コード例 #1
0
        void OnTriggerEnter2D(Collider2D other)
        {
            Pushable pushable = other.GetComponent <Pushable>();

            if (pushable != null)
            {
                m_CurrentPushables.Add(pushable);
            }
        }
コード例 #2
0
        void OnTriggerExit2D(Collider2D other)
        {
            Pushable pushable = other.GetComponent <Pushable>();

            if (pushable != null)
            {
                if (m_CurrentPushables.Contains(pushable))
                {
                    m_CurrentPushables.Remove(pushable);
                }
            }
        }
コード例 #3
0
        public void CheckForPushing()
        {
            bool     pushableOnCorrectSide = false;
            Pushable previousPushable      = m_CurrentPushable;

            m_CurrentPushable = null;

            if (m_CurrentPushables.Count > 0 && CrossPlatformInputManager.GetAxis("Vertical") < 0.7f)
            {
                /* kk comment change
                 * bool movingRight = PlayerInput.Instance.Horizontal.Value > float.Epsilon;
                 * bool movingLeft = PlayerInput.Instance.Horizontal.Value < -float.Epsilon;
                 */

                //kk added change
                bool movingRight = CrossPlatformInputManager.GetAxis("Horizontal") > float.Epsilon;
                bool movingLeft  = CrossPlatformInputManager.GetAxis("Horizontal") < -float.Epsilon;

                for (int i = 0; i < m_CurrentPushables.Count; i++)
                {
                    float pushablePosX = m_CurrentPushables[i].pushablePosition.position.x;
                    float playerPosX   = m_Transform.position.x;
                    if (pushablePosX < playerPosX && movingLeft || pushablePosX > playerPosX && movingRight)
                    {
                        pushableOnCorrectSide = true;
                        m_CurrentPushable     = m_CurrentPushables[i];
                        break;
                    }
                }

                if (pushableOnCorrectSide)
                {
                    Vector2 moveToPosition = movingRight ? m_CurrentPushable.playerPushingRightPosition.position : m_CurrentPushable.playerPushingLeftPosition.position;
                    moveToPosition.y = m_CharacterController2D.Rigidbody2D.position.y;
                    m_CharacterController2D.Teleport(moveToPosition);
                }
            }

            if (previousPushable != null && m_CurrentPushable != previousPushable)
            {//we changed pushable (or don't have one anymore), stop the old one sound
                previousPushable.EndPushing();
            }

            m_Animator.SetBool(m_HashPushingPara, pushableOnCorrectSide);
        }
コード例 #4
0
        /*
         *推动物体逻辑概要:
         * 在状态机中所有状态类调用CheckForPushing()检测是否符合条件,如果是
         * 设置m_CurrentPushable字段为当前推动的物体
         * 判断可推动对象 相对角色的左右方向 及 键盘或者控制器的左右输入方向 是否要处理推动(如箱子在左,角色在右,此时输入为向右移动则不需要推动)
         * 执行m_CharacterController2D.Teleport(moveToPosition);
         * 注:CheckForPushing() 只判断角色是否符合推动状态条件,并设置Pushing flag,等待状态机的切换,及保持推动过程中角色和可推动对象的相对位置恒定
         * 不做相关移动操作,而具体的移动逻辑为:
         * Pushing状态中调用m_MonoBehaviour.GroundedHorizontalMovement(true, m_MonoBehaviour.pushingSpeedProportion); 设置m_MoveVector(缓慢)
         * Pushing状态中调用MovePushable(),m_CurrentPushable.Move(m_MoveVector * Time.deltaTime); ***此处是以m_MoveVector为箱子移动速度
         */
        /// <summary>
        /// 判断是否处于推动状态
        /// </summary>
        public void CheckForPushing()
        {
            bool     pushableOnCorrectSide = false;
            Pushable previousPushable      = m_CurrentPushable;

            m_CurrentPushable = null;

            if (m_CurrentPushables.Count > 0)
            {
                bool movingRight = PlayerInput.Instance.Horizontal.Value > float.Epsilon;
                bool movingLeft  = PlayerInput.Instance.Horizontal.Value < -float.Epsilon;

                for (int i = 0; i < m_CurrentPushables.Count; i++)
                {
                    float pushablePosX = m_CurrentPushables[i].pushablePosition.position.x;
                    float playerPosX   = m_Transform.position.x;
                    if (pushablePosX < playerPosX && movingLeft || pushablePosX > playerPosX && movingRight)
                    {
                        pushableOnCorrectSide = true;
                        m_CurrentPushable     = m_CurrentPushables[i];
                        break;
                    }
                }

                if (pushableOnCorrectSide)
                {
                    Vector2 moveToPosition = movingRight ? m_CurrentPushable.playerPushingRightPosition.position : m_CurrentPushable.playerPushingLeftPosition.position;
                    moveToPosition.y = m_CharacterController2D.Rigidbody2D.position.y;
                    //m_CharacterController2D.transform.position == m_CharacterController2D.Rigidbody2D.position
                    //2018.11.28 Hotkang 注: 此处的逻辑是:保持推动时角色和推动物体的相对位置不变(由pushable组件下的left和right position确定)
                    //如果不调用该函数,会出现碰撞抖动:角色一直向前推动,但可推动对象已经不可向前移动(碰撞体接触),此时有可能推动对象会嵌入其他碰撞体
                    m_CharacterController2D.Teleport(moveToPosition);
                }
            }

            if (previousPushable != null && m_CurrentPushable != previousPushable)
            {//we changed pushable (or don't have one anymore), stop the old one sound
                previousPushable.EndPushing();
            }

            m_Animator.SetBool(m_HashPushingPara, pushableOnCorrectSide);
        }
コード例 #5
0
        public void CheckForPushing()
        {
            var pushableOnCorrectSide = false;
            var previousPushable      = m_CurrentPushable;

            m_CurrentPushable = null;

            if (m_CurrentPushables.Count > 0)
            {
                var movingRight = PlayerInput.Instance.Horizontal.Value > float.Epsilon;
                var movingLeft  = PlayerInput.Instance.Horizontal.Value < -float.Epsilon;

                for (var i = 0; i < m_CurrentPushables.Count; i++)
                {
                    var pushablePosX = m_CurrentPushables[i].pushablePosition.position.x;
                    var playerPosX   = m_Transform.position.x;
                    if (pushablePosX < playerPosX && movingLeft || pushablePosX > playerPosX && movingRight)
                    {
                        pushableOnCorrectSide = true;
                        m_CurrentPushable     = m_CurrentPushables[i];
                        break;
                    }
                }

                if (pushableOnCorrectSide)
                {
                    Vector2 moveToPosition = movingRight
                        ? m_CurrentPushable.playerPushingRightPosition.position
                        : m_CurrentPushable.playerPushingLeftPosition.position;
                    moveToPosition.y = m_CharacterController2D.Rigidbody2D.position.y;
                    m_CharacterController2D.Teleport(moveToPosition);
                }
            }

            if (previousPushable != null && m_CurrentPushable != previousPushable)
            {
                previousPushable.EndPushing();
            }

            m_Animator.SetBool(m_HashPushingPara, pushableOnCorrectSide);
        }