private CollBase GetOperaColliderInfo(ColliderInfo colliderInfo) { CollBase collider = null; float startX = SkillPlayer.MovePos.x + colliderInfo.StartX; float startZ = SkillPlayer.MovePos.z + colliderInfo.StartZ; float angle = colliderInfo.StartAngle; if (colliderInfo.CollPosType == CollBase.PosType.SKILL || colliderInfo.CollPosType == CollBase.PosType.SKILL_ROTATE) { startX = Command.TargetPos.x + colliderInfo.StartX; startZ = Command.TargetPos.z + colliderInfo.StartZ; //附加操作旋转 if (colliderInfo.CollPosType == CollBase.PosType.SKILL_ROTATE) { // 方向盘角度 与场景角度差异修正 修正符号(场景y轴 逆时针旋转 与方向盘顺时针旋转 一致) angle = Mathf.Atan2(-Command.SkillDir.z, Command.SkillDir.x) * Mathf.Rad2Deg + colliderInfo.StartAngle; } } switch (colliderInfo.ColliderType) { case CollBase.ColType.RECTANGLE: collider = new CollRectange(startX, startZ, angle, colliderInfo.Width, colliderInfo.Height); break; case CollBase.ColType.SECTOR: collider = new CollSector(startX, startZ, angle, colliderInfo.InCircle, colliderInfo.OutCircle, colliderInfo.Angle); break; default: collider = new CollRadius(startX, startZ, angle, colliderInfo.Radius); break; } return(collider); }
//圆与矩形 public static bool RadiusToRectangle(CollRadius CollA, CollRectange CollB) { //长轴距离过滤 if (Vector2.Distance(CollA.GetV2Pos(), CollB.GetV2Pos()) > CollB.GetLength() + CollA.Radius) { return(false); } //获得圆相对矩形中心的相对坐标 float newRx = CollA.x - CollB.x; float newRy = CollA.y - CollB.y; if (Mathf.RoundToInt(CollB.GetCalRotate()) != 0) { //计算最新角度(与X轴的角度),同数学X Y轴 以矩形中心为坐标中心 float rotate = Mathf.Atan((CollB.y - CollA.y) / (CollB.x - CollA.x)) * Mathf.Rad2Deg; float newrot = rotate - CollB.GetCalRotate(); //减去矩形旋转角度 与矩形同时旋转对应的角度 float distance = Vector2.Distance(CollA.GetV2Pos(), CollB.GetV2Pos()); //圆相对矩形的 x y newRx = Mathf.Cos(newrot * Mathf.Deg2Rad) * distance; newRy = Mathf.Sin(newrot * Mathf.Deg2Rad) * distance; } //矩形 与圆 相交公式 获得在矩形 x y范围内 与圆心最近的点 float dx = Mathf.Min(newRx, CollB.width * 0.5f); float dx1 = Mathf.Max(dx, -CollB.width * 0.5f); float dy = Mathf.Min(newRy, CollB.height * 0.5f); float dy1 = Mathf.Max(dy, -CollB.height * 0.5f); return((dx1 - newRx) * (dx1 - newRx) + (dy1 - newRy) * (dy1 - newRy) <= CollA.Radius * CollA.Radius); }
public void SetBattleInfo(uint battleId = 0, int camp = 0, Vector3 pos = default(Vector3)) { BattleId = battleId; Camp = camp; MoveDir = MOVE_DIR.NONE; Speed = CharaDefine.PLAYER_SPEED; Collider = new CollRadius(0, 0, 0, CharaDefine.PLAYER_RADIUS); MovePos = pos; BattleBuffCouner = new BuffCounter(this); ChangeState(BATTLE_STATE.NONE); }
//圆与扇形 (暂时不做扇形内圆过滤 如有必需 多算一次小扇形是否相交) public static bool RadiusToSector(CollRadius CollA, CollSector CollB) { //长轴距离过滤 if (Vector2.Distance(CollA.GetV2Pos(), CollB.GetV2Pos()) > CollB.outCircle + CollA.Radius) { return(false); } //扇形最远点 即中轴与x轴夹角 (不做旋转时 扇形对称分布 夹角0) float angle = CollB.GetCalRotate(); float cosA = Mathf.Cos(angle * Mathf.Deg2Rad); float sinA = Mathf.Sin(angle * Mathf.Deg2Rad); //计算最远点坐标 float x2 = CollB.x + cosA * CollB.outCircle; float y2 = CollB.y + sinA * CollB.outCircle; float theta = CollB.angle * Mathf.Deg2Rad; return(IsCircleIntersectFan(CollA.x, CollA.y, CollA.Radius, CollB.x, CollB.y, x2, y2, theta)); }
//圆与圆碰撞 public static bool RadiusToRadius(CollRadius CollA, CollRadius CollB) { return(Vector2.Distance(CollA.GetV2Pos(), CollB.GetV2Pos()) <= (CollA.Radius + CollB.Radius)); }