public PlayerState ResolveCollisionState(PlayerState state, FGRectCollider[] colliders, float dt)
    {
        for (int i = 0; i < 2; i++)
        {
            Vector2 vel = new Vector2(0, 0);
            if (i == 0)
            {
                vel = new Vector2(state.stateData.velocity.x, 0);
            }
            else
            {
                vel = new Vector2(0, state.stateData.velocity.y);
            }
            Vector2 dp = vel * dt;

            //check collisions after dv would be applied
            FGRectCollider nextRect = GetNextRect(dp);
            foreach (FGRectCollider other in colliders)
            {
                if (Collides(nextRect, other))
                {
                    if (other.type == CollidableType.STATIC)
                    {
                        state += ResolveStaticCollision(nextRect, other, vel);
                    }
                }
            }
        }
        return(state);
    }
    PlayerStateData ResolveStaticCollision(FGRectCollider nextFrame, FGRectCollider other, Vector2 velocity)
    {
        PlayerStateData resolutionState = new PlayerStateData();

        if (Collides(nextFrame, other))
        {
            Vector2 overlap = CheckRectCollision(nextFrame.GetRect(), velocity, other.GetRect());
            ResolveCollision(ref resolutionState, overlap);
        }
        return(resolutionState);
    }
 private void Awake()
 {
     _colliders = new List <FGRectCollider>();
     _position  = new Vector2(0, 0);
     _velocity  = new Vector2(0, 0);
     _rt        = this.GetComponent <RectTransform>();
     for (int i = 0; i < type.Length; i++)
     {
         FGRectCollider collider = new FGRectCollider(_rt);
         collider.type = type[i];
         _colliders.Add(collider);
     }
 }
Exemplo n.º 4
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    PlayerState ResolveHitBoxes(Player player, PlayerState potentialState)
    {
        PlayerState state = potentialState;

        foreach (Hitbox hitbox in _hitBoxBounds)
        {
            if (!hitbox.IsOwner(ref player) && FGRectCollider.Collides(hitbox, player.hurtbox))
            {
                state = Hurtbox.ReceiveHit(state, hitbox);
            }
        }
        return(state);
    }
    public void AddDebugCollider(FGRectCollider collider)
    {
        Rect r = collider.GetRect();

        Vector3 topLeft     = new Vector2(r.position.x, r.position.y + r.size.y);
        Vector3 bottomLeft  = new Vector2(r.position.x, r.position.y);
        Vector3 topRight    = new Vector2(r.position.x + r.size.x, r.position.y + r.size.y);
        Vector3 bottomRight = new Vector2(r.position.x + r.size.x, r.position.y);

        DrawRectRequest rect = new DrawRectRequest();

        rect.topLeft     = topLeft;
        rect.topRight    = topRight;
        rect.bottomLeft  = bottomLeft;
        rect.bottomRight = bottomRight;
        rect.color       = _colors[collider.type];

        _rectStack.Add(rect);
    }
 public void AddCollider(FGRectCollider collider)
 {
     _colliders.Add(collider);
 }
 public static bool Collides(FGRectCollider first, FGRectCollider other)
 {
     return(first.GetRect().Overlaps(other.GetRect(), true));
 }