Switch back to sphere casting
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@@ -1,27 +1,28 @@
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using UnityEngine;
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using Scampz.GameJam.Assets.Scripts.Player;
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using UnityEngine;
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namespace Scampz.GameJam.Assets.Scripts
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{
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public class CharacterInputController : MonoBehaviour
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{
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private CharacterController _controller;
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private RayCaster _caster;
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public float Speed = 10f;
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public float RotateSpeed = 720.0f;
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private Animator _animator;
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private PlayerState _playerState;
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private void Start()
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{
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_controller = GetComponent<CharacterController>();
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_caster = _controller.GetComponent<RayCaster>();
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_animator = GetComponent<Animator>();
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_playerState = GetComponent<PlayerState>();
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}
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void Update()
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{
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var direction = new Vector3(Input.GetAxisRaw(InputOptions.Horizontal), 0, Input.GetAxisRaw(InputOptions.Vertical)).normalized;
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if (_caster.IsWithinBounds())
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if (_playerState.CanMove)
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_controller.SimpleMove(-direction * Speed);
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if (direction != Vector3.zero)
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@@ -8,17 +8,30 @@ namespace Scampz.GameJam.Assets.Scripts
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private float rayCastDistance = 1f;
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[SerializeField]
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private float rayCastAngle = 45f;
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[SerializeField]
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private float sphereRadius = 2f;
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//public bool IsWithinBounds()
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//{
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// var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
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// return Physics.Raycast(transform.position, offsetAngle * transform.forward);
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//}
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public bool IsWithinBounds()
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{
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var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
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return Physics.Raycast(transform.position, offsetAngle * transform.forward);
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var ray = new Ray(transform.position, offsetAngle * transform.forward);
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return Physics.SphereCast(ray, sphereRadius, rayCastDistance);
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.red;
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var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
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Debug.DrawRay(transform.position, offsetAngle * transform.forward * rayCastDistance);
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var direction = offsetAngle * transform.forward;
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Debug.DrawLine(transform.position, transform.position + direction * rayCastDistance);
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Gizmos.DrawWireSphere(transform.position + direction * rayCastDistance, sphereRadius);
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}
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}
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}
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