Example #1
0
    protected override void OnAwake()
    {
        base.OnAwake();

        Vector2      pos          = this.transform.position;//static body(0,0) should add postion , Dynamic use Rigidbody position as parent
        XRigidbody2D xRigidbody2D = this.GetComponent <XRigidbody2D>();

        if (xRigidbody2D != null)
        {
            if (xRigidbody2D.mBodyType != cpBodyType.STATIC)
            {
                xRigidbody2D.Init();
                mRigidbody2D = xRigidbody2D.Rigidbody2D;
                pos          = Vector2.zero;
            }
            else
            {
                mRigidbody2D = XSpaceManager.Instance.Space.GetStaticBody();
            }
        }
        else
        {
            //静态的,不能移动
            mRigidbody2D = XSpaceManager.Instance.Space.GetStaticBody();
        }

        //local
        Vector2    left, bottom, right, top;
        Quaternion rotation;

        switch (mShapeType)
        {
        case ColliderType.Segment:
            float angle = Vector2.Angle(this.mEnd - this.mStart, Vector2.right);
            rotation = Quaternion.AngleAxis(angle + this.transform.eulerAngles.z, Vector3.forward);

            left   = rotation * new Vector2(this.mStart.x, this.mStart.y - this.mRadius);
            bottom = rotation * new Vector2(this.mEnd.x, this.mEnd.y - this.mRadius);
            right  = rotation * new Vector2(this.mEnd.x, this.mEnd.y + this.mRadius);
            top    = rotation * new Vector2(this.mStart.x, this.mStart.y + this.mRadius);

            Vector2 start = (Vector2)pos + (left + top) / 2;
            Vector2 end   = (Vector2)pos + (bottom + right) / 2;

            mCollider2D = new cpSegmentShape(mRigidbody2D, new cpVect(start.x, start.y) * XSpaceManager.PixelsPerUnit, new cpVect(end.x, end.y) * XSpaceManager.PixelsPerUnit, mRadius * XSpaceManager.PixelsPerUnit);

            break;

        case ColliderType.Circle:
            mCollider2D = new cpCircleShape(mRigidbody2D, mRadius * XSpaceManager.PixelsPerUnit, new cpVect(pos.x + mCenter.x, pos.y + mCenter.y) * XSpaceManager.PixelsPerUnit);
            break;

        case ColliderType.Box:
            mCollider2D = cpPolyShape.BoxShape2(mRigidbody2D, new cpBB((pos.x + mCenter.x - mSize.x * this.transform.localScale.x / 2) * XSpaceManager.PixelsPerUnit, (pos.y + mCenter.y - mSize.y * this.transform.localScale.y / 2) * XSpaceManager.PixelsPerUnit, (pos.x + mCenter.x + mSize.x * this.transform.localScale.x / 2) * XSpaceManager.PixelsPerUnit, (pos.y + mCenter.y + mSize.y * this.transform.localScale.y / 2) * XSpaceManager.PixelsPerUnit), mRadius * XSpaceManager.PixelsPerUnit);
            break;

        case ColliderType.Polygon:
            int       count = mVects.Length;
            cpVect [] vts   = new cpVect [mVects.Length];

            for (int i = 0; i < count; i++)
            {
                vts[i]   = cpVect.Zero;
                vts[i].x = (pos.x + mVects[i].x) * XSpaceManager.PixelsPerUnit;
                vts[i].y = (pos.y + mVects[i].y) * XSpaceManager.PixelsPerUnit;
            }
            mCollider2D = new cpPolyShape(mRigidbody2D, mVects.Length, vts, mRadius * XSpaceManager.PixelsPerUnit);
            break;
            //case cpShapeType.NumShapes:
            //    break;
        }

        mCollider2D.SetSensor(mTrigger);
        mCollider2D.SetElasticity(mElasticity);
        mCollider2D.SetFriction(mFriction);
        cpShapeFilter filter = new cpShapeFilter(mGroup, (int)mCategory, (int)mMask);

        mCollider2D.SetFilter(filter);
    }