示例#1
0
 /// <summary>
 /// 设置推开向量
 /// </summary>
 /// <param name="proj_a"></param>
 /// <param name="proj_b"></param>
 /// <param name="a_at_left_temp"></param>
 /// <param name="offsetfac_temp"></param>
 static void Set_PushVec(CustomVector2 proj_a, CustomVector2 proj_b, ref bool a_at_left_temp, ref FixedPointF offsetfac_temp)
 {
     if (proj_a.x == proj_b.x)
     {
         if (proj_a.y <= proj_b.y)
         {
             a_at_left_temp = true;
             offsetfac_temp = proj_a.y - proj_a.x;
         }
         else
         {
             a_at_left_temp = false;
             offsetfac_temp = proj_b.y - proj_a.x;
         }
     }
     else if (proj_a.x < proj_b.x)
     {
         a_at_left_temp = true;
         offsetfac_temp = proj_a.y - proj_b.x;
     }
     else
     {
         a_at_left_temp = false;
         offsetfac_temp = proj_b.y - proj_a.x;
     }
 }
示例#2
0
    public int GetNextRow(CustomVector2 pos)
    {
        int row = pos.y;

        for (var y = pos.y - 1; y >= 0; y--)
        {
            var entitys = _contexts.game.GetEntitiesWithItemIndex(new Vector2(pos.x, y)).ToArray();

            if (entitys.Length == 0)
            {
                row = y;
            }
            else
            {
                if (!entitys.Single().isMovable)
                {
                    continue;
                }

                break;
            }
        }

        return(row);
    }
示例#3
0
    public void ReplaceSlied(CustomVector2 newClickPos, SliedDirection newDir)
    {
        var index     = InputComponentsLookup.Slied;
        var component = (SliedComponent)CreateComponent(index, typeof(SliedComponent));

        component.clickPos = newClickPos;
        component.dir      = newDir;
        ReplaceComponent(index, component);
    }
示例#4
0
 /// <summary>
 /// 获得一条直线的法向量
 /// </summary>
 /// <param name="vec"></param>
 /// <returns></returns>
 static CustomVector2 Vec_normal(CustomVector2 vec)
 {
     if (vec.y == FixedPointF.zero)
     {
         return(new CustomVector2(0, 1));
     }
     //法线向量
     return(new CustomVector2(-vec.y, vec.x));
 }
示例#5
0
    static void Push(CustomCollider a, CustomCollider b, FixedPointF offsetfac, CustomVector2 offsetvec, bool a_at_left)
    {
        FixedPointF fac = offsetfac;

        CustomVector3 offset_pos;

        offset_pos.x = fac * offsetvec.x;
        offset_pos.y = new FixedPointF(0);
        offset_pos.z = fac * offsetvec.y;

        //Actor actor = null;
        //bool actorisA = false;
        //if (a.mIsobstacle && !b.mIsobstacle)
        //    actor = b.GetComponentInParent<Actor>();
        //else if (!a.mIsobstacle && b.mIsobstacle)
        //{
        //    actor = a.GetComponentInParent<Actor>();
        //    actorisA = true;
        //}
        //if (actor != null)
        //{
        //    if (a_at_left == actorisA)
        //        actor.Position -= offset_pos;
        //    else
        //        actor.Position += offset_pos;
        //}

        if (!a.mIsobstacle && !b.mIsobstacle)
        {
            return;
        }

        if (a.mIsobstacle && !b.mIsobstacle)
        {
            if (a_at_left)
            {
                b.AddOffsetPosition(offset_pos);
            }
            else
            {
                b.AddOffsetPosition(-offset_pos);
            }
        }
        else if (!a.mIsobstacle && b.mIsobstacle)
        {
            if (a_at_left)
            {
                a.AddOffsetPosition(-offset_pos);
            }
            else
            {
                a.AddOffsetPosition(offset_pos);
            }
        }
    }
示例#6
0
 /// <summary>
 /// 检查两个多边形在同一条直线上的投影是否有重合
 /// </summary>
 /// <param name="vec1"></param>
 /// <param name="vec2"></param>
 /// <returns></returns>
 static bool Check_Overlap(CustomVector2 vec1, CustomVector2 vec2)
 {
     if (vec1.y < vec2.x || vec2.y < vec1.x)
     {
         return(false);
     }
     else
     {
         return(true);
     }
 }
示例#7
0
    public InputEntity SetSlied(CustomVector2 newClickPos, SliedDirection newDir)
    {
        if (hasSlied)
        {
            throw new Entitas.EntitasException("Could not set Slied!\n" + this + " already has an entity with SliedComponent!",
                                               "You should check if the context already has a sliedEntity before setting it or use context.ReplaceSlied().");
        }
        var entity = CreateEntity();

        entity.AddSlied(newClickPos, newDir);
        return(entity);
    }
示例#8
0
    public void ReplaceSlied(CustomVector2 newClickPos, SliedDirection newDir)
    {
        var entity = sliedEntity;

        if (entity == null)
        {
            entity = SetSlied(newClickPos, newDir);
        }
        else
        {
            entity.ReplaceSlied(newClickPos, newDir);
        }
    }
示例#9
0
    public override void SetValue(UIWidget widget)
    {
        base.SetValue(widget);

        UILabel label = (UILabel)widget;

        FontName = label.bitmapFont.name;
        FontStyle = label.fontStyle;
        Alignment = label.alignment;
        IsGridient = label.applyGradient;
        GradientTop = new CustomColor(label.gradientTop);
        GradientBottom = new CustomColor(label.gradientBottom);
        EffectStyle = label.effectStyle;
        EffectColor = new CustomColor(label.effectColor);
        EffectDistance = new CustomVector2(label.effectDistance);
        EffectiveSpacingX = label.effectiveSpacingX;
        EffectiveSpacingY = label.effectiveSpacingY;
        ColorTint = new CustomColor(label.color);
    }
示例#10
0
    /// <summary>
    /// 获得多边形在一条直线上的投影范围
    /// </summary>
    /// <param name="list"></param>
    /// <param name="axis"></param>
    /// <returns></returns>
    static CustomVector2 GetMapPointMinMaxDis(List <CustomVector3> list, CustomVector2 axis)
    {
        CustomVector2 point = new CustomVector2(list[0].x, list[0].z);
        FixedPointF   min   = CustomVector2.Dot(point, axis);
        FixedPointF   max   = min;

        for (int i = 1; i < list.Count; i++)
        {
            point = new CustomVector2(list[i].x, list[i].z);
            FixedPointF doc = CustomVector2.Dot(point, axis);
            if (doc < min)
            {
                min = doc;
            }
            if (doc > max)
            {
                max = doc;
            }
        }
        point.x = min;
        point.y = max;
        return(point);
    }
示例#11
0
 public virtual void SetValue(UIWidget widget)
 {
     Name = widget.name;
     Position = new CustomVector2(widget.transform.localPosition);
     Size = new CustomVector2(widget.localSize);
 }
示例#12
0
    /// <summary>
    /// 检查凸两个圆是否重合
    /// </summary>
    /// <param name="a"></param>
    /// <param name="b"></param>
    /// <returns></returns>
    public static bool CheckCircleAndCircle(CustomCircleCollider a, CustomCircleCollider b)
    {
        //障碍物之间的碰撞不处理
        if (a.mIsobstacle && b.mIsobstacle)
        {
            return(false);
        }

        bool mInit = false;
        //a在左
        bool a_at_left = true;
        //偏移向量
        CustomVector2 offsetvec = new CustomVector2(0, 0);
        //偏移值
        FixedPointF offsetfac = new FixedPointF(0);

        //圆心连线
        CustomVector3 vec3 = a.mTrans.Position - b.mTrans.Position;
        CustomVector2 axis = new CustomVector2(vec3.x, vec3.z);

        FixedPointF x    = axis.x;
        FixedPointF y    = axis.y;
        FixedPointF temp = x * x + y * y;
        FixedPointF z    = FixedPointF.Sqrt(temp);

        //圆心重合,x轴推开
        if (z == FixedPointF.zero)
        {
            axis.x = new FixedPointF(1000, 1000);
            axis.y = new FixedPointF(0, 1000);
        }
        else
        {
            axis.x = x / z;
            axis.y = y / z;
        }


        CustomVector3 apos     = a.mTrans.Position;
        CustomVector2 point    = new CustomVector2(apos.x, apos.z);
        FixedPointF   mapPoint = CustomVector2.Dot(point, axis);
        FixedPointF   min      = mapPoint - a.mRadius;
        FixedPointF   max      = mapPoint + a.mRadius;
        CustomVector2 proj_a   = new CustomVector2(min, max);

        CustomVector3 bpos = b.mTrans.Position;

        point    = new CustomVector2(bpos.x, bpos.z);
        mapPoint = CustomVector2.Dot(point, axis);
        min      = mapPoint - b.mRadius;
        max      = mapPoint + b.mRadius;
        CustomVector2 proj_b = new CustomVector2(min, max);

        if (!Check_Overlap(proj_a, proj_b))
        {
            return(false);
        }
        else
        {
            bool        a_at_left_temp = false;
            FixedPointF offsetfac_temp = new FixedPointF(0);
            Set_PushVec(proj_a, proj_b, ref a_at_left_temp, ref offsetfac_temp);

            if (!mInit)
            {
                a_at_left = a_at_left_temp;
                offsetfac = offsetfac_temp;
                offsetvec = axis;
                mInit     = true;
            }
            else
            {
                if (offsetfac_temp < offsetfac)
                {
                    a_at_left = a_at_left_temp;
                    offsetfac = offsetfac_temp;
                    offsetvec = axis;
                }
            }
        }
        Push(a, b, offsetfac, offsetvec, a_at_left);
        return(true);
    }
示例#13
0
    /// <summary>
    /// 检查凸多边形和圆是否重合
    /// </summary>
    /// <param name="a"></param>
    /// <param name="b"></param>
    /// <returns></returns>
    public static bool CheckPolygonAndCircle(CustomPolygonCollider a, CustomCircleCollider b)
    {
        //障碍物之间的碰撞不处理
        if (a.mIsobstacle && b.mIsobstacle)
        {
            return(false);
        }

        List <CustomVector3> a_worldBound = a.LocalToWorldBound;

        bool mInit = false;
        //a在左
        bool a_at_left = true;
        //偏移向量
        CustomVector2 offsetvec = new CustomVector2(0, 0);
        //偏移值
        FixedPointF offsetfac = new FixedPointF(0);

        //顶点连线
        //斜率k
        List <CustomVector2> a_edges = new List <CustomVector2>();

        for (int i = 0; i < a_worldBound.Count; i++)
        {
            int           point1_index = i;
            int           point2_index = (i + 1) % a_worldBound.Count;
            CustomVector3 offset       = a_worldBound[point2_index] - a_worldBound[point1_index];
            a_edges.Add(new CustomVector2(offset.x, offset.z));
        }
        for (int i = 0; i < a_edges.Count; i++)
        {
            CustomVector2 axis = a_edges[i];
            axis = Vec_normal(axis);

            FixedPointF x    = axis.x;
            FixedPointF y    = axis.y;
            FixedPointF temp = x * x + y * y;
            FixedPointF z    = FixedPointF.Sqrt(temp);
            axis.x = x / z;
            axis.y = y / z;

            //求圆在法线上的投影边界
            CustomVector3 vec3     = b.mTrans.Position;
            CustomVector2 point    = new CustomVector2(vec3.x, vec3.z);
            FixedPointF   mapPoint = CustomVector2.Dot(point, axis);
            FixedPointF   min      = mapPoint - b.mRadius;
            FixedPointF   max      = mapPoint + b.mRadius;
            CustomVector2 proj_b   = new CustomVector2(min, max);

            CustomVector2 proj_a = GetMapPointMinMaxDis(a_worldBound, axis);

            if (!Check_Overlap(proj_a, proj_b))
            {
                return(false);
            }
            else
            {
                bool        a_at_left_temp = false;
                FixedPointF offsetfac_temp = new FixedPointF(0);
                Set_PushVec(proj_a, proj_b, ref a_at_left_temp, ref offsetfac_temp);
                if (!mInit)
                {
                    a_at_left = a_at_left_temp;
                    offsetfac = offsetfac_temp;
                    offsetvec = axis;
                    mInit     = true;
                }
                else
                {
                    if (offsetfac_temp < offsetfac)
                    {
                        a_at_left = a_at_left_temp;
                        offsetfac = offsetfac_temp;
                        offsetvec = axis;
                    }
                }
            }
        }
        Push(a, b, offsetfac, offsetvec, a_at_left);
        return(true);
    }
示例#14
0
    /// <summary>
    /// 检查两个凸多边形是否重合
    /// </summary>
    /// <param name="a"></param>
    /// <param name="b"></param>
    /// <returns></returns>
    public static bool CheckPolygonAndPolygon(CustomPolygonCollider a, CustomPolygonCollider b)
    {
        //障碍物之间的碰撞不处理
        if (a.mIsobstacle && b.mIsobstacle)
        {
            return(false);
        }

        List <CustomVector3> a_worldBound = a.LocalToWorldBound;
        List <CustomVector3> b_worldBound = b.LocalToWorldBound;

        bool mInit = false;
        //a在左
        bool a_at_left = true;
        //偏移向量
        CustomVector2 offsetvec = new CustomVector2(0, 0);
        //偏移值
        FixedPointF offsetfac = new FixedPointF(0);

        //顶点连线,
        //斜率k
        List <CustomVector2> a_edges = new List <CustomVector2>();

        for (int i = 0; i < a_worldBound.Count; i++)
        {
            int           point1_index = i;
            int           point2_index = (i + 1) % a_worldBound.Count;
            CustomVector3 offset       = a_worldBound[point2_index] - a_worldBound[point1_index];
            a_edges.Add(new CustomVector2(offset.x, offset.z));
        }
        for (int i = 0; i < a_edges.Count; i++)
        {
            CustomVector2 axis = a_edges[i];
            //获得法向量
            axis = Vec_normal(axis);

            FixedPointF x    = axis.x;
            FixedPointF y    = axis.y;
            FixedPointF temp = x * x + y * y;
            FixedPointF z    = FixedPointF.Sqrt(temp);
            axis.x = x / z;
            axis.y = y / z;

            CustomVector2 proj_a = GetMapPointMinMaxDis(a_worldBound, axis), proj_b = GetMapPointMinMaxDis(b_worldBound, axis);

            if (!Check_Overlap(proj_a, proj_b))
            {
                return(false);
            }
            else
            {
                bool        a_at_left_temp = false;
                FixedPointF offsetfac_temp = new FixedPointF(0);
                Set_PushVec(proj_a, proj_b, ref a_at_left_temp, ref offsetfac_temp);

                if (!mInit)
                {
                    a_at_left = a_at_left_temp;
                    offsetfac = offsetfac_temp;
                    offsetvec = axis;
                    mInit     = true;
                }
                else
                {
                    if (offsetfac_temp < offsetfac)
                    {
                        a_at_left = a_at_left_temp;
                        offsetfac = offsetfac_temp;
                        offsetvec = axis;
                    }
                }
            }
        }

        //顶点连线
        //斜率k
        List <CustomVector2> b_edges = new List <CustomVector2>();

        for (int i = 0; i < b_worldBound.Count; i++)
        {
            int           point1_index = i;
            int           point2_index = (i + 1) % b_worldBound.Count;
            CustomVector3 offset       = b_worldBound[point2_index] - b_worldBound[point1_index];
            b_edges.Add(new CustomVector2(offset.x, offset.z));
        }
        for (int i = 0; i < b_edges.Count; i++)
        {
            CustomVector2 axis = b_edges[i];
            axis = Vec_normal(axis);

            FixedPointF x    = axis.x;
            FixedPointF y    = axis.y;
            FixedPointF temp = x * x + y * y;
            FixedPointF z    = FixedPointF.Sqrt(temp);
            axis.x = x / z;
            axis.y = y / z;

            CustomVector2 proj_a = GetMapPointMinMaxDis(a_worldBound, axis), proj_b = GetMapPointMinMaxDis(b_worldBound, axis);

            if (!Check_Overlap(proj_a, proj_b))
            {
                return(false);
            }
            {
                bool        a_at_left_temp = false;
                FixedPointF offsetfac_temp = new FixedPointF(0);

                Set_PushVec(proj_a, proj_b, ref a_at_left_temp, ref offsetfac_temp);

                if (offsetfac_temp < offsetfac)
                {
                    a_at_left = a_at_left_temp;
                    offsetfac = offsetfac_temp;
                    offsetvec = axis;
                }
            }
        }
        Push(a, b, offsetfac, offsetvec, a_at_left);
        return(true);
    }
示例#15
0
 public static FixedPointF Dot(CustomVector2 line1, CustomVector2 line2)
 {
     return(line1.x * line2.x + line1.y * line2.y);
 }