Beispiel #1
0
    /// <summary>
    /// 衝突判定
    /// </summary>
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        //塊にくっ付くオブジェクトは処理を行わない
        if (hit.gameObject.tag == "Player" ||
            hit.gameObject.tag == "Spirit" &&
            KatamariSize.KatamariSize >= hit.gameObject.GetComponent <SpiritStatus>().m_Size&&
            PlayerDirection.BoundSpeed != 0.0f)
        {
            return;
        }

        //角度計算用のベクトル設定
        Vector3 vtemp = hit.normal;

        vtemp.y = 0.0f; //Y成分削除


        //最低バウンド威力設定
        float fminPower = MinPower;

        //角度の計算
        float fWallAngle = 180 - (90 + Vector3.Angle(vtemp, hit.normal));

        //登れない角度なら判定しない
        if (PlayerDirection.SlopeLimit > fWallAngle && hit.gameObject.tag != "Spirit")
        {
            return;
        }

        //飛ばす方向設定
        Vector3 vFrom = hit.normal;

        vFrom.y = 0.0f;   //Y成分削除

        //バウンドの威力設定
        float BoundPower;

        BoundPower = PlayerDirection.PlayerSpeed * Coefficient;


        //抵抗値計算
        Vector3 ResistanceValue;

        ResistanceValue = PlayerDirection.PlayerDirection + hit.normal.normalized;

        Vector3 vMove    = vFrom * BoundPower;
        Vector3 vReValue = Vector3.zero;

        vReValue.x = 1.0f - Mathf.Abs(ResistanceValue.x);
        vReValue.z = 1.0f - Mathf.Abs(ResistanceValue.z);
        BoundPower = vMove.x * vReValue.x + vMove.z * vReValue.z;


        //最低威力より小さかったら補正
        if (BoundPower < fminPower)
        {
            BoundPower = fminPower;
        }

        //バウンドさせる
        PlayerDirection.BoundSet(vFrom, BoundPower, ResistanceValue);
    }