Beispiel #1
0
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        // cache this so we can reset it at the end
        bool showMixedValue = EditorGUI.showMixedValue;

        if (property.hasMultipleDifferentValues)
        {
            // show a dash instead of numbers in the FloatField
            EditorGUI.showMixedValue = true;
        }

        // start observing GUI to see if user does something
        EditorGUI.BeginChangeCheck();

        var value = FixedMath.Create(EditorGUI.FloatField(position, label, property.longValue.ToFloat()));

        // if the user messed with the FloatField
        if (EditorGUI.EndChangeCheck())
        {
            // set the propery (including multi-value) to the new value
            property.longValue = value;
        }

        // draw the long value in the bottom right corner
        GUI.Label(position, new GUIContent(property.longValue.ToString()), style);

        // reset the showMixedValue flag (maybe not necessary)
        EditorGUI.showMixedValue = showMixedValue;
    }
Beispiel #2
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    public static FixedAnimationClip CreateFixedAnimationClip(AnimationClip clip)
    {
        FixedAnimationClip fixedAnimationClip = new FixedAnimationClip();

        //fixedAnimationClip.Transform = transform;
        fixedAnimationClip.Length = FixedMath.Create(clip.length);
        var clips = UnityEditor.AnimationUtility.GetCurveBindings(clip);

        for (int i = 0; i < clips.Length; i++)
        {
            var c      = clips[i];
            var ocurve = UnityEditor.AnimationUtility.GetEditorCurve(clip, c);
            var fcurve = FixedAnimationCurve.CreateFixedAnimationCurve(ocurve);
            if (c.propertyName.Equals("m_LocalPosition.x"))
            {
                fixedAnimationClip.LocalPositionX = fcurve;
            }
            else if (c.propertyName.Equals("m_LocalPosition.y"))
            {
                fixedAnimationClip.LocalPositionY = fcurve;
            }
            else if (c.propertyName.Equals("m_LocalPosition.z"))
            {
                fixedAnimationClip.LocalPositionZ = fcurve;
            }
        }
        return(fixedAnimationClip);
    }
Beispiel #3
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    //TODO 非常粗略的判断
    private bool Sector_Rectangle(Body sector, Body rectangle)
    {
        if (rectangle.position.FastDistance(sector.position) > (rectangle.width + sector.radius) * (rectangle.length + sector.radius))
        {
            return(false);
        }

        Vector2d dir = (rectangle.position - sector.position);

        dir.Normalize();
        sector.direction.Normalize();

        long angle = sector.direction.GetRotationAngle(dir);

        //Debug.Log("angle " + angle.ToFloat() + " sector.angle/2 -> " + sector.angle.Mul(FixedMath.Half).ToFloat() + " (360 - sector.angle / 2) " + (FixedMath.Create(360) - sector.angle.Mul(FixedMath.Half)).ToFloat());

        if (angle < sector.angle.Mul(FixedMath.Half) ||
            angle > FixedMath.Create(360) - sector.angle.Mul(FixedMath.Half)
            )
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
Beispiel #4
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 protected override void OnEnter(AIAgent agent)
 {
     base.OnStart(agent);
     _onRightPlace = false;
     target        = agent.Blackboard.GetItem("Target") as SceneObject;
     if (target != null)
     {
         var speed = SceneObject.AttributeManager[AttributeType.MaxSpeed];
         SceneObject.AttributeManager.SetBase(AttributeType.Speed, speed);
         target.TransformComp.EventGroup.ListenEvent((int)TransformComponent.Event.OnPositionChange, OnTargetPosiChanged);
     }
     if (Vector3d.SqrDistance(target.Position, agent.SceneObject.Position) <
         FixedMath.Create(300 / 100) * (300 / 100))
     {
         _onRightPlace = true;
     }
     else
     {
         _onRightPlace = OnRightPlace();
         if (!_onRightPlace)
         {
             //_pathFollowSteering = _npc.SteeringManager.AddSteering<PathFollowSteering>(2);
             CacualtePath();
         }
     }
 }
Beispiel #5
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    private bool Circle_Sector(Body circle, Body sector)
    {
        Vector2d forword = sector.direction;

        //Debug.Log("distance " + circle.position.FastDistance(sector.position).ToFloat());

        if (circle.position.FastDistance(sector.position) > (circle.radius + sector.radius) * (circle.radius + sector.radius))
        {
            return(false);
        }

        Vector2d dir = (circle.position - sector.position);

        dir.Normalize();
        sector.direction.Normalize();

        long angle = sector.direction.GetRotationAngle(dir);

        //Debug.Log("angle " + angle.ToFloat() + " sector.angle/2 -> " + sector.angle.Mul(FixedMath.Half).ToFloat() + " (360 - sector.angle / 2) " + (FixedMath.Create(360) - sector.angle.Mul(FixedMath.Half)).ToFloat());

        if (angle < sector.angle.Mul(FixedMath.Half) ||
            angle > FixedMath.Create(360) - sector.angle.Mul(FixedMath.Half)
            )
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
            public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
            {
                VectorRotationAttribute at    = this.attribute as VectorRotationAttribute;
                bool               timescaled = at.Timescaled;
                double             scale      = LSEditorUtility.Scale(timescaled);
                SerializedProperty x          = property.FindPropertyRelative("x");
                SerializedProperty y          = property.FindPropertyRelative("y");

                double angleInRadians = Math.Atan2(y.longValue.ToDouble(), x.longValue.ToDouble());

                double angleInDegrees = (angleInRadians * 180d / Math.PI) * scale;

                height          = 15f;
                position.height = height;
                angleInDegrees  = (EditorGUI.DoubleField(position, "Angle", angleInDegrees)) / scale;

                double newAngleInRadians = angleInDegrees * Math.PI / 180d;

                if (Math.Abs(newAngleInRadians - angleInRadians) >= .001f)
                {
                    long cos = FixedMath.Create(Math.Cos(newAngleInRadians));
                    long sin = FixedMath.Create(Math.Sin(newAngleInRadians));
                    x.longValue = cos;
                    y.longValue = sin;
                }
            }
Beispiel #7
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 /// <summary>
 /// Finds closest next-best-node also when destination is off invalid
 /// </summary>
 /// <param name="from"></param>
 /// <param name="dest"></param>
 /// <param name="returnNode"></param>
 /// <returns></returns>
 public static bool GetEndNode(Vector2d from, Vector2d dest, out GridNode outputNode)
 {
     outputNode = GridManager.GetNode(dest.x, dest.y);
     if (outputNode == null)
     {
         //If null, it is off the grid. Raycast back onto grid for closest viable node to the destination.
         foreach (var coordinate in PanLineAlgorithm.FractionalLineAlgorithm.Trace(
                      dest.x.ToDouble(), dest.y.ToDouble(), from.x.ToDouble(), from.y.ToDouble()))
         {
             outputNode = GridManager.GetNode(
                 FixedMath.Create(coordinate.X), FixedMath.Create(coordinate.Y));
             if (outputNode != null)
             {
                 return(true);
             }
         }
         return(false);
     }
     else if (outputNode.Unwalkable)
     {
         if (AllowUnwalkableEndNode && AlternativeNodeFinder.Instance.CheckValidNeighbor(outputNode))
         {
             return(true);
         }
         return(StarCast(dest, out outputNode));
     }
     return(true);
 }
 public override void Execute(SceneObject sender, SceneObject reciever, object data)
 {
     if (reciever != null)
     {
         reciever.Hp += FixedMath.Create(Hp.value);
     }
     base.Execute(sender, reciever, data);
 }
Beispiel #9
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        public void ValueRollbackTest()
        {
            ResourcesConfigManager.Initialize();
            WorldManager.IntervalTime = 100;

            LockStepEntityTestWorld world = (LockStepEntityTestWorld)WorldManager.CreateWorld <LockStepEntityTestWorld>();

            world.IsClient = true;
            world.IsStart  = true;
            world.IsLocal  = true;

            ConnectStatusComponent csc = world.GetSingletonComp <ConnectStatusComponent>();

            csc.confirmFrame = 0; //从目标帧之后开始计算


            SelfComponent       sc = new SelfComponent();
            RealPlayerComponent rp = new RealPlayerComponent();
            EntityBase          c1 = world.CreateEntityImmediately("Test", sc, rp);

            LockStepInputSystem.commandCache.moveDir.x = FixedMath.Create(1000);

            world.CallRecalc();
            world.FixedLoop(WorldManager.IntervalTime);

            LockStepInputSystem.commandCache.moveDir.x = FixedMath.Create(0000);

            MoveComponent mc = c1.GetComp <MoveComponent>();

            //Debug.Log("mc.pos.x " + mc.pos.x + " frame " + world.FrameCount);

            Assert.AreEqual(399, mc.pos.x.ToInt());

            CommandComponent cmd = new CommandComponent();

            cmd.frame = 1;
            cmd.id    = c1.ID;
            GlobalEvent.DispatchTypeEvent(cmd);

            world.CallRecalc();
            world.FixedLoop(WorldManager.IntervalTime);

            mc = c1.GetComp <MoveComponent>();
            //Debug.Log("mc.pos.x " + mc.pos.x + " frame " + world.FrameCount);

            for (int i = 0; i < 10; i++)
            {
                world.CallRecalc();
                world.FixedLoop(WorldManager.IntervalTime);
                mc = c1.GetComp <MoveComponent>();
                //Debug.Log("mc.pos.x " + mc.pos.x + " frame " + world.FrameCount);
            }

            Assert.AreEqual(0, mc.pos.x.ToInt());
        }
Beispiel #10
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 public static bool GetClosestViableNode(Vector2d from, Vector2d dest, int pathingSize, out GridNode returnNode)
 {
     returnNode = GridManager.GetNode(dest.x, dest.y);
     if (returnNode.Unwalkable)
     {
         bool valid = false;
         PanLineAlgorithm.FractionalLineAlgorithm.Coordinate cacheCoord = new PanLineAlgorithm.FractionalLineAlgorithm.Coordinate();
         bool validTriggered = false;
         pathingSize = (pathingSize + 1) / 2;
         int minSqrMag = pathingSize * pathingSize;
         minSqrMag *= 2;
         foreach (var coordinate in PanLineAlgorithm.FractionalLineAlgorithm.Trace(dest.x.ToDouble(), dest.y.ToDouble(), from.x.ToDouble(), from.y.ToDouble()))
         {
             currentNode = GridManager.GetNode(FixedMath.Create(coordinate.X), FixedMath.Create(coordinate.Y));
             if (!validTriggered)
             {
                 if (currentNode != null && currentNode.Unwalkable == false)
                 {
                     validTriggered = true;
                 }
                 else
                 {
                     cacheCoord = coordinate;
                 }
             }
             if (validTriggered)
             {
                 if (currentNode == null || currentNode.Unwalkable)
                 {
                 }
                 else
                 {
                     //calculate sqrMag to last invalid node
                     int testMag = coordinate.X - cacheCoord.X;
                     testMag *= testMag;
                     int buffer = coordinate.Y - cacheCoord.Y;
                     buffer  *= buffer;
                     testMag += buffer;
                     if (testMag >= minSqrMag)
                     {
                         valid = true;
                         break;
                     }
                 }
             }
         }
         if (!valid)
         {
             return(false);
         }
         returnNode = currentNode;
     }
     return(true);
 }
Beispiel #11
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    public Command GenerateMovementCommand(float input)
    {
        if (this.IsTransitioning)
        {
            return(null);
        }
        Command com = new Command(this.Data.ListenInputID, this.Agent.Controller.ControllerID);

        com.Add <DefaultData> (new DefaultData(DataType.Long, FixedMath.Create(input)));
        return(com);
    }
Beispiel #12
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        public override void Execute()
        {
            LogicEntity e   = Contexts.sharedInstance.logic.GetEntityWithId(entityID);
            LogicEntity hat = Contexts.sharedInstance.logic.GetEntityWithId(e.hat.entityID);

            if (hat == null)
            {
                return;
            }

            if (hat.isAttached)
            {
                hat.isAttached  = false;
                hat.isDangerous = true;
                hat.isFalling   = true;

                FixedVector2 throwdirection = axes.normalized;
                throwdirection = throwdirection.ContrainTo16Angles();
                throwdirection = throwdirection.normalized;

                if (axes == FixedVector2.ZERO)
                {
                    if (e.isWallRiding)
                    {
                        throwdirection = FixedVector2.LEFT * e.direction.value;
                    }
                    else
                    {
                        throwdirection = FixedVector2.RIGHT * e.direction.value;
                    }
                }

                long extraPower = 0;
                if (e.velocity.value.y < 0 && axes.y < 0)
                {
                    extraPower = e.velocity.value.y / 200;
                }

                hat.ReplaceVelocity(new FixedVector2(

                                        (hat.throwMovement.power + extraPower).Mul(throwdirection.x),
                                        (hat.throwMovement.power + extraPower).Mul(throwdirection.y)

                                        ));

                hat.throwMovement.throwPositionY = e.position.value.y;
                hat.ReplaceThrowTimer(FixedMath.Create(3, 10));

                hat.ReplaceLastRotation(0);
                hat.ReplaceRotation(0);
            }
        }
Beispiel #13
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    public void Update()
    {
        if (_curTime > Length)
        {
            return;
        }
        long lx = LocalPositionX.Evaluate(_curTime);
        long ly = LocalPositionY.Evaluate(_curTime);
        long lz = LocalPositionZ.Evaluate(_curTime);

        Transform.localPosition = new Vector3(lx.ToFloat(), ly.ToFloat(), lz.ToFloat());
        _curTime += FixedMath.Create(Time.deltaTime);
    }
Beispiel #14
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    //位置绕点旋转顺时针,逆时针角度乘以-1即可
    public static Vector2d PostionRotateInXZ(this Vector2d pos, Vector2d center, long angle)
    {
        angle = -angle.Mul(FixedMath.Create(Mathf.Deg2Rad));

        long cos = FixedMath.Trig.Cos(angle);
        long sin = FixedMath.Trig.Sin(angle);

        long x = (pos.x - center.x).Mul(cos) - (pos.y - center.y).Mul(sin) + center.x;
        long y = (pos.x - center.x).Mul(sin) + (pos.y - center.y).Mul(cos) + center.y;

        Vector2d newPos = new Vector2d(x, y);

        return(newPos);
    }
Beispiel #15
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    // Update is called once per frame
    void Update()
    {
        var aabb = new AABB(new Vector2d(FixedMath.Create(points[3].transform.position.x), FixedMath.Create(points[3].transform.position.y)), FixedMath.One, FixedMath.One);

        aabb.DrawAABB(0, 0.01f);
        bool rst = AABB.TestTriangle(new Vector2d(FixedMath.Create(points[0].transform.position.x), FixedMath.Create(points[0].transform.position.y)),
                                     new Vector2d(FixedMath.Create(points[1].transform.position.x), FixedMath.Create(points[1].transform.position.y)),
                                     new Vector2d(FixedMath.Create(points[2].transform.position.x), FixedMath.Create(points[2].transform.position.y)),
                                     aabb,
                                     0
                                     );

        DLog.Log(rst.ToString());
    }
            public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
            {
                SerializedProperty angle      = property.FindPropertyRelative("_angle");
                SerializedProperty timescaled = property.FindPropertyRelative("_timescaled");
                double             scale      = LSEditorUtility.Scale(timescaled.boolValue);

                angle.doubleValue    = EditorGUILayout.DoubleField(label, angle.doubleValue * scale) / scale;
                timescaled.boolValue = EditorGUILayout.Toggle("Timescaled", timescaled.boolValue);

                double angleInRadians = angle.doubleValue * Math.PI / 180d;

                property.FindPropertyRelative("_cos").longValue = FixedMath.Create(Math.Cos(angleInRadians));
                property.FindPropertyRelative("_sin").longValue = FixedMath.Create(Math.Sin(angleInRadians));
            }
Beispiel #17
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    //向量顺时针
    public static Vector2d Vector2dRotateInXZ2(this Vector2d dir, long angle)
    {
        angle = angle.Mul(FixedMath.Create(Mathf.Deg2Rad));

        long cos = FixedMath.Trig.Cos(angle);
        long sin = FixedMath.Trig.Sin(angle);

        long l_n_dirX = dir.x.Mul(cos) + dir.y.Mul(sin);
        long l_n_dirY = -dir.x.Mul(sin) + dir.y.Mul(cos);

        Vector2d l_dir = new Vector2d(l_n_dirX, l_n_dirY);

        return(l_dir);
    }
            public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
            {
                double scale = ((FixedNumberAngleAttribute)this.attribute).Timescaled ? LockstepManager.FrameRate : 1;
                double angle = Math.Round(Math.Asin(property.longValue.ToDouble()) * RadToDeg, 2, MidpointRounding.AwayFromZero);

                angle = EditorGUI.DoubleField(position, label, angle * scale) / scale;
                double max = ((FixedNumberAngleAttribute)this.attribute).Max;

                if (max > 0 && angle > max)
                {
                    angle = max;
                }
                property.longValue = FixedMath.Create(Math.Sin(DegToRad * angle));
            }
Beispiel #19
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    public Body(long leftBound, long rightBound, long downBound, long upBound)
    {
        //Debug.Log(" " + leftBound.ToFloat() + " " + rightBound.ToFloat() + " " + downBound.ToFloat() + " " + upBound.ToFloat());

        bodyType   = BodyType.Rectangle;
        isStandard = true;

        direction = new Vector2d(1, 0);
        length    = rightBound - leftBound;
        width     = upBound - downBound;

        position = new Vector2d(leftBound + (length).Div(FixedMath.Create(2)), downBound + (width).Div(FixedMath.Create(2)));

        //Debug.Log(" pos " + position + " l " + length.ToFloat() + " w " + width.ToFloat());
    }
Beispiel #20
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    /*
     * 如果某一个象限(节点)内存储的物体数量超过了MAX_OBJECTS最大数量,则需要对这个节点进行划分
     *
     */
    public void Split()
    {
        long x  = m_body.position.x;
        long y  = m_body.position.y;
        long sl = m_body.length.Div(FixedMath.Create(2));
        long sw = m_body.width.Div(FixedMath.Create(2));

        //Debug.Log("Split " + x.ToFloat() + " " + y.ToFloat() + " " + sw.ToFloat() + " " + sl.ToFloat());

        m_childList.Add(new QuadTree(new Body(x - sl, x, y - sw, y), m_depth + 1));
        m_childList.Add(new QuadTree(new Body(x - sl, x, y, y + sw), m_depth + 1));
        m_childList.Add(new QuadTree(new Body(x, x + sl, y - sw, y), m_depth + 1));
        m_childList.Add(new QuadTree(new Body(x, x + sl, y, y + sw), m_depth + 1));

        m_childListCount = 4;
    }
    void UpdateMove(EntityBase entity, int deltaTime)
    {
        MoveComponent    mc = (MoveComponent)entity.GetComp("MoveComponent");
        CommandComponent cc = (CommandComponent)entity.GetComp("CommandComponent");

        mc.dir        = cc.moveDir;
        mc.m_velocity = 4000;

        Vector2d newPos = mc.pos;

        newPos += mc.dir * FixedMath.Create(deltaTime).Div(FixedMath.Create(1000)).Mul(FixedMath.Create(mc.m_velocity).Div(FixedMath.Create(1000)));

        mc.pos = newPos;

        //Debug.Log("dir " + mc.dir + " ");
    }
Beispiel #22
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    public static bool SearchNearEmptyPoint(Vector3d posi, out Vector3d target)
    {
        int x, y;

        GetCoordinate(posi, out x, out y);
        if (IsEmpty(x, y))
        {
            target = new Vector3d(FixedMath.Create(x), 0, FixedMath.Create(y)) + Offset;
            return(true);
        }
        int radius = 1;

        while (true)
        {
            for (int i = radius; i >= -radius; i--)
            {
                for (int j = radius; j >= -radius; j--)
                {
                    if (i != radius && i != -radius)
                    {
                        if (j == radius || j == -radius)
                        {
                            if (IsEmpty(j + x, i + y))
                            {
                                target = (new Vector3d(FixedMath.Create(j + x), 0, FixedMath.Create(i + y)) + Offset) * CellSize;
                                return(true);
                            }
                        }
                    }
                    else
                    {
                        if (IsEmpty(j + x, i + y))
                        {
                            target = (new Vector3d(FixedMath.Create(j + x), 0, FixedMath.Create(i + y)) + Offset) * CellSize;
                            return(true);
                        }
                    }
                }
            }
            radius++;
            if (radius > 10)
            {
                target = posi;
                return(false);
            }
        }
    }
Beispiel #23
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    public void Normal()
    {
        //Debug.Log(direction.GetRotationAngle(new Vector2d(1, 0)).ToFloat());
        //Debug.Log(direction.GetRotationAngle(new Vector2d(-1, 0)).ToFloat());
        //Debug.Log(direction.GetRotationAngle(new Vector2d(0, 1)).ToFloat());
        //Debug.Log(direction.GetRotationAngle(new Vector2d(0, -1)).ToFloat());

        if (FixedMath.Abs(direction.GetRotationAngle(new Vector2d(1, 0))) < FixedMath.Create(10) ||
            direction == new Vector2d(1, 0)
            )
        {
            direction  = new Vector2d(1, 0);
            isStandard = true;
        }

        if (FixedMath.Abs(direction.GetRotationAngle(new Vector2d(-1, 0))) < FixedMath.Create(10) ||
            direction == new Vector2d(-1, 0)
            )
        {
            direction  = new Vector2d(1, 0);
            isStandard = true;
        }

        if (FixedMath.Abs(direction.GetRotationAngle(new Vector2d(0, 1))) < FixedMath.Create(10) ||
            direction == new Vector2d(0, 1)
            )
        {
            direction  = new Vector2d(1, 0);
            isStandard = true;

            long tmp = length;
            length = width;
            width  = tmp;
        }

        if (FixedMath.Abs(direction.GetRotationAngle(new Vector2d(0, -1))) < FixedMath.Create(10) ||
            direction == new Vector2d(0, -1)
            )
        {
            direction  = new Vector2d(1, 0);
            isStandard = true;

            long tmp = length;
            length = width;
            width  = tmp;
        }
    }
Beispiel #24
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    public void Execute()
    {
        foreach (LogicEntity e in _stunTimers.GetEntities())
        {
            if (e.stunTimer.timeLeft <= FixedMath.Create(3, 10))
            {
                long acceleration = FixedMath.Lerp(
                    e.stunMovement.accelerationTime,
                    e.groundMovement.accelerationTime,
                    e.stunTimer.timeLeft.Mul(FixedMath.Create(3, 10)));

                e.ReplaceCurrentMovementX(0, acceleration, e.currentMovementX.refSpeed);
            }

            e.ReplaceStunTimer(e.stunTimer.timeLeft - GameController.DELTA_TIME);
        }
    }
Beispiel #25
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        private void OnLoded(object sender, EventMsg msg)
        {
            _hasInited = true;
            EventGroup.DelEvent(SceneEvent.OnLoaded.ToInt(), OnLoded);
            var so        = CreateSceneObject();
            var modelComp = new ModelComponent();

            modelComp.RePath = "kachujin.prefab";
            so.AddComponent(modelComp);
            so.AddComponent <MainPlayerComponent>();
            so.AddComponent <GravityComponent>();
            so.AddComponent <StateMachine>();
            so.AddComponent <AttributeManager>();
            so.AttributeManager.SetBase(AttributeType.MaxSpeed, FixedMath.One * 2);
            so.Position = new Vector3d(FixedMath.Create(16.5f), FixedMath.One * 12, 0);
            var aabb = new AABBComponent();

            aabb.AABB = new AABB(new Vector2d(FixedMath.One * 15, FixedMath.One * 15 + FixedMath.Half), FixedMath.One, FixedMath.One);
            so.AddComponent(aabb);
        }
Beispiel #26
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        public virtual void OnCollisionEnter(RaycastCollisionInfo info)
        {
            LogicEntity e = Contexts.sharedInstance.logic.GetEntityWithId(entityID);

            if (e.isStunned && (info.left != Tag.NONE || info.right != Tag.NONE) && !info.CollidesWithHorizontal(Tag.HAT))
            {
                e.ReplaceVelocity(new FixedVector2(

                                      -e.velocity.value.x.Mul(FixedMath.Create(7, 10)),
                                      e.velocity.value.y + (e.velocity.value.y.Sign() * (e.velocity.value.x.Abs() / 2)))

                                  );

                return;
            }

            else if ((info.up != Tag.NONE || info.down != Tag.NONE) && !info.CollidesWithVertical(Tag.HAT))
            {
                e.ReplaceVelocity(e.velocity.value.SetY(0));
            }
        }
Beispiel #27
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        public override void Execute(SceneObject sender, SceneObject reciever, object data)
        {
            var r = FixedMath.Create(Radius) / 100;
            var q = FixedQuaternion.LookRotation(sender.Forward, Vector3d.up);

            Utility.List.Clear();
            var _battleScene = LogicCore.SP.SceneManager.CurrentScene as BattleScene;

            _battleScene.FixedQuadTree.Query(sender as IFixedAgent, r, Utility.List);
            for (int i = 0; i < Utility.List.Count; i++)
            {
                if (IsTarget(Utility.List[i]))
                {
                    if (Utility.PositionIsInFan(sender.Position, FixedMath.Create(Radius) / 100, Angle, q, Utility.List[i].Position))
                    {
                        EventManager.TriggerEvent(EventId, new RuntimeData(sender, Utility.List[i] as SceneObject, null));
                    }
                }
            }
            ;            base.Execute(sender, reciever, data);
        }
Beispiel #28
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    //获取一个顺时针夹角(需先标准化向量)
    public static long GetRotationAngle(this Vector2d dir, Vector2d aimDir)
    {
        //dir = dir.normalized;
        //aimDir = aimDir.normalized;

        long angle = FixedMath.Create(Math.Acos(dir.Dot(aimDir).ToFloat())).Mul(FixedMath.Create(180).Div(FixedMath.Create(Math.PI)));

        if (angle != FixedMath.Create(180) && FixedMath.Create(angle) != 0)
        {
            long cross = dir.x.Mul(aimDir.y) - aimDir.x.Mul(dir.y);
            if (cross < FixedMath.Create(0))
            {
                return(angle);
            }
            else
            {
                return(FixedMath.Create(360) - angle);
            }
        }

        return(angle);
    }
Beispiel #29
0
    void Start()
    {
        for (int i = 0; i < 1000; i++)
        {
            var ra = UnityEngine.Random.Range(0, 1000f);
            var v1 = Mathf.Sin(ra * Mathf.Deg2Rad);
            var v2 = FixedMath.Trig.SinDegree(FixedMath.Create(ra));
            // Debug.LogError(ra+" "+v1+" "+v2.ToFloat());
        }
        var     f  = transform.forward;
        Vector3 nf = Vector3.zero;

        nf.x = f.x * Mathf.Cos(Angle * Mathf.Deg2Rad) + f.z * Mathf.Sin(Angle * Mathf.Deg2Rad);
        nf.z = f.z * Mathf.Cos(Angle * Mathf.Deg2Rad) - f.x * Mathf.Sin(Angle * Mathf.Deg2Rad);
        transform.forward = nf;
        //   StringBuilder sb = new StringBuilder(1024);
        //for (int i = 0; i <= 360; i++)
        //{
        //    var cos = Mathf.Cos(i * Mathf.Deg2Rad);
        //    var fcos = FixedMath.Create(cos);
        //    sb.Append("{"+FixedMath.Create(i)+","+fcos+ "},");
        //}
        //   File.WriteAllText("D://cos.txt", sb.ToString());
    }
Beispiel #30
0
    public List <Vector2d> GetRectPoint(Body rect)
    {
        listCache.Clear();

        if (rect.isStandard)
        {
            listCache.Add(new Vector2d(rect.position.x + rect.length.Mul(FixedMath.Half), rect.position.y + rect.width.Mul(FixedMath.Half)));
            listCache.Add(new Vector2d(rect.position.x + rect.length.Mul(FixedMath.Half), rect.position.y - rect.width.Mul(FixedMath.Half)));
            listCache.Add(new Vector2d(rect.position.x - rect.length.Mul(FixedMath.Half), rect.position.y + rect.width.Mul(FixedMath.Half)));
            listCache.Add(new Vector2d(rect.position.x - rect.length.Mul(FixedMath.Half), rect.position.y - rect.width.Mul(FixedMath.Half)));
        }
        else
        {
            Vector2d forward = rect.direction * rect.length.Mul(FixedMath.Half);
            Vector2d left    = rect.direction.Vector2dRotateInXZ(FixedMath.Create(90)) * rect.length.Mul(FixedMath.Half);

            listCache.Add(rect.position + forward + left);
            listCache.Add(rect.position + forward - left);
            listCache.Add(rect.position - forward + left);
            listCache.Add(rect.position - forward - left);
        }

        return(listCache);
    }