示例#1
0
    private static bool RectContainsCircle(Rect rect, CollisionCircle obj)
    {
        if (!rect.Contains(obj.Trans.position))
        {
            return(false);
        }

        float radius = 0;

        if (obj.IsStatic)
        {
            radius = obj.GetRadius();
        }

        if ((obj.Trans.position.x - radius) <= rect.x)
        {
            return(false);
        }
        if ((obj.Trans.position.x + radius) >= (rect.x + rect.width))
        {
            return(false);
        }
        if ((obj.Trans.position.y - radius) <= rect.y)
        {
            return(false);
        }
        if ((obj.Trans.position.y + radius) >= (rect.y + rect.height))
        {
            return(false);
        }
        return(true);
    }
示例#2
0
    void CheckWeapon(CollisionCircle unit1, CollisionCircle unit2)
    {
        if (unit1.InstanceId == unit2.InstanceId)
        {
            return;
        }
        if (unit1.Owner.PlayerNumber == unit2.Owner.PlayerNumber)
        {
            return;
        }
        if (unit1.Owner.PlayerNumber == -1 || unit2.Owner.PlayerNumber == -1)
        {
            return;
        }
        if (unit1.IsDead || unit2.IsDead)
        {
            return;
        }
        if (unit1.IsWeapon && unit2.IsWeapon)
        {
            return;
        }
        float distance = (unit1.Trans.position - unit2.Trans.position).sqrMagnitude;

        if (distance > 0)
        {
            if (unit1.IsWeapon)
            {
                float radiuses = unit1.GetRadius() + unit2.GetRadius();
                if (distance < radiuses * radiuses)
                {
                    if (!unit1.Weapon.HasTarget)
                    {
                        unit1.Weapon.Target    = unit2.Trans.GetComponent <ITargetable>();
                        unit1.Weapon.HasTarget = true;
                        unit1.Weapon.AttackTarget();
                    }
                    else
                    {
                        unit1.Weapon.AttackTarget();
                    }
                }
                else
                {
                    if (unit1.Weapon.Target != null)
                    {
                        if (unit1.Weapon.Target.GameObj == unit2.Trans.gameObject)
                        {
                            unit1.Weapon.Target = null;
                        }
                    }
                }
            }
            else if (unit2.IsWeapon)
            {
                float radiuses = unit1.GetRadius() + unit2.GetRadius();
                if (distance < radiuses * radiuses)
                {
                    if (!unit2.Weapon.HasTarget)
                    {
                        unit2.Weapon.Target    = unit1.Trans.GetComponent <ITargetable>();
                        unit2.Weapon.HasTarget = true;
                        unit2.Weapon.AttackTarget();
                    }
                    else
                    {
                        unit2.Weapon.AttackTarget();
                    }
                }
                else
                {
                    if (unit2.Weapon.Target != null)
                    {
                        if (unit2.Weapon.Target.GameObj == unit1.Trans.gameObject)
                        {
                            unit2.Weapon.Target = null;
                        }
                    }
                }
            }
        }
    }
示例#3
0
    private static void CheckBodies(CollisionCircle unit1, CollisionCircle unit2)
    {
        if (unit1.InstanceId == unit2.InstanceId)
        {
            return;
        }
        if (unit1.IsStatic && unit2.IsStatic)
        {
            return;
        }
        if (unit1.IsDead || unit2.IsDead)
        {
            return;
        }
        if (unit1.IsWeapon || unit2.IsWeapon)
        {
            return;
        }
        float distance = (unit1.Trans.position - unit2.Trans.position).sqrMagnitude;

        // if no mover then it's a base
        if (unit1.IsStatic)
        {
            if (unit1.Owner.PlayerNumber == -1)
            {
                float radiuses = unit1.GetRadius();
                if (distance < radiuses * radiuses)
                {
                    if (unit2.IsCollidedWithBase == false)
                    {
                        unit2.CollidedBaseCircle = unit1;
                        unit2.IsCollidedWithBase = true;
                        unit1.CollidedCount++;
                    }
                }
                else
                {
                    if (unit2.CollidedBaseCircle == unit1)
                    {
                        unit2.CollidedBaseCircle = null;
                        unit2.IsCollidedWithBase = false;
                        unit1.CollidedCount--;
                    }
                }
            }
            else
            {
                float radiuses = unit1.GetRadius();
                if (distance < radiuses * radiuses)
                {
                    if (unit1.Owner.PlayerNumber == unit2.Owner.PlayerNumber)
                    {
                        if (!unit2.IsDead)
                        {
                            if (unit2.Mover.FollowBase.TargetPlanet.gameObject != unit1.Trans.gameObject)
                            {
                                if (unit2.Mover.Separation.Enabled)
                                {
                                    unit2.Mover.Separation.AddSeparation(unit1.Trans.position, distance);
                                }
                            }
                        }
                    }
                }
            }
        }
        // if no mover then it's a base
        else if (unit2.IsStatic)
        {
            if (unit2.Owner.PlayerNumber == -1)
            {
                float radiuses = unit2.GetRadius();
                if (distance < radiuses * radiuses)
                {
                    if (unit1.IsCollidedWithBase == false)
                    {
                        unit1.CollidedBaseCircle = unit2;
                        unit1.IsCollidedWithBase = true;
                        unit2.CollidedCount++;
                    }
                }
                else
                {
                    if (unit1.CollidedBaseCircle == unit2)
                    {
                        unit1.CollidedBaseCircle = null;
                        unit1.IsCollidedWithBase = false;
                        unit2.CollidedCount--;
                    }
                }
            }
            else
            {
                float radiuses = unit2.GetRadius();
                if (distance < radiuses * radiuses)
                {
                    if (unit2.Owner.PlayerNumber == unit1.Owner.PlayerNumber)
                    {
                        if (!unit1.IsDead)
                        {
                            if (unit1.Mover.FollowBase.TargetPlanet.gameObject != unit2.Trans.gameObject)
                            {
                                if (unit1.Mover.Separation.Enabled)
                                {
                                    unit1.Mover.Separation.AddSeparation(unit2.Trans.position, distance);
                                }
                            }
                        }
                    }
                }
            }
        }
        else if (!unit1.IsStatic && !unit2.IsStatic)
        {
            if (distance > 0)
            {
                // check all dynamic bodies to apply separation
                if (distance < unit1.Mover.Separation.Desired * unit1.Mover.Separation.Desired)
                {
                    if (unit1.Mover.Separation.Enabled)
                    {
                        unit1.Mover.Separation.AddSeparation(unit2.Trans.position, distance);
                    }
                    if (unit2.Mover.Separation.Enabled)
                    {
                        unit2.Mover.Separation.AddSeparation(unit1.Trans.position, distance);
                    }
                }
                // check ally bodies only
                if (unit1.Owner.PlayerNumber == unit2.Owner.PlayerNumber)
                {
                    // check to apply cohesion
                    if (distance < unit1.Mover.Cohesion.Desired * unit1.Mover.Cohesion.Desired)
                    {
                        if (unit1.Mover.Cohesion.Enabled)
                        {
                            unit1.Mover.Cohesion.AddCohesion(unit2.Trans.position);
                        }
                        if (unit2.Mover.Cohesion.Enabled)
                        {
                            unit2.Mover.Cohesion.AddCohesion(unit1.Trans.position);
                        }
                    }
                }
            }
            else
            {
                unit2.Trans.Translate(-0.2f, 0, 0);
                unit1.Trans.Translate(0.2f, 0, 0);
            }
        }
    }