コード例 #1
0
 /// <summary>
 /// Remove a wall from consideration in collision calculations.
 /// Recommended if the wall is disabled or in a different part of the level, etc.
 /// </summary>
 /// <access>public void</access>
 /// <param name="wall">The wall to be removed</param>
 public void RemoveWall(CameraWall wall)
 {
     activeWalls.Remove(wall);
 }
コード例 #2
0
        /// <summary>
        /// Get the required offset from a position to ensure the camera view area is not overlapping any active walls
        /// </summary>
        /// <param name="targetPoint">The center of the camera view area</param>
        /// <returns>The offset from targetPoint at which point no overlaps are occuring</returns>
        public Vector2 GetOffset(Vector2 targetPoint)
        {
            Rect    cameraRect = Extension.WorldRect;
            Vector2 offset     = Vector2.zero;

            // Iterate through active walls
            for (int i = 0; i < activeWalls.Count; i++)
            {
                CameraWall wall = activeWalls[i];

                // Skip walls with mode None
                if (wall.mode == CameraWall.WallMode.None)
                {
                    continue;
                }

                // Take current offset into account
                cameraRect.center = targetPoint + offset;

                // Wide X overlap -> Y correction
                // Wide Y overlap -> X correction
                Rect    wallRect = wall.WorldRect;
                Vector2 overlap;

                // Get overlap values
                overlap.x = cameraRect.width - Mathf.Max(0, (cameraRect.xMax - wallRect.xMax)) - Mathf.Max(0, (wallRect.xMin - cameraRect.xMin));
                overlap.y = cameraRect.height - Mathf.Max(0, (cameraRect.yMax - wallRect.yMax)) - Mathf.Max(0, (wallRect.yMin - cameraRect.yMin));
                overlap.x = Mathf.Max(0, overlap.x);
                overlap.y = Mathf.Max(0, overlap.y);

                // Skip this wall if it isn't actually overlapping
                if (overlap.x == 0 || overlap.y == 0)
                {
                    continue;
                }

                // Decide which axis to correct based on mode
                // Solid -> based on larger overlap
                // Horizontal / Vertical -> always correct that axis
                bool correctVertical   = wall.mode == CameraWall.WallMode.Vertical || wall.mode == CameraWall.WallMode.Solid && overlap.x > overlap.y;
                bool correctHorizontal = wall.mode == CameraWall.WallMode.Horizontal || wall.mode == CameraWall.WallMode.Solid && !correctVertical;

                if (correctVertical) // Add to vertical offset
                {
                    float dy;
                    // Correct up or down depending on relative position
                    if (cameraRect.center.y > wallRect.center.y)
                    {
                        dy = wallRect.yMax - cameraRect.yMin;
                    }
                    else
                    {
                        dy = wallRect.yMin - cameraRect.yMax;
                    }

                    offset += dy * Vector2.up;
                }

                if (correctHorizontal)
                {
                    float dx;
                    // Correct right or left depending on relative position
                    if (cameraRect.center.x > wallRect.center.x)
                    {
                        dx = wallRect.xMax - cameraRect.xMin;
                    }
                    else
                    {
                        dx = wallRect.xMin - cameraRect.xMax;
                    }

                    offset += dx * Vector2.right;
                }
            }

            return(offset);
        }
コード例 #3
0
 /// <summary>
 /// Add a wall to be considered in collision calculations
 /// </summary>
 /// <access>public void</access>
 /// <param name="wall">The wall to be added</param>
 public void AddWall(CameraWall wall)
 {
     activeWalls.Add(wall);
 }