoveDir = Mathf.Pow(Mathf.Abs(TargetSpeedDif) * accelerRate, velPower) * Mathf.Sign(TargetSpeedDif);
rb2d.AddForce(MoveDir * Vector2.right);
}
if (isGrounded && Mathf.Abs(HorizontalValue) < 0.01f)
{
float amount = Mathf.Min(Mathf.Abs(rb2d.velocity.x), Mathf.Abs(fricAmount));
amount *= Mathf.Sign(rb2d.velocity.x);
rb2d.AddForce(Vector2.right * -amount, ForceMode2D.Impulse);
}
Vector3 CurrentScale = transform.localScale;
if(Right && dir > 0)
{
transform.localScale = new Vector3(1.4f, 1.4f
, 1);
Right = false;
}
else if (!Right == dir < 0)
{
transform.localScale = new Vector3(-1.4f, 1.4f, 1);
Right = true;
}
//2 Walk 4 Run
Anime.SetFloat("VelocityX", Mathf.Abs(rb2d.velocity.x));
Anime.SetFloat("VelocityY", Mathf.Abs(rb2d.velocity.y));
#endregion
}
}