Пример #1
0
    void OnDrawGizmos()
    {
        if (closeLine)
        {
            return;
        }
        Gizmos.color = lineColor;

        if (Application.isPlaying)
        {
            Gizmos.DrawWireSphere(ToolGameVector.ChangeGameVectorToVector3(basePosition), ToolMethod.Config2Render(baseRadiusCon));
        }
        else
        {
            Gizmos.DrawWireSphere(ToolGameVector.ChangeGameVectorConToVector3(baseCenter), ToolMethod.Config2Render(baseRadiusCon));
        }

        if (fixPosition)
        {
            int _posX = (int)ToolMethod.Render2Config(transform.position.x) + 25;
            int _posY = (int)ToolMethod.Render2Config(transform.position.z) + 25;

            _posX = _posX - _posX % 50;
            _posY = _posY - _posY % 50;

            baseCenter.x = _posX;
            baseCenter.y = _posY;

            transform.position = ToolGameVector.ChangeGameVectorConToVector3(baseCenter);

            fixPosition = false;
        }
    }
Пример #2
0
    //圆和多边形碰撞
    public static bool CollideCircleAndPolygon(GameVector2 _c1, int _radius1, GameVec2Con[] vectexs, int[] normalDir)
    {
        Vector3 _circleCenter = ToolGameVector.ChangeGameVectorToVector3(_c1);
        bool    isAllIn       = true;//是否都在多边形线段的右侧

        for (int i = 0; i < vectexs.Length; i++)
        {
            Vector3 lineBegin = ToolGameVector.ChangeGameVectorConToVector3(vectexs [i]);
            int     endIndex  = (i + 1) % vectexs.Length;
            Vector3 lineEnd   = ToolGameVector.ChangeGameVectorConToVector3(vectexs [endIndex]);

            Vector3 _circleVec = _circleCenter - lineBegin;
            Vector3 _line      = lineEnd - lineBegin;
            Vector3 _cross     = Vector3.Cross(_circleVec, _line);
            if (_cross.z < 0)
            {
                isAllIn = false;
                //在线段的左侧,即多边形的外侧
                Vector3 vecProj    = Vector3.Project(_circleVec, _line);              //投影点
                float   disLine    = _line.magnitude;
                float   proj_begin = vecProj.magnitude;
                float   proj_end   = (vecProj - _line).magnitude;
                float   projlengh  = proj_begin + proj_end;
                if ((disLine + 1) >= projlengh)
                {
                    //投影在线段上
                    int dis       = (int)Mathf.Sqrt(_circleVec.sqrMagnitude - vecProj.sqrMagnitude);
                    int disRadius = _radius1 / 100;
                    if (dis < disRadius)
                    {
                        return(true);
                    }
                    else
                    {
                        return(false);
                    }
                }
                else
                {
                    //投影不在当前线段上
                    if (CollidePointAndCircle(ChangeGameVectorConToGameVector2(vectexs [i]), _c1, _radius1))
                    {
                        return(true);
                    }
                    else
                    {
                        return(CollidePointAndCircle(ChangeGameVectorConToGameVector2(vectexs [endIndex]), _c1, _radius1));
                    }
                }
            }
        }

        if (isAllIn)
        {
            //全在内侧,圆心在多边形内
            return(true);
        }
        return(false);
    }
Пример #3
0
 public virtual void Logic_UpdateMoveDir(int _dir)
 {
     if (_dir > 120)
     {
         logicSpeed = GameVector2.zero;
     }
     else
     {
         roleDirection = _dir * 3;
         logicSpeed    = moveSpeed * BattleData.Instance.GetSpeed(roleDirection);
         Vector3 _renderDir = ToolGameVector.ChangeGameVectorToVector3(logicSpeed);
         renderDir = Quaternion.LookRotation(_renderDir);
     }
 }
Пример #4
0
    void OnDrawGizmos()
    {
        if (closeLine)
        {
            return;
        }

        Vector3 _center;

        if (Application.isPlaying)
        {
            _center = ToolGameVector.ChangeGameVectorToVector3(basePosition);
        }
        else
        {
            _center = ToolGameVector.ChangeGameVectorConToVector3(baseCenter);
        }

        if (!hideCircle)
        {
            Gizmos.color = Color.blue;

            Gizmos.DrawWireSphere(_center, ToolMethod.Config2Render(baseRadiusCon));
        }


        Gizmos.color = lineColor;

        float _width = ToolMethod.Config2Render(halfWidthCon);
        float _heigh = ToolMethod.Config2Render(halfHeightCon);

        Vector3[] topVec = new Vector3[4];
        topVec [0] = _center + new Vector3(-_width, 0, -_heigh);
        topVec [1] = _center + new Vector3(-_width, 0, _heigh);
        topVec [2] = _center + new Vector3(_width, 0, _heigh);
        topVec [3] = _center + new Vector3(_width, 0, -_heigh);

        Gizmos.DrawLine(topVec[0], topVec[1]);
        Gizmos.DrawLine(topVec[1], topVec[2]);
        Gizmos.DrawLine(topVec[2], topVec[3]);
        Gizmos.DrawLine(topVec[3], topVec[0]);


        if (updateRadius)
        {
            baseRadiusCon = (int)Mathf.Sqrt(halfWidthCon * halfWidthCon + halfHeightCon * halfHeightCon) + 1;

            updateRadius = false;
        }


        if (fixPosition)
        {
            int _posX = (int)ToolMethod.Render2Config(transform.position.x) + 25;
            int _posY = (int)ToolMethod.Render2Config(transform.position.z) + 25;

            _posX = _posX - _posX % 50;
            _posY = _posY - _posY % 50;

            baseCenter.x = _posX;
            baseCenter.y = _posY;

            transform.position = ToolGameVector.ChangeGameVectorConToVector3(baseCenter);

            fixPosition = false;
        }
    }
Пример #5
0
    void OnDrawGizmos()
    {
        if (closeLine)
        {
            return;
        }

        if (!hideCircle)
        {
            Gizmos.color = Color.blue;
            if (Application.isPlaying)
            {
                Gizmos.DrawWireSphere(ToolGameVector.ChangeGameVectorToVector3(basePosition), baseRadiusCon);

                Gizmos.DrawWireSphere(ToolGameVector.ChangeGameVectorToVector3(basePosition), colliRadiusCon);
            }
            else
            {
                Gizmos.DrawWireSphere(ToolGameVector.ChangeGameVectorConToVector3(baseCenter), baseRadiusCon);

                Gizmos.DrawWireSphere(ToolGameVector.ChangeGameVectorConToVector3(baseCenter), colliRadiusCon);
            }
        }


        if (updateVertexs || fixPosition)
        {
            vertexsCon = new GameVec2Con[vertexs_delta.Length];
            normalDir  = new int[vertexs_delta.Length];
            float radius = 0;
            for (int i = 0; i < vertexs_delta.Length; i++)
            {
                vertexsCon [i].x = baseCenter.x + vertexs_delta [i].x;
                vertexsCon [i].y = baseCenter.y + vertexs_delta [i].y;

                Vector3 _dv = ToolGameVector.ChangeGameVectorConToVector3(vertexs_delta [i]);
                radius = Mathf.Max(radius, _dv.magnitude);

                //法向
                Vector3 _dir;
                if (i == vertexs_delta.Length - 1)
                {
                    _dir = ToolGameVector.ChangeGameVectorConToVector3(vertexs_delta [0]);
                }
                else
                {
                    _dir = ToolGameVector.ChangeGameVectorConToVector3(vertexs_delta [i + 1]);
                }


                Vector3 _line    = _dir - _dv;
                int     _linedir = (int)Mathf.Sign(_line.y) * Mathf.RoundToInt(Vector3.Angle(_line, new Vector3(1f, 0f, 0f)));
                normalDir [i] = (int)Mathf.Repeat(_linedir + 90, 360);
            }

            baseRadiusCon = (int)radius + 1;
        }



        Gizmos.color = lineColor;

        for (int i = 0; i < vertexsCon.Length; i++)
        {
            Vector3 lineBegin;
            Vector3 lineEnd;
            if (i == vertexsCon.Length - 1)
            {
                lineBegin = ToolGameVector.ChangeGameVectorConToVector3(vertexsCon [i]);
                lineEnd   = ToolGameVector.ChangeGameVectorConToVector3(vertexsCon [0]);
            }
            else
            {
                lineBegin = ToolGameVector.ChangeGameVectorConToVector3(vertexsCon [i]);
                lineEnd   = ToolGameVector.ChangeGameVectorConToVector3(vertexsCon [i + 1]);
            }

            Gizmos.DrawLine(lineBegin, lineEnd);


            Vector3 _normalBegin = (lineBegin + lineEnd) * 0.5f;
            Vector3 _normalEnd   = _normalBegin + new Vector3(100f * Mathf.Cos(Mathf.Deg2Rad * normalDir [i]), 100f * Mathf.Sin(Mathf.Deg2Rad * normalDir [i]));

            Gizmos.DrawLine(_normalBegin, _normalEnd);
        }



        if (fixPosition)
        {
            int _posX = (int)transform.position.x + 25;
            int _posY = (int)transform.position.y + 25;

            _posX = _posX - _posX % 50;
            _posY = _posY - _posY % 50;


            baseCenter.x = _posX;
            baseCenter.y = _posY;

            transform.position = new Vector3(_posX * 1.0f, _posY * 1.0f);

            fixPosition = false;
        }
    }
Пример #6
0
    /// <summary>
    /// 圆和正圆扇面的碰撞,带位置修正
    /// </summary>
    /// <returns><c>true</c>, if circle and arc was collided, <c>false</c> otherwise.</returns>
    /// <param name="_c1">圆心.</param>
    /// <param name="_radius1">圆半径.</param>
    /// <param name="_arcCen">扇面圆心.</param>
    /// <param name="_arcRadius">扇面所在圆半径.</param>
    /// <param name="_arcAngle">角度.</param>
    /// <param name="_arcAngleSize">角度范围.</param>
    /// <param name="_amend">修正值.</param>
    public static bool CollideCircleAndArcArea(GameVector2 _c1, int _radius1, GameVector2 _arcCen, int _arcRadius, int _arcAngle, int _arcAngleSize, out GameVector2 _amend)
    {
        _amend = GameVector2.zero;
        int  radiusSum    = _radius1 + _arcRadius;
        long sqrRadiusSum = radiusSum * radiusSum;
        long sqrDistance  = _c1.sqrMagnitude(_arcCen);

        if (sqrDistance >= sqrRadiusSum)
        {
            return(false);
        }
        int  _angle       = (_c1 - _arcCen).Angle();
        int  _point1Angle = _arcAngle + _arcAngleSize;
        int  _point2Angle = _arcAngle - _arcAngleSize;
        bool inArc;

        if (_point2Angle < 0)
        {
            int _angle1 = (int)Mathf.Repeat(_angle - _point2Angle, 360f);
            if (_angle1 >= 0 && _angle1 <= (_point1Angle - _point2Angle))
            {
                inArc = true;
            }
            else
            {
                inArc = false;
            }
        }
        else if (_point1Angle > 360)
        {
            int _delA   = _point1Angle - 360;
            int _angle1 = (int)Mathf.Repeat(_angle - _delA, 360f);
            if (_angle1 >= (_point2Angle - _delA) && _angle1 <= 360)
            {
                inArc = true;
            }
            else
            {
                inArc = false;
            }
        }
        else
        {
            if (_angle >= _point2Angle && _angle <= _point1Angle)
            {
                inArc = true;
            }
            else
            {
                inArc = false;
            }
        }
        if (inArc)
        {
            //在圆弧内,需要修正
            int distance = (int)Mathf.Sqrt(sqrDistance);
            int amendDis = 1 + (int)(radiusSum - distance) / 100;
            _amend = amendDis * BattleData.Instance.GetSpeed(_angle);
            return(true);
        }
        //线段修正
        Vector3 _circleCenter  = ToolGameVector.ChangeGameVectorToVector3(_c1);
        Vector3 _arcAreaCenter = ToolGameVector.ChangeGameVectorToVector3(_arcCen);

        _point1Angle = (int)Mathf.Repeat(_point1Angle, 360);
        GameVector2 _point1 = _arcCen + (_arcRadius / 100) * BattleData.Instance.GetSpeed(_point1Angle);

        _point2Angle = (int)Mathf.Repeat(_point2Angle, 360);
        GameVector2 _point2 = _arcCen + (_arcRadius / 100) * BattleData.Instance.GetSpeed(_point2Angle);

        Vector3 _line1Point = ToolGameVector.ChangeGameVectorToVector3(_point1);
        Vector3 _line2Point = ToolGameVector.ChangeGameVectorToVector3(_point2);
        //线段1修正
        bool        amendline1  = false;
        GameVector2 amendLine1P = GameVector2.zero;
        Vector3     _circleVec  = _circleCenter - _arcAreaCenter;
        Vector3     _line       = _line1Point - _arcAreaCenter;
        Vector3     _cross      = Vector3.Cross(_circleVec, _line);

        if (_cross.z <= 0)
        {
            //在线段的左侧,即多边形的外侧
            Vector3 vecProj    = Vector3.Project(_circleVec, _line);          //投影点
            float   disLine    = _line.magnitude;
            float   proj_begin = vecProj.magnitude;
            float   proj_end   = (vecProj - _line).magnitude;
            float   projlengh  = proj_begin + proj_end;
            if ((disLine + 1) >= projlengh)
            {
                //投影在线段上
                int dis       = (int)Mathf.Sqrt(_circleVec.sqrMagnitude - vecProj.sqrMagnitude);
                int disRadius = _radius1 / 100;
                if (dis < disRadius)
                {
                    //需要修正
                    amendline1 = true;
                    int     amendDis   = 1 + (int)(_radius1 / 100 - dis);
                    Vector3 angelVec   = _circleVec - vecProj;
                    float   angle1     = Mathf.Atan2(angelVec.y, angelVec.x) * Mathf.Rad2Deg;
                    int     amendAngle = (int)Mathf.Repeat(angle1, 360f);
                    amendLine1P = amendDis * BattleData.Instance.GetSpeed(amendAngle);
                }
            }
            else
            {
                //投影不在当前线段上
            }
        }
        //线段2修正
        bool        amendline2  = false;
        GameVector2 amendLine2P = GameVector2.zero;
        Vector3     _circleVec2 = _circleCenter - _line2Point;
        Vector3     _line2      = _arcAreaCenter - _line2Point;
        Vector3     _cross2     = Vector3.Cross(_circleVec2, _line2);

        if (_cross2.z <= 0)
        {
            //在线段的左侧,即多边形的外侧
            Vector3 vecProj    = Vector3.Project(_circleVec2, _line2);          //投影点
            float   disLine    = _line2.magnitude;
            float   proj_begin = vecProj.magnitude;
            float   proj_end   = (vecProj - _line2).magnitude;
            float   projlengh  = proj_begin + proj_end;
            if ((disLine + 1) >= projlengh)
            {
                //投影在线段上

                int dis       = (int)Mathf.Sqrt(_circleVec2.sqrMagnitude - vecProj.sqrMagnitude);
                int disRadius = _radius1 / 100;
                if (dis < disRadius)
                {
                    //需要修正
                    amendline2 = true;
                    int     amendDis   = 1 + (int)(_radius1 / 100 - dis);
                    Vector3 angelVec   = _circleVec2 - vecProj;
                    float   angle1     = Mathf.Atan2(angelVec.y, angelVec.x) * Mathf.Rad2Deg;
                    int     amendAngle = (int)Mathf.Repeat(angle1, 360f);
                    amendLine2P = amendDis * BattleData.Instance.GetSpeed(amendAngle);
                }
            }
            else
            {
                //投影不在当前线段上
            }
        }
        if (amendline1 || amendline2)
        {
            _amend = amendLine1P + amendLine2P;
            return(true);
        }
        //对点修正
        GameVector2 _outAmend1;
        bool        _result1 = ToolGameVector.CollidePointAndCircle(_c1, _arcCen, _radius1, out _outAmend1);

        if (_result1)
        {
            _amend = _outAmend1;
            return(true);
        }
        GameVector2 _outAmend2;
        bool        _result2 = ToolGameVector.CollidePointAndCircle(_c1, _point1, _radius1, out _outAmend2);

        GameVector2 _outAmend3;
        bool        _result3 = ToolGameVector.CollidePointAndCircle(_c1, _point2, _radius1, out _outAmend3);

        if (_result2 || _result3)
        {
            _amend = _outAmend2 + _outAmend3;
            return(true);
        }
        return(false);
    }
Пример #7
0
    /// <summary>
    /// 圆和多边形的碰撞
    /// </summary>
    /// <returns><c>true</c>, if circle and polygon was collided, <c>false</c> otherwise.</returns>
    /// <param name="_c1">圆心.</param>
    /// <param name="_radius1">圆半径.</param>
    /// <param name="vectexs">多边形顶点.</param>
    /// <param name="normalDir">多边形每条边的法向量.</param>
    /// <param name="_amend">位置修正.</param>
    public static bool CollideCircleAndPolygon(GameVector2 _c1, int _radius1, GameVec2Con[] vectexs, int[] normalDir, out GameVector2 _amend)
    {
        _amend = GameVector2.zero;
        Vector3 _circleCenter = ToolGameVector.ChangeGameVectorToVector3(_c1);

        for (int i = 0; i < vectexs.Length; i++)
        {
            Vector3 lineBegin = ToolGameVector.ChangeGameVectorConToVector3(vectexs [i]);
            int     endIndex  = (i + 1) % vectexs.Length;
            Vector3 lineEnd   = ToolGameVector.ChangeGameVectorConToVector3(vectexs [endIndex]);

            Vector3 _circleVec = _circleCenter - lineBegin;
            Vector3 _line      = lineEnd - lineBegin;
            Vector3 _cross     = Vector3.Cross(_circleVec, _line);
            if (_cross.z < 0)
            {
                //在线段的左侧,即多边形的外侧
                Vector3 vecProj    = Vector3.Project(_circleVec, _line);              //投影点
                float   disLine    = _line.magnitude;
                float   proj_begin = vecProj.magnitude;
                float   proj_end   = (vecProj - _line).magnitude;
                float   projlengh  = proj_begin + proj_end;
                if ((disLine + 1) >= projlengh)
                {
                    //投影在线段上
                    int dis       = (int)Mathf.Sqrt(_circleVec.sqrMagnitude - vecProj.sqrMagnitude);
                    int disRadius = _radius1 / 100;
                    if (dis < disRadius)
                    {
                        int amendDis = 1 + (int)(_radius1 / 100 - dis);
                        _amend = amendDis * BattleData.Instance.GetSpeed(normalDir [i]);
                        return(true);
                    }
                    else
                    {
                        return(false);
                    }
                }
                else
                {
                    Vector3 newLineBegin;
                    Vector3 newLineEnd;
                    //投影不在当前线段上
                    bool isSameDir = Vector3.Dot(vecProj, _line) > 0f ? true : false; //为0的时候是垂直,不会出现该情况
                    int  normalIndex;
                    int  linePointIndex;                                              //2条线段的交点
                    if (isSameDir)
                    {
                        //同向
                        newLineBegin = lineEnd;
                        int newEndIndex = (i + 2) % vectexs.Length;
                        newLineEnd     = ToolGameVector.ChangeGameVectorConToVector3(vectexs [newEndIndex]);
                        normalIndex    = endIndex;
                        linePointIndex = endIndex;
                    }
                    else
                    {
                        //反向
                        if (i == 0)
                        {
                            newLineBegin = ToolGameVector.ChangeGameVectorConToVector3(vectexs [vectexs.Length - 1]);
                        }
                        else
                        {
                            newLineBegin = ToolGameVector.ChangeGameVectorConToVector3(vectexs [i - 1]);
                        }
                        newLineEnd     = lineBegin;
                        normalIndex    = vectexs.Length - 1;
                        linePointIndex = i;
                    }
                    Vector3 newCircleVec  = _circleCenter - newLineBegin;
                    Vector3 _newline      = newLineEnd - newLineBegin;
                    Vector3 newVecProj    = Vector3.Project(newCircleVec, _newline);                  //投影点
                    float   newdisLine    = _newline.magnitude;
                    float   newproj_begin = newVecProj.magnitude;
                    float   newproj_end   = (newVecProj - _newline).magnitude;
                    float   newprojlengh  = newproj_begin + newproj_end;
                    if ((newdisLine + 1) >= newprojlengh)
                    {
                        //投影在线段上
                        int dis       = (int)Mathf.Sqrt(newCircleVec.sqrMagnitude - newVecProj.sqrMagnitude);
                        int disRadius = _radius1 / 100;
                        if (dis < disRadius)
                        {
                            int amendDis = 1 + (int)(_radius1 / 100 - dis);
                            _amend = amendDis * BattleData.Instance.GetSpeed(normalDir [normalIndex]);
                            return(true);
                        }
                        else
                        {
                            return(false);
                        }
                    }
                    else
                    {
                        bool isNewSameDir = Vector3.Dot(newVecProj, _newline) > 0f ? true : false;
                        if (isNewSameDir != isSameDir)
                        {
                            //夹角处
                            GameVector2 _point = ToolGameVector.ChangeGameVectorConToGameVector2(vectexs [linePointIndex]);
                            GameVector2 _outAmend;
                            bool        _result = ToolGameVector.CollidePointAndCircle(_c1, _point, _radius1, out _outAmend);
                            _amend = _outAmend;
                            return(_result);
                        }
                    }
                }
            }
        }
        return(false);
    }
Пример #8
0
 //获取渲染坐标
 public Vector3 GetPositionVec3(float _y = 0f)
 {
     return(ToolGameVector.ChangeGameVectorToVector3(basePosition, _y));
 }