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); } }
void MoveCallBack(Vector2 tVec2) { TSVector2 mTSVector2 = new TSVector2((FP)(tVec2.x - 0.001f), (FP)(tVec2.y - 0.001f)).normalized;//这里减0.001f是因为这里精度有问题,会传来一个极其微小大于1的浮点数,后面使用时候导致FP Acos()中算出来的1值(4294967297)大于FP.ONE值(4294967296) FP anglenew = TSVector2.Angle(mTSVector2, TSVector2.up); FP angle = TSQuaternion.Angle(AllTSTransform.rotation, RotateTSTransform.rotation); //FP iTanDeg = TSMath.Atan2((FP)tVec2.y, (FP)tVec2.x) * FP.Rad2Deg; //Debug.LogErrorFormat("MoveCallBack===12=======>{0},{1},{2},{3},iTanDeg={4}", mTSVector2.x, mTSVector2.y, mTSVector2.ToString(), anglenew, iTanDeg); if (mTSVector2.x < 0 && (360 - anglenew) < 183) { anglenew = 360 - anglenew; //这里让他们夹角在0-183范围内,刚好与下面的0-180错开3(灵敏度5的一半),这样就少算了一次RotateTransform.rotation.eulerAngles的值 } //if (mTSVector2.y < 0) anglenew = 360 - anglenew; //if (RotateTransform.rotation.eulerAngles.x < 0) angle = 360 - angle; //Debug.LogErrorFormat("MoveCallBack==2====>{0},{1},ToString={2}", anglenew, angle, RotateTSTransform.rotation.ToString()); if (TSMath.Abs(angle - anglenew) > 5) { int x = FP.ToInt(mTSVector2.x * 1000); int y = FP.ToInt(mTSVector2.y * 1000); //Debug.LogErrorFormat("MoveCallBack=3==>{0},{1}", x, y); _UdpSendManager.SendChangeAngle(x, y); } }
private void OnKickOccurred(tnKickable i_Target) { if (m_Results == null) { return; } if (i_Target == null) { return; } if (i_Target.CompareTag(Tags.s_Ball)) { m_Results.shots = m_Results.shots + 1; if (m_OpponentGoal != null) { TSVector2 topPostPosition = m_OpponentGoal.topPostPosition; TSVector2 bottomPostPosition = m_OpponentGoal.bottomPostPosition; TSVector2 currentPosition = tsTransform2D.position; TSVector2 topPostDirection = topPostPosition - currentPosition; topPostDirection.Normalize(); TSVector2 bottomPostDirection = bottomPostPosition - currentPosition; bottomPostDirection.Normalize(); TSVector2 targetPosition = i_Target.tsTransform2D.position; TSVector2 targetDirection = targetPosition - currentPosition; targetDirection.Normalize(); TSVector2 goalPosition = m_OpponentGoal.tsTransform2D.position; TSVector2 goalDirection = goalPosition - currentPosition; goalDirection.Normalize(); FP dot = TSVector2.Dot(targetDirection, goalDirection); if (dot > 0f) { FP angleA = TSVector2.Angle(topPostDirection, TSVector2.up); FP angleB = TSVector2.Angle(bottomPostDirection, TSVector2.up); FP shotAngle = TSVector2.Angle(targetDirection, TSVector2.up); if (shotAngle > angleA && shotAngle < angleB) { m_Results.shotsOnTarget = m_Results.shotsOnTarget + 1; } } } } else { if (i_Target.CompareTag(Tags.s_Character)) { m_Results.tackles = m_Results.tackles + 1; } } }