コード例 #1
0
        /// <summary>
        /// 向量之间的距离float
        /// </summary>
        public static float Distance(Vector2Float a, Vector2Float b)
        {
            Vector2Float vector = a - b;

            return(vector.Magnitude);
        }
コード例 #2
0
 /// <summary>
 /// 构造 不要new
 /// </summary>
 public CharacterController()
 {
     FPosition = Vector2Float.Zero;
     Speed     = 10;
 }
コード例 #3
0
        /// <summary>
        /// Update
        /// </summary>
        public override void Update()
        {
            int x = Input.GetDirectInput(ConsoleKey.A, ConsoleKey.D);
            int y = Input.GetDirectInput(ConsoleKey.S, ConsoleKey.W);

            input = new Vector2Float(x, y);

            if (input == Vector2Float.Zero)
            {
                FPosition = Vector2Float.Zero;
            }
            //启动的时候会送半程的瞬移加速,使反应更灵敏
            //理论上来讲间或的按键可能会比连续按住移动更快...
            else if (input != Vector2Float.Zero && lastInput == Vector2Float.Zero)
            {
                FPosition  = input * 0.5f;
                FPosition += input.Normalized * Speed * Time.DeltaTime;
            }
            else
            {
                FPosition += input.Normalized * Speed * Time.DeltaTime;
                //如果为zero,则朝向依旧保持原本的朝向,如果输入了按键,那么改变朝向
                Direction = (Vector2)input;
            }

            //浮点溢出之后进行移动 相当于原来的Rigid
            int dx = 0, dy = 0;

            if (FPosition.X > 1)
            {
                FPosition.X -= 1;
                dx          += 1;
            }
            else if (FPosition.X < -1)
            {
                FPosition.X += 1;
                dx          -= 1;
            }

            if (FPosition.Y > 1)
            {
                FPosition.Y -= 1;
                dy          += 1;
            }
            else if (FPosition.Y < -1)
            {
                FPosition.Y += 1;
                dy          -= 1;
            }

            Vector2 tomove = new Vector2(dx, dy);

            //如果开启了连续碰撞模式,或者真的产生了位移,才会发送位移请求
            if (tomove != Vector2.Zero)
            {
                if (!CanMoveInCollider)
                {
                    //先去物理系统检测是否可以移动,检测的过程中不会移动物体,但是会产生碰撞回调
                    if (!RuntimeEngine.GetSystem <CollisionSystem>().CanMoveInPos(GetComponent <Collider>(), Position, Position + tomove))
                    {
                        FPosition = Vector2Float.Zero;
                    }
                    //接下来进行移动
                    else
                    {
                        Position += tomove;
                    }
                }
                else
                {
                    Position += tomove;
                }
            }
            lastInput = input;
        }
コード例 #4
0
ファイル: Vector2Float.cs プロジェクト: yjn88/Destroy
        /// <summary>
        /// 算两点之间距离
        /// </summary>
        /// <param name="other">另一个对象</param>
        /// <returns>距离</returns>
        public float Distance(Vector2Float other)
        {
            Vector2Float vector2Float = this - other;

            return(vector2Float.Magnitude);
        }