Example #1
0
        public List <LVector3Int> DebugQueryCollider(EDir dir, LVector2 fTargetHead, LFloat size)
        {
            var      ret          = new List <LVector3Int>();
            LVector2 borderDir    = DirUtil.GetBorderDir(dir);
            var      fBorder1     = fTargetHead + borderDir * size;
            var      fBorder2     = fTargetHead - borderDir * size;
            var      isColHead    = HasCollider(fTargetHead);
            var      isColBorder1 = HasCollider(fBorder1);
            var      isColBorder2 = HasCollider(fBorder2);

            ret.Add(new LVector3Int(fTargetHead.Floor().x, fTargetHead.Floor().y, isColHead ? 1 : 0));
            ret.Add(new LVector3Int(fBorder1.Floor().x, fBorder1.Floor().y, isColBorder1 ? 1 : 0));
            ret.Add(new LVector3Int(fBorder2.Floor().x, fBorder2.Floor().y, isColBorder2 ? 1 : 0));
            return(ret);
        }
Example #2
0
        public bool HasCollider(LVector2 pos)
        {
            var iPos = pos.Floor();
            var id   = _map2DService.Pos2TileId(iPos, true);

            return(id != 0 && id != TilemapUtil.TileID_Grass);
        }
Example #3
0
        public bool HasCollider(LVector2 pos)
        {
            var iPos = pos.Floor();
            var id   = _map2DService.Pos2TileId(iPos, true);

            return(id != 0);
        }
    public static bool HasCollider(LVector2 pos)
    {
        var iPos = pos.Floor();
        var id   = MapManager.Instance.Pos2TileId(iPos, true);

        return(id != 0);
    }
        public void CreateBullet(LVector2 pos, EDir dir, int type, GameEntity owner)
        {
            var createPos = pos.Floor().ToLVector2() + DirUtil.GetDirLVec(dir) + TankUtil.UNIT_SIZE;
            var entity    = CreateUnit(createPos, _config.bulletPrefabs, type, dir, transParentBullet);

            entity.owner.localId = owner.localId.value;
            entity.unit.camp     = owner.unit.camp;
        }
Example #6
0
        public bool IsOutOfBound(LVector2 fpos, LVector2Int min, LVector2Int max)
        {
            var pos = fpos.Floor();

            if (pos.x < min.x || pos.x > max.x ||
                pos.y < min.y || pos.y > max.y
                )
            {
                return(true);
            }

            return(false);
        }
Example #7
0
 public static bool HasCollider(LVector2 pos)
 {
     return(HasCollider(pos.Floor()));
 }