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uusing UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class CharacterController2D : MonoBehaviour {

private Vector2 _velocity;

private BoxCollider2D _boxCollider;//2
private Vector3 _localScale;//2

private Vector3 _raycastBottomRight;
private Vector3 _raycastBottomLeft;
private Vector3 _raycastTopLeft;
private Transform _transform;
private const float SkinWidth = 0.02f;
private const int TotalHorizontalrays = 8;
private const int TotalVerticalrays = 8;
private float _verticalDistanceBetweenRays;
private float _horizontalDistanceRays;
private Vector3 _activeGlobalPlatformPoint;
private Vector3 _activeLocalPlatformPoint;


public LayerMask PlatformMask;
public Vector2 Velocity { get { return _velocity; } }
public GameObject StandingOn { get; private set; }


public void LateUpdate()
{
_velocity.y += -25f * Time.deltaTime;
Move(Velocity*Time.deltaTime); //3 Hareketi sağlayacak olan fonksiyon tanımlıyoruz.
}

private void Move(Vector2 deltaMovement) //4. Kısa süreli hareket için bir vektör tanımlaması yapıldı
{
HandlePlatforms();
CalculateRayOrigins(); //Hareket etmeden önce boxcolliderin dış mesafelerini hesaplasın
MoveHorizontally(ref deltaMovement);
MoveVertically(ref deltaMovement);

_transform.Translate(deltaMovement, Space.World); //5.koordinat sistemini kullanarak hareketi sağlayacak. Sürekli hareketi sağlar.
if (Time.deltaTime > 0)
_velocity = deltaMovement / Time.deltaTime;
}


private void HandlePlatforms()
{
if (StandingOn!= null)
{
var newGlobalPlatformPoint = StandingOn.transform.TransformPoint(_activeLocalPlatformPoint);
var moveDistance = newGlobalPlatformPoint - _activeGlobalPlatformPoint;
if (moveDistance != Vector3.zero)
transform.Translate(moveDistance, Space.World);
}
// StandingOn = null;
}


public void Awake() //En Önce Sonra Update , Updateden sonra Late Update
{
_boxCollider = GetComponent<BoxCollider2D>();
_localScale = transform.localScale;
_transform = transform;

var ColliderHeight = _boxCollider.size.y * Mathf.Abs(transform.localScale.y) - (2 * SkinWidth);
var ColliderWidth= _boxCollider.size.x * Mathf.Abs(transform.localScale.x) - (2 * SkinWidth);
_horizontalDistanceRays=ColliderWidth / (TotalHorizontalrays - 1);
_verticalDistanceBetweenRays = ColliderHeight / (TotalVerticalrays - 1);
}

public void Jump()
{
AddForce(new Vector2(0, 16f));
}
public void AddForce(Vector2 force)
{
_velocity += force;
}


private void MoveHorizontally(ref Vector2 deltaMovement)
{
var isGoingRight = deltaMovement.x > 0;
var rayDistance = Mathf.Abs(deltaMovement.x) + SkinWidth;
var rayDirection = isGoingRight ? Vector2.right : -Vector2.right;
var rayOrigin = isGoingRight ? _raycastBottomRight : _raycastBottomLeft;

for (var i = 0; i < TotalHorizontalrays; i++)
{
var rayVector = new Vector2(rayOrigin.x, rayOrigin.y + (i * _verticalDistanceBetweenRays));
var raycastHit = Physics2D.Raycast(rayVector, rayDirection, rayDistance, PlatformMask);

if (!raycastHit)
continue;

deltaMovement.x = raycastHit.point.x - rayVector.x;
if (isGoingRight)
{
deltaMovement.x -= SkinWidth;
}
else { deltaMovement.x += SkinWidth; }

} //for
}
private void MoveVertically (ref Vector2 deltaMovement)
{
var isGoingUp = deltaMovement.y > 0;
var rayDistance = Mathf.Abs(deltaMovement.y) + SkinWidth;
var rayDirection = isGoingUp ? Vector2.up : -Vector2.up;
var rayOrigin = isGoingUp ? _raycastTopLeft : _raycastBottomLeft;
rayOrigin.x += deltaMovement.x;

for (var i=0;i<TotalVerticalrays;i++)
{
var rayVector = new Vector2(rayOrigin.x + (i * _horizontalDistanceRays), rayOrigin.y);
var raycastHit = Physics2D.Raycast(rayVector, rayDirection, rayDistance, PlatformMask);
if (!raycastHit)
continue;
//platform üstünde durmsı

if(!isGoingUp)
{
StandingOn = raycastHit.collider.gameObject;
Debug.Log(StandingOn.name);
}//
deltaMovement.y = raycastHit.point.y - rayVector.y;
if (isGoingUp)
{
deltaMovement.y -= SkinWidth;
}
else
{
deltaMovement.y += SkinWidth;
}
}
if (StandingOn!=null)
{
_activeGlobalPlatformPoint = transform.position;
_activeLocalPlatformPoint = StandingOn.transform.InverseTransformPoint(transform.position);
}
}

private void CalculateRayOrigins()
{
var size = new Vector2(_boxCollider.size.x * Mathf.Abs(_localScale.x), _boxCollider.size.y * Mathf.Abs(_localScale.y)) / 2;
var center = new Vector2(_boxCollider.offset.x * _localScale.x, _boxCollider.offset.y * _localScale.y);


_raycastBottomRight = _transform.position + new Vector3(center.x + size.x - SkinWidth, center.y - size.y + SkinWidth);
_raycastBottomLeft = _transform.position + new Vector3(center.x - size.x + SkinWidth, center.y - size.y + SkinWidth);
_raycastTopLeft = _transform.position + new Vector3(center.x - size.x + SkinWidth, center.y + size.y - SkinWidth);
}

public void SetHorizontalForce(float x)
{
_velocity.x = x;

}
}

     
 
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