Ejemplo n.º 1
0
    // 圆和正圆弧的碰撞,不带位置修正
    public static bool CollideCircleAndArc(GameVector2 _c1, int _radius1, GameVector2 _arcCen, int _arcRadius, int _arcAngle, int _arcAngleSize)
    {
        int  radiusSum    = _radius1 + _arcRadius;
        long sqrRadiusSum = radiusSum * radiusSum;
        long sqrDistance  = _c1.sqrMagnitude(_arcCen);

        if (sqrDistance >= sqrRadiusSum)
        {
            return(false);
        }
        int  radiusDel    = _radius1 - _arcRadius;
        long sqrRadiusDel = radiusDel * radiusDel;

        if (sqrDistance <= sqrRadiusDel)
        {
            return(false);
        }
        int _angle = (_c1 - _arcCen).Angle();

        if (Mathf.Abs(_angle - _arcAngle) <= _arcAngleSize)
        {
            return(true);
        }
        int         _point1Angle = (int)Mathf.Repeat(_arcAngle + _arcAngleSize, 360);
        GameVector2 _point1      = _arcCen + (_arcRadius / 100) * BattleData.Instance.GetSpeed(_point1Angle);
        bool        _result1     = ToolGameVector.CollidePointAndCircle(_c1, _point1, _radius1);

        if (_result1)
        {
            return(_result1);
        }
        int         _point2Angle = (int)Mathf.Repeat(_arcAngle - _arcAngleSize, 360);
        GameVector2 _point2      = _arcCen + (_arcRadius / 100) * BattleData.Instance.GetSpeed(_point2Angle);
        bool        _result2     = ToolGameVector.CollidePointAndCircle(_c1, _point2, _radius1);

        if (_result2)
        {
            return(_result2);
        }
        return(false);
    }
Ejemplo n.º 2
0
    /// <summary>
    /// 圆和正圆扇面的碰撞,带位置修正
    /// </summary>
    /// <returns><c>true</c>, if circle and arc was collided, <c>false</c> otherwise.</returns>
    /// <param name="_c1">圆心.</param>
    /// <param name="_radius1">圆半径.</param>
    /// <param name="_arcCen">扇面圆心.</param>
    /// <param name="_arcRadius">扇面所在圆半径.</param>
    /// <param name="_arcAngle">角度.</param>
    /// <param name="_arcAngleSize">角度范围.</param>
    /// <param name="_amend">修正值.</param>
    public static bool CollideCircleAndArcArea(GameVector2 _c1, int _radius1, GameVector2 _arcCen, int _arcRadius, int _arcAngle, int _arcAngleSize, out GameVector2 _amend)
    {
        _amend = GameVector2.zero;
        int  radiusSum    = _radius1 + _arcRadius;
        long sqrRadiusSum = radiusSum * radiusSum;
        long sqrDistance  = _c1.sqrMagnitude(_arcCen);

        if (sqrDistance >= sqrRadiusSum)
        {
            return(false);
        }
        int  _angle       = (_c1 - _arcCen).Angle();
        int  _point1Angle = _arcAngle + _arcAngleSize;
        int  _point2Angle = _arcAngle - _arcAngleSize;
        bool inArc;

        if (_point2Angle < 0)
        {
            int _angle1 = (int)Mathf.Repeat(_angle - _point2Angle, 360f);
            if (_angle1 >= 0 && _angle1 <= (_point1Angle - _point2Angle))
            {
                inArc = true;
            }
            else
            {
                inArc = false;
            }
        }
        else if (_point1Angle > 360)
        {
            int _delA   = _point1Angle - 360;
            int _angle1 = (int)Mathf.Repeat(_angle - _delA, 360f);
            if (_angle1 >= (_point2Angle - _delA) && _angle1 <= 360)
            {
                inArc = true;
            }
            else
            {
                inArc = false;
            }
        }
        else
        {
            if (_angle >= _point2Angle && _angle <= _point1Angle)
            {
                inArc = true;
            }
            else
            {
                inArc = false;
            }
        }
        if (inArc)
        {
            //在圆弧内,需要修正
            int distance = (int)Mathf.Sqrt(sqrDistance);
            int amendDis = 1 + (int)(radiusSum - distance) / 100;
            _amend = amendDis * BattleData.Instance.GetSpeed(_angle);
            return(true);
        }
        //线段修正
        Vector3 _circleCenter  = ToolGameVector.ChangeGameVectorToVector3(_c1);
        Vector3 _arcAreaCenter = ToolGameVector.ChangeGameVectorToVector3(_arcCen);

        _point1Angle = (int)Mathf.Repeat(_point1Angle, 360);
        GameVector2 _point1 = _arcCen + (_arcRadius / 100) * BattleData.Instance.GetSpeed(_point1Angle);

        _point2Angle = (int)Mathf.Repeat(_point2Angle, 360);
        GameVector2 _point2 = _arcCen + (_arcRadius / 100) * BattleData.Instance.GetSpeed(_point2Angle);

        Vector3 _line1Point = ToolGameVector.ChangeGameVectorToVector3(_point1);
        Vector3 _line2Point = ToolGameVector.ChangeGameVectorToVector3(_point2);
        //线段1修正
        bool        amendline1  = false;
        GameVector2 amendLine1P = GameVector2.zero;
        Vector3     _circleVec  = _circleCenter - _arcAreaCenter;
        Vector3     _line       = _line1Point - _arcAreaCenter;
        Vector3     _cross      = Vector3.Cross(_circleVec, _line);

        if (_cross.z <= 0)
        {
            //在线段的左侧,即多边形的外侧
            Vector3 vecProj    = Vector3.Project(_circleVec, _line);          //投影点
            float   disLine    = _line.magnitude;
            float   proj_begin = vecProj.magnitude;
            float   proj_end   = (vecProj - _line).magnitude;
            float   projlengh  = proj_begin + proj_end;
            if ((disLine + 1) >= projlengh)
            {
                //投影在线段上
                int dis       = (int)Mathf.Sqrt(_circleVec.sqrMagnitude - vecProj.sqrMagnitude);
                int disRadius = _radius1 / 100;
                if (dis < disRadius)
                {
                    //需要修正
                    amendline1 = true;
                    int     amendDis   = 1 + (int)(_radius1 / 100 - dis);
                    Vector3 angelVec   = _circleVec - vecProj;
                    float   angle1     = Mathf.Atan2(angelVec.y, angelVec.x) * Mathf.Rad2Deg;
                    int     amendAngle = (int)Mathf.Repeat(angle1, 360f);
                    amendLine1P = amendDis * BattleData.Instance.GetSpeed(amendAngle);
                }
            }
            else
            {
                //投影不在当前线段上
            }
        }
        //线段2修正
        bool        amendline2  = false;
        GameVector2 amendLine2P = GameVector2.zero;
        Vector3     _circleVec2 = _circleCenter - _line2Point;
        Vector3     _line2      = _arcAreaCenter - _line2Point;
        Vector3     _cross2     = Vector3.Cross(_circleVec2, _line2);

        if (_cross2.z <= 0)
        {
            //在线段的左侧,即多边形的外侧
            Vector3 vecProj    = Vector3.Project(_circleVec2, _line2);          //投影点
            float   disLine    = _line2.magnitude;
            float   proj_begin = vecProj.magnitude;
            float   proj_end   = (vecProj - _line2).magnitude;
            float   projlengh  = proj_begin + proj_end;
            if ((disLine + 1) >= projlengh)
            {
                //投影在线段上

                int dis       = (int)Mathf.Sqrt(_circleVec2.sqrMagnitude - vecProj.sqrMagnitude);
                int disRadius = _radius1 / 100;
                if (dis < disRadius)
                {
                    //需要修正
                    amendline2 = true;
                    int     amendDis   = 1 + (int)(_radius1 / 100 - dis);
                    Vector3 angelVec   = _circleVec2 - vecProj;
                    float   angle1     = Mathf.Atan2(angelVec.y, angelVec.x) * Mathf.Rad2Deg;
                    int     amendAngle = (int)Mathf.Repeat(angle1, 360f);
                    amendLine2P = amendDis * BattleData.Instance.GetSpeed(amendAngle);
                }
            }
            else
            {
                //投影不在当前线段上
            }
        }
        if (amendline1 || amendline2)
        {
            _amend = amendLine1P + amendLine2P;
            return(true);
        }
        //对点修正
        GameVector2 _outAmend1;
        bool        _result1 = ToolGameVector.CollidePointAndCircle(_c1, _arcCen, _radius1, out _outAmend1);

        if (_result1)
        {
            _amend = _outAmend1;
            return(true);
        }
        GameVector2 _outAmend2;
        bool        _result2 = ToolGameVector.CollidePointAndCircle(_c1, _point1, _radius1, out _outAmend2);

        GameVector2 _outAmend3;
        bool        _result3 = ToolGameVector.CollidePointAndCircle(_c1, _point2, _radius1, out _outAmend3);

        if (_result2 || _result3)
        {
            _amend = _outAmend2 + _outAmend3;
            return(true);
        }
        return(false);
    }
Ejemplo n.º 3
0
    /// <summary>
    /// 圆和正圆弧的碰撞,带位置修正
    /// </summary>
    /// <returns><c>true</c>, if circle and arc was collided, <c>false</c> otherwise.</returns>
    /// <param name="_c1">圆心.</param>
    /// <param name="_radius1">圆半径.</param>
    /// <param name="_arcCen">圆弧圆心.</param>
    /// <param name="_arcRadius">圆弧所在圆半径.</param>
    /// <param name="_arcAngle">角度.</param>
    /// <param name="_arcAngleSize">角度范围.</param>
    /// <param name="_amend">修正值.</param>
    public static bool CollideCircleAndArc(GameVector2 _c1, int _radius1, GameVector2 _arcCen, int _arcRadius, int _arcAngle, int _arcAngleSize, out GameVector2 _amend)
    {
        _amend = GameVector2.zero;
        int  radiusSum    = _radius1 + _arcRadius;
        long sqrRadiusSum = radiusSum * radiusSum;
        long sqrDistance  = _c1.sqrMagnitude(_arcCen);

        if (sqrDistance >= sqrRadiusSum)
        {
            return(false);
        }
        int  radiusDel    = _radius1 - _arcRadius;
        long sqrRadiusDel = radiusDel * radiusDel;

        if (sqrDistance <= sqrRadiusDel)
        {
            return(false);
        }
        int  _angle       = (_c1 - _arcCen).Angle();
        int  _point1Angle = _arcAngle + _arcAngleSize;
        int  _point2Angle = _arcAngle - _arcAngleSize;
        bool inArc;

        if (_point2Angle < 0)
        {
            int _angle1 = (int)Mathf.Repeat(_angle - _point2Angle, 360f);
            if (_angle1 >= 0 && _angle1 <= (_point1Angle - _point2Angle))
            {
                inArc = true;
            }
            else
            {
                inArc = false;
            }
        }
        else if (_point1Angle > 360)
        {
            int _delA   = _point1Angle - 360;
            int _angle1 = (int)Mathf.Repeat(_angle - _delA, 360f);
            if (_angle1 >= (_point2Angle - _delA) && _angle1 <= 360)
            {
                inArc = true;
            }
            else
            {
                inArc = false;
            }
        }
        else
        {
            if (_angle >= _point2Angle && _angle <= _point1Angle)
            {
                inArc = true;
            }
            else
            {
                inArc = false;
            }
        }
        if (inArc)
        {
            //在圆弧内,需要修正
            long _arcRadiusSqr = _arcRadius * _arcRadius;
            int  distance      = (int)Mathf.Sqrt(sqrDistance);
            int  amendDis;
            int  amendAngle;
            if (sqrDistance >= _arcRadiusSqr)
            {
                //向外修正
                amendDis   = 1 + (int)(radiusSum - distance) / 100;
                amendAngle = _angle;
            }
            else
            {
                amendDis   = 1 + (int)(distance - Mathf.Abs(radiusDel)) / 100;
                amendAngle = (_arcCen - _c1).Angle();
            }
            _amend = amendDis * BattleData.Instance.GetSpeed(amendAngle);
            return(true);
        }

        _point1Angle = (int)Mathf.Repeat(_point1Angle, 360);
        GameVector2 _point1 = _arcCen + (_arcRadius / 100) * BattleData.Instance.GetSpeed(_point1Angle);

        GameVector2 _outAmend1;
        bool        _result1 = ToolGameVector.CollidePointAndCircle(_c1, _point1, _radius1, out _outAmend1);

        if (_result1)
        {
            _amend = _outAmend1;
            return(_result1);
        }

        _point2Angle = (int)Mathf.Repeat(_point2Angle, 360);
        GameVector2 _point2 = _arcCen + (_arcRadius / 100) * BattleData.Instance.GetSpeed(_point2Angle);

        GameVector2 _outAmend2;
        bool        _result2 = ToolGameVector.CollidePointAndCircle(_c1, _point2, _radius1, out _outAmend2);

        if (_result2)
        {
            _amend = _outAmend2;
            return(_result2);
        }
        return(false);
    }
Ejemplo n.º 4
0
    /// <summary>
    /// 圆和多边形的碰撞
    /// </summary>
    /// <returns><c>true</c>, if circle and polygon was collided, <c>false</c> otherwise.</returns>
    /// <param name="_c1">圆心.</param>
    /// <param name="_radius1">圆半径.</param>
    /// <param name="vectexs">多边形顶点.</param>
    /// <param name="normalDir">多边形每条边的法向量.</param>
    /// <param name="_amend">位置修正.</param>
    public static bool CollideCircleAndPolygon(GameVector2 _c1, int _radius1, GameVec2Con[] vectexs, int[] normalDir, out GameVector2 _amend)
    {
        _amend = GameVector2.zero;
        Vector3 _circleCenter = ToolGameVector.ChangeGameVectorToVector3(_c1);

        for (int i = 0; i < vectexs.Length; i++)
        {
            Vector3 lineBegin = ToolGameVector.ChangeGameVectorConToVector3(vectexs [i]);
            int     endIndex  = (i + 1) % vectexs.Length;
            Vector3 lineEnd   = ToolGameVector.ChangeGameVectorConToVector3(vectexs [endIndex]);

            Vector3 _circleVec = _circleCenter - lineBegin;
            Vector3 _line      = lineEnd - lineBegin;
            Vector3 _cross     = Vector3.Cross(_circleVec, _line);
            if (_cross.z < 0)
            {
                //在线段的左侧,即多边形的外侧
                Vector3 vecProj    = Vector3.Project(_circleVec, _line);              //投影点
                float   disLine    = _line.magnitude;
                float   proj_begin = vecProj.magnitude;
                float   proj_end   = (vecProj - _line).magnitude;
                float   projlengh  = proj_begin + proj_end;
                if ((disLine + 1) >= projlengh)
                {
                    //投影在线段上
                    int dis       = (int)Mathf.Sqrt(_circleVec.sqrMagnitude - vecProj.sqrMagnitude);
                    int disRadius = _radius1 / 100;
                    if (dis < disRadius)
                    {
                        int amendDis = 1 + (int)(_radius1 / 100 - dis);
                        _amend = amendDis * BattleData.Instance.GetSpeed(normalDir [i]);
                        return(true);
                    }
                    else
                    {
                        return(false);
                    }
                }
                else
                {
                    Vector3 newLineBegin;
                    Vector3 newLineEnd;
                    //投影不在当前线段上
                    bool isSameDir = Vector3.Dot(vecProj, _line) > 0f ? true : false; //为0的时候是垂直,不会出现该情况
                    int  normalIndex;
                    int  linePointIndex;                                              //2条线段的交点
                    if (isSameDir)
                    {
                        //同向
                        newLineBegin = lineEnd;
                        int newEndIndex = (i + 2) % vectexs.Length;
                        newLineEnd     = ToolGameVector.ChangeGameVectorConToVector3(vectexs [newEndIndex]);
                        normalIndex    = endIndex;
                        linePointIndex = endIndex;
                    }
                    else
                    {
                        //反向
                        if (i == 0)
                        {
                            newLineBegin = ToolGameVector.ChangeGameVectorConToVector3(vectexs [vectexs.Length - 1]);
                        }
                        else
                        {
                            newLineBegin = ToolGameVector.ChangeGameVectorConToVector3(vectexs [i - 1]);
                        }
                        newLineEnd     = lineBegin;
                        normalIndex    = vectexs.Length - 1;
                        linePointIndex = i;
                    }
                    Vector3 newCircleVec  = _circleCenter - newLineBegin;
                    Vector3 _newline      = newLineEnd - newLineBegin;
                    Vector3 newVecProj    = Vector3.Project(newCircleVec, _newline);                  //投影点
                    float   newdisLine    = _newline.magnitude;
                    float   newproj_begin = newVecProj.magnitude;
                    float   newproj_end   = (newVecProj - _newline).magnitude;
                    float   newprojlengh  = newproj_begin + newproj_end;
                    if ((newdisLine + 1) >= newprojlengh)
                    {
                        //投影在线段上
                        int dis       = (int)Mathf.Sqrt(newCircleVec.sqrMagnitude - newVecProj.sqrMagnitude);
                        int disRadius = _radius1 / 100;
                        if (dis < disRadius)
                        {
                            int amendDis = 1 + (int)(_radius1 / 100 - dis);
                            _amend = amendDis * BattleData.Instance.GetSpeed(normalDir [normalIndex]);
                            return(true);
                        }
                        else
                        {
                            return(false);
                        }
                    }
                    else
                    {
                        bool isNewSameDir = Vector3.Dot(newVecProj, _newline) > 0f ? true : false;
                        if (isNewSameDir != isSameDir)
                        {
                            //夹角处
                            GameVector2 _point = ToolGameVector.ChangeGameVectorConToGameVector2(vectexs [linePointIndex]);
                            GameVector2 _outAmend;
                            bool        _result = ToolGameVector.CollidePointAndCircle(_c1, _point, _radius1, out _outAmend);
                            _amend = _outAmend;
                            return(_result);
                        }
                    }
                }
            }
        }
        return(false);
    }
Ejemplo n.º 5
0
    /// <summary>
    /// 圆和矩形的修正碰撞
    /// </summary>
    /// <returns><c>true</c>, 产生碰撞, <c>false</c> 没有碰撞.</returns>
    /// <param name="_c1">圆心.</param>
    /// <param name="_radius1">圆半径.</param>
    /// <param name="_rCenter">矩形中心.</param>
    /// <param name="_half_w">矩形宽度的一半.</param>
    /// <param name="_half_h">矩形高度的一半.</param>
    /// <param name="_amend">修正值.</param>
    public static bool CollideCircleAndRect(GameVector2 _c1, int _radius1, GameVector2 _rCenter, int _half_w, int _half_h, out GameVector2 _amend)
    {
        /*
         * l:左
         * r:右
         * t:上/顶
         * b:下/底
         */
        int llx = _rCenter.x - _half_w - _radius1;

        if (_c1.x <= llx)
        {
            _amend = GameVector2.zero;
            return(false);
        }

        int bby = _rCenter.y - _half_h - _radius1;

        if (_c1.y <= bby)
        {
            _amend = GameVector2.zero;
            return(false);
        }

        int rrx = _rCenter.x + _half_w + _radius1;

        if (_c1.x >= rrx)
        {
            _amend = GameVector2.zero;
            return(false);
        }

        int tty = _rCenter.y + _half_h + _radius1;

        if (_c1.y >= tty)
        {
            _amend = GameVector2.zero;
            return(false);
        }

        int lx = _rCenter.x - _half_w;
        int by = _rCenter.y - _half_h;
        int rx = _rCenter.x + _half_w;
        int ty = _rCenter.y + _half_h;

        if (_c1.x <= lx)
        {
            if (_c1.y > ty)
            {
                //左上角的顶点矩形里
                GameVector2 _ltPoint = new GameVector2(lx, ty);
                return(ToolGameVector.CollidePointAndCircle(_c1, _ltPoint, _radius1, out _amend));
            }
            else if (_c1.y < by)
            {
                //左下角的顶点矩形里
                GameVector2 _lbPoint = new GameVector2(lx, by);
                return(ToolGameVector.CollidePointAndCircle(_c1, _lbPoint, _radius1, out _amend));
            }
            else
            {
                //左侧矩形
                _amend = new GameVector2(llx - _c1.x, 0);
            }
        }
        else if (_c1.x >= rx)
        {
            if (_c1.y > ty)
            {
                //右上角的顶点矩形里
                GameVector2 _rtPoint = new GameVector2(rx, ty);
                return(ToolGameVector.CollidePointAndCircle(_c1, _rtPoint, _radius1, out _amend));
            }
            else if (_c1.y < by)
            {
                //右下角的顶点矩形里
                GameVector2 _rbPoint = new GameVector2(rx, by);
                return(ToolGameVector.CollidePointAndCircle(_c1, _rbPoint, _radius1, out _amend));
            }
            else
            {
                //右侧矩形
                _amend = new GameVector2(rrx - _c1.x, 0);
            }
        }
        else
        {
            if (_c1.y > ty)
            {
                //中上矩形
                _amend = new GameVector2(0, tty - _c1.y);
            }
            else if (_c1.y < by)
            {
                //中下矩形
                _amend = new GameVector2(0, bby - _c1.y);
            }
            else
            {
                //矩形内
                GameVector2 _rtPoint = new GameVector2(rx, ty);
                int         _rtAngle = (_rtPoint - _rCenter).Angle();
                int         _ltAngle = 180 - _rtAngle;
                int         _lbAngle = 180 + _rtAngle;
                int         _rbAngel = 360 - _rtAngle;

                int circleAngle = (_c1 - _rCenter).Angle();                 //圆心和矩形中心的角度

                if (circleAngle > _rbAngel)
                {
                    _amend = new GameVector2(rrx - _c1.x, 0);
                }
                else if (circleAngle > _lbAngle)
                {
                    _amend = new GameVector2(0, bby - _c1.y);
                }
                else if (circleAngle > _ltAngle)
                {
                    _amend = new GameVector2(llx - _c1.x, 0);
                }
                else if (circleAngle > _rtAngle)
                {
                    _amend = new GameVector2(0, tty - _c1.y);
                }
                else
                {
                    _amend = new GameVector2(rrx - _c1.x, 0);
                }
            }
        }

        return(true);
    }
Ejemplo n.º 6
0
    //圆和矩形碰撞
    public static bool CollideCircleAndRect(GameVector2 _c1, int _radius1, GameVector2 _rCenter, int _half_w, int _half_h)
    {
        if (_radius1 <= 100)
        {
            //半径足够小,当成点来处理
            if (_c1.x <= _rCenter.x - _half_w)
            {
                return(false);
            }

            if (_c1.y <= _rCenter.y - _half_h)
            {
                return(false);
            }
            if (_c1.x >= _rCenter.x + _half_w)
            {
                return(false);
            }
            if (_c1.y >= _rCenter.y + _half_h)
            {
                return(false);
            }
            return(true);
        }

        int llx = _rCenter.x - _half_w - _radius1;

        if (_c1.x <= llx)
        {
            return(false);
        }

        int bby = _rCenter.y - _half_h - _radius1;

        if (_c1.y <= bby)
        {
            return(false);
        }

        int rrx = _rCenter.x + _half_w + _radius1;

        if (_c1.x >= rrx)
        {
            return(false);
        }

        int tty = _rCenter.y + _half_h + _radius1;

        if (_c1.y >= tty)
        {
            return(false);
        }

        int lx = _rCenter.x - _half_w;
        int by = _rCenter.y - _half_h;
        int rx = _rCenter.x + _half_w;
        int ty = _rCenter.y + _half_h;

        if (_c1.x <= lx)
        {
            if (_c1.y > ty)
            {
                //左上角的顶点矩形里
                GameVector2 _ltPoint = new GameVector2(lx, ty);
                return(ToolGameVector.CollidePointAndCircle(_c1, _ltPoint, _radius1));
            }
            else if (_c1.y < by)
            {
                //左下角的顶点矩形里
                GameVector2 _lbPoint = new GameVector2(lx, by);
                return(ToolGameVector.CollidePointAndCircle(_c1, _lbPoint, _radius1));
            }
            else
            {
                return(true);
            }
        }
        else if (_c1.x >= rx)
        {
            if (_c1.y > ty)
            {
                //右上角的顶点矩形里
                GameVector2 _rtPoint = new GameVector2(rx, ty);
                return(ToolGameVector.CollidePointAndCircle(_c1, _rtPoint, _radius1));
            }
            else if (_c1.y < by)
            {
                //右下角的顶点矩形里
                GameVector2 _rbPoint = new GameVector2(rx, by);
                return(ToolGameVector.CollidePointAndCircle(_c1, _rbPoint, _radius1));
            }
            else
            {
                return(true);
            }
        }
        return(true);
    }
Ejemplo n.º 7
0
 /// <summary>
 /// 圆和圆的碰撞,圆2不动,修正是的是圆1的位置
 /// </summary>
 /// <returns><c>true</c>, if circle and circle was collided, <c>false</c> otherwise.</returns>
 /// <param name="_c1">圆1的圆心.</param>
 /// <param name="_c2">圆2的圆心.</param>
 /// <param name="_radius1">圆1的半径.</param>
 /// <param name="_radius2">圆2的半径.</param>
 /// <param name="_amend">修正值.</param>
 public static bool CollideCircleAndCircle(GameVector2 _c1, GameVector2 _c2, int _radius1, int _radius2, out GameVector2 _amend)
 {
     return(ToolGameVector.CollidePointAndCircle(_c1, _c2, (_radius1 + _radius2), out _amend));
 }