示例#1
0
    public GameBody CreateGameBody(int coordx, int coordy)
    {
        GameObject obj  = new GameObject();
        GameBody   body = obj.AddComponent <GameBody> ();

        body.ChangeCoord(coordx, coordy);
        body.AddCeil(CreateCeil(), 0, 0);
        WorldManager.Instance.AddGameBodyToWorld(body);
        return(body);
    }
示例#2
0
    //return 0.没撞到 1.撞到左边 2.撞到上面 3.撞到右边  4.撞到下面
    public int MoveGameBody(GameBody body, float x, float y)
    {
        ArrayList ceils = body.ceils;
        float     px    = (body.gameObject.transform.position.x + x) / 0.16f;
        float     py    = (body.gameObject.transform.position.y + y) / 0.16f;
        int       cx    = 0; // = Mathf.RoundToInt(px);
        int       cy    = 0; // = Mathf.RoundToInt(py);
        int       tx    = 0;

        if (x > 0)
        {
            cx = (int)Mathf.Ceil(px);
            tx = (int)Mathf.Floor(px);
        }
        else
        {
            cx = (int)Mathf.Floor(px);
            tx = (int)Mathf.Ceil(px);
        }
        if (y > 0)
        {
            cx = (int)Mathf.Ceil(py);
        }
        else
        {
            cy = (int)Mathf.Floor(py);
        }
        int result = 0;
        int ground = -1;

        foreach (Ceil ceil in ceils)
        {
            if (coords.ContainsKey((cx + ceil.ceilx) + "," + (cy + ceil.ceily)))
            {
                if (coords[(cx + ceil.ceilx) + "," + (cy + ceil.ceily)].body != body)
                {
                    if (cy - ceil.coordy == 0)
                    {
                        if (cx - ceil.coordx > 0)
                        {
                            result = 3;
                            body.gameObject.transform.position = new Vector3(body.coordx * 0.16f, body.gameObject.transform.position.y);
                        }
                        else
                        {
                            result = 1;
                            body.gameObject.transform.position = new Vector3(body.coordx * 0.16f, body.gameObject.transform.position.y);
                        }
                    }
                    else
                    {
                        if (cy - ceil.coordy > 0)
                        {
                            result = 2;
                            body.gameObject.transform.position = new Vector3(body.gameObject.transform.position.x, body.coordy * 0.16f);
                        }
                        else
                        {
                            result = 4;
                            body.gameObject.transform.position = new Vector3(body.gameObject.transform.position.x, body.coordy * 0.16f);
                        }
                    }
                    break;
                }
            }
            if (y == 0 && ground == -1)
            {
                if (coords.ContainsKey((tx + ceil.ceilx) + "," + (-1 + ceil.coordy)))
                {
                    if (coords [(tx + ceil.ceilx) + "," + (-1 + ceil.coordy)].body != body)
                    {
                        ground = 0;
                    }
                }
            }
        }
        if (result == 0)
        {
            x = body.gameObject.transform.position.x + x;
            y = body.gameObject.transform.position.y + y;
            if (cx != body.coordx || cy != body.coordy)
            {
                body.ChangeCoord(cx, cy);
            }
            body.gameObject.transform.position = new Vector3(x, y);
            return(ground);
        }
        return(result);
    }