Beispiel #1
0
    public virtual void Move()
    {
        if (_TriggerStayTSCollisions.Count > 0)
        {
            //此算法,不能解决两个阻碍墙夹角少于90的问题
            TSVector AngleOnNormal = Angle;// new TSVector(Angle.x, FP.Zero, Angle.z);
            foreach (KeyValuePair <int, TSCollision> item in _TriggerStayTSCollisions)
            {
                //pengzhuanweizhi.transform.position = item.Value.contacts[0].point.ToVector();
                //pengzhuanfaxiangliang1.transform.position = item.Value.contacts[0].point.ToVector();
                //pengzhuanfaxiangliang2.transform.position = AllTSTransform.position.ToVector();
                //pengzhuanfaxiangliang3.transform.position = item.Value.contacts[0].point.ToVector();
                //pengzhuanfaxiangliang1.transform.rotation = TSQuaternion.LookRotation(item.Value.contacts[0].normal).ToQuaternion();
                TSVector diff = item.Value.contacts[0].point - AllTSTransform.position;
                //pengzhuanfaxiangliang2.transform.rotation = TSQuaternion.LookRotation(diff).ToQuaternion();
                //pengzhuanfaxiangliang2.transform.rotation = TSQuaternion.LookRotation(Angle).ToQuaternion();
                //pengzhuanfaxiangliang1.transform.rotation = TSQuaternion.LookRotation(new TSVector(-z, FP.Zero, x)).ToQuaternion();
                //pengzhuanfaxiangliang3.transform.rotation = TSQuaternion.LookRotation(AngleOnNormal).ToQuaternion();
                FP AngleAndDiff = TSVector2.Angle(new TSVector2(AngleOnNormal.x, AngleOnNormal.z), new TSVector2(diff.x, diff.z));
                //Debug.LogErrorFormat("夹角度{0},控制轮盘的投影{1},控制轮盘{2},Actor与碰撞点向量{3}", AngleAndDiff, AngleOnNormal.ToString(), Angle.ToString(), diff.ToString());
                //Debug.LogErrorFormat("Actor====>Angle==>{0}", TSVector2.Angle(new TSVector2(Angle.x, Angle.z), new TSVector2(item.Value.contacts[0].normal.x, item.Value.contacts[0].normal.z)));
                if (AngleAndDiff < 90)
                {
                    AngleOnNormal = TSVector.Project(AngleOnNormal, new TSVector(-item.Value.contacts[0].normal.z, FP.Zero, item.Value.contacts[0].normal.x));
                    //TmpAngle = AngleOnNormal;//让控制轮盘方向变成修正后的方向AngleOnNormal
                }
                else
                {
                    //AngleOnNormal = TmpAngle;//new TSVector(Angle.x, FP.Zero, Angle.z);
                }

                /***
                 * if (diff.magnitude < (FP)0.9) {
                 *  TSVector _addTranslation3 = new TSVector(0, 0, 0);
                 *  if (diff.x < FP.Zero) _addTranslation3.x -= 1;
                 *  else if (diff.x > FP.Zero) _addTranslation3.x += 1;
                 *  if (diff.z < FP.Zero) _addTranslation3.z -= 1;
                 *  else if (diff.z > FP.Zero) _addTranslation3.z += 1;
                 *  _addTranslation3 = _addTranslation3.normalized;
                 *  AllTSTransform.position = new TSVector(item.Value.contacts[0].point.x, 0, item.Value.contacts[0].point.z) - _addTranslation3;
                 *  Debug.LogErrorFormat("修复=================================>{0},{1}", diff.ToString(), _addTranslation3.ToString());
                 * }
                 ***/
            }
            AllTSTransform.Translate(AngleOnNormal * Speed);
        }
        else
        {
            AllTSTransform.Translate(Angle * Speed);
        }
    }