Exemple #1
0
    internal void ApplyForceEffect(LFloat deltaTime)
    {
        bool sliding  = mLinearVelocity.sqrMagnitude > 0;
        bool rotating = mAngularVelocity > 0;

        // linear velocity
        LVector2 va = mUserForce * mMassInverse;

        if (!mIsFixed)
        {
            va += LPhysicsStatic2D.LGravity * mGravityScale;
        }

        if (sliding && mLinearDrag > 0)
        {
            LFloat da   = mLinearDrag * mMassInverse;
            LFloat minr = (mLinearVelocity / deltaTime).sqrMagnitude;
            if (da * da >= minr)
            {
                va = LVector2.zero;
                mLinearVelocity = LVector2.zero;
            }
            else
            {
                va -= da * mLinearVelocity.normalized;
            }
        }
        if (va != LVector2.zero)
        {
            mLinearVelocity += va * deltaTime;
        }

        // angular velocity
        LFloat ra = mUserTorque * mInertiaInverse;

        if (rotating && mAngularDrag > 0)
        {
            LFloat da   = mAngularDrag * mInertiaInverse;
            LFloat minr = mAngularVelocity / deltaTime;
            if (da >= minr)
            {
                ra = 0;
                mAngularVelocity = 0;
            }
            else
            {
                ra -= da * LMath.Sign(ra);
            }
        }
        if (ra != 0)
        {
            mAngularVelocity += ra * deltaTime;
        }
    }
        public void DoInit()
        {
            parts.Sort((a, b) => LMath.Sign(a.startFrame - b.startFrame));
            var time = LFloat.MinValue;

            foreach (var part in parts)
            {
                var partDeadTime = part.DeadTimer;
                if (partDeadTime > time)
                {
                    time = partDeadTime;
                }
            }

            maxPartTime = time + doneDelay;
        }
Exemple #3
0
        void ResortSkill()
        {
            parts.Sort((a, b) => LMath.Sign(a.startTimer - b.startTimer));
            var time = LFloat.MinValue;

            foreach (var part in parts)
            {
                part.startTimer = part.startTimer * SkillPart.AnimFrameScale;
                var partDeadTime = part.DeadTimer;
                if (partDeadTime > time)
                {
                    time = partDeadTime;
                }
            }

            maxPartTime = time + doneDelay;
        }