public void BeFaned(Vector2 force)
    {
        Vector2 velocity = force / m_Rigidbody2D.mass * Time.fixedDeltaTime;

        if (m_PhysicsUpdate.IsContainVelocity("ContinuedAddForceNotGroundClear"))
        {
            m_PhysicsUpdate.AddVelocity("ContinuedAddForceNotGroundClear", velocity);
        }
        else
        {
            m_PhysicsUpdate.RegisterVelocity("ContinuedAddForceNotGroundClear", new VelocityAttribute(false, true, false, false, 0, false));
            Vector2 ground = Vector2.zero;
            if (m_PhysicsUpdate.IsContainVelocity("ContinuedAddForce"))
            {
                ground = m_PhysicsUpdate.GetVelocity("ContinuedAddForce");
                m_PhysicsUpdate.CancelVelocity("ContinuedAddForce");
            }
            m_PhysicsUpdate.AddVelocity("ContinuedAddForceNotGroundClear", ground + velocity);
            Debug.Log(ground);
        }
    }
示例#2
0
    public void BeDied()
    {
        if (m_Controller.isActiveAndEnabled)
        {
            //播放死亡动画
            GetComponent <Animator>().SetTrigger("died");
            m_PhysicsUpdate.IsDied = true;
            Vector2 gVelo = m_PhysicsUpdate.GetVelocity("Gravity");
            m_PhysicsUpdate.ResetVelocity("Move");
            m_Controller.enabled = false;

            if (!m_CanResurrect)
            {//真死
                Destroy(gameObject, m_DiedTime);
            }
            else
            {//假死
                Invoke("FeignDeath", m_DiedTime);
            }
        }
    }
示例#3
0
    void FixedUpdate()
    {
        RaycastHit2D[] hits;
        Collider2D[]   colliders;
        m_Animator.SetBool("isGround", m_PhysicsUpdate.IsGround);
        //获取上一帧的移动速度
        m_LastMoveVelocity = m_PhysicsUpdate.GetVelocity("Move").x;
        //移动键判断
        if (Mathf.Abs(Vector2.SqrMagnitude(m_PhysicsUpdate.GetVelocity("Rebound"))) < m_CanMoveReboundVelocity * m_CanMoveReboundVelocity)
        {
            float horizontal = Input.GetAxis("Horizontal_" + m_InputId);

            //没继续按相同方向键并且在地上则移动速度置零
            if ((horizontal == 0 || m_LastMoveVelocity / horizontal <= 0) && m_PhysicsUpdate.IsGround)
            {
                m_PhysicsUpdate.ResetVelocity("Move");
                m_LastMoveVelocity = 0;
            }
            //移动
            if (Mathf.Abs(horizontal) > 0.1f)
            {
                float moveRate = horizontal * m_MoveAddRate * Time.fixedDeltaTime;
                //超过最大速度则保持最大速度
                if (moveRate + m_LastMoveVelocity > m_MoveRate)
                {
                    moveRate = m_MoveRate - m_LastMoveVelocity;
                }
                else if (moveRate + m_LastMoveVelocity < -m_MoveRate)
                {
                    moveRate = -m_MoveRate - m_LastMoveVelocity;
                }
                m_PhysicsUpdate.AddVelocity("Move", new Vector2(moveRate, 0));
            }
            TurnRotation(horizontal);
        }
        if (!m_IsAttracting)    //没在用磁铁吸
        {
            //技能一炸弹
            if (Input.GetButtonDown("Skill1_" + m_InputId))
            {
                if (m_Boom)
                {
                    if (m_Boom.CanBoom)
                    {
                        m_Boom.Boom();
                        m_LastBoomTime = Time.time;
                    }
                }
                else if (Time.time > m_LastBoomTime + 0.1f)
                {
                    m_BoomLaunchController.LaunchPos       = new Vector2((IsLeft?-1:1) * Mathf.Abs(m_BoomLaunchController.LaunchPos.x), m_BoomLaunchController.LaunchPos.y);
                    m_BoomLaunchController.LaunchDirection = IsLeft ? Vector2.left : Vector2.right;
                    m_Boom = (BoomController)m_BoomLaunchController.Launch();
                }
            }
        }
        else
        {
            //        m_PhysicsUpdate.ResetVelocity("Move");
        }
        //大跳
        if (Input.GetButton("Jump_" + m_InputId))
        {
            if (m_IsRetaining)
            {
                m_RetentionTimer += Time.fixedDeltaTime;
                if (m_RetentionTimer > m_JumpRetentionTime)
                {
                    m_RetentionTimer = 0;
                    m_IsRetaining    = false;
                }
                else
                {
                    m_PhysicsUpdate.AddVelocity("RetentionJump", new Vector2(0, m_JumpRetentionForce / m_Rigidbody2D.mass * Time.fixedDeltaTime));
                }
            }
        }
        //跳跃键判断
        if (Input.GetButtonDown("Jump_" + m_InputId))
        {
            m_IsJump = true;
        }
        if (m_IsJump)
        {
            m_JumpTimer += Time.fixedDeltaTime;
            if (m_JumpTimer > 0.3f)
            {
                m_JumpTimer = 0;
                m_IsJump    = false;
            }
            //反弹
            if (transform.parent == null)
            {
                colliders = Physics2D.OverlapBoxAll((Vector2)transform.position + m_BoxCollider2D.offset, m_BoxCollider2D.size + new Vector2(m_SensitivityOfRebound, m_SensitivityOfRebound), 0, 1 << 9);
                foreach (var collider in colliders)
                {
                    if (collider.gameObject != gameObject)
                    {
                        if (m_OtherPlayerController.transform.parent == null)
                        {
                            BeRebound((transform.position - collider.transform.position).normalized * m_ReboundVelocity);
                            m_OtherPlayerController.BeRebound((-transform.position + collider.transform.position).normalized * m_ReboundVelocity);
                            break;
                        }
                    }
                }
            }
            //跳跃
            if (m_PhysicsUpdate.IsGround && m_IsJump)
            {
                //判断上方有没有东西
                bool canJump = true;
                hits = Physics2D.BoxCastAll((Vector2)transform.position + m_BoxCollider2D.offset, m_BoxCollider2D.size, 0, new Vector2(0, 1), 0.1f, m_PhysicsUpdate.ColliderLayer);
                foreach (var hit in hits)
                {
                    if (hit.collider.gameObject != gameObject)
                    {
                        canJump = false;
                        break;
                    }
                }
                if (canJump)
                {
                    m_JumpTimer = 0;
                    m_IsJump    = false;
                    m_PhysicsUpdate.AddVelocity("Jump", new Vector2(0, m_JumpForce / m_Rigidbody2D.mass * Time.fixedDeltaTime));
                    m_IsRetaining = true;
                }
            }
        }
        //放开跳跃键
        if (Input.GetButtonUp("Jump_" + m_InputId))
        {
            m_RetentionTimer = 0;
            m_IsRetaining    = false;
        }

        //技能二磁铁
        if (Input.GetButton("Skill2_" + m_InputId))
        {
            float horizontal = Input.GetAxis("Horizontal_" + m_InputId);
            float vertical   = Input.GetAxis("Vertical_" + m_InputId);
            //  TurnRotation(horizontal);
            if (!m_IsAttracting)
            {//第一帧进入吸
                m_IsAttracting = true;
                if (m_CurrentAttractDirection == Vector2.zero)
                {
                    m_CurrentAttractDirection = IsLeft ? Vector2.left : Vector2.right;
                }
                if (Mathf.Abs(horizontal) > Mathf.Abs(vertical))
                {
                    if (horizontal > 0.1f)
                    {
                        m_CurrentAttractDirection = Vector2.right;
                    }
                    else if (horizontal < -0.1f)
                    {
                        m_CurrentAttractDirection = Vector2.left;
                    }
                }
                else if (Mathf.Abs(horizontal) < Mathf.Abs(vertical))
                {
                    if (vertical > 0.1f)
                    {
                        m_CurrentAttractDirection = Vector2.up;
                    }
                    else if (vertical < -0.1f)
                    {
                        m_CurrentAttractDirection = Vector2.down;
                    }
                }
            }
            foreach (var t in m_BeAttractedList)
            {
                t.CancelAttracted(-m_CurrentAttractDirection * m_AttractedVelocity);
            }
            m_BeAttractedList.Clear();
            if (m_CurrentAttractDirection.x != 0)
            {
                colliders = Physics2D.OverlapBoxAll(new Vector2(m_CurrentAttractDirection.x * (m_BoxCollider2D.size.x + m_AttractedLength) / 2, 0) + (Vector2)transform.position, new Vector2(m_AttractedLength, m_BoxCollider2D.size.y * 0.75f), 0);
                foreach (var c in colliders)
                {
                    if (c.gameObject != gameObject)
                    {
                        var beA = c.transform.GetComponent <BeAttractedComponent>();
                        if (beA != null && beA.isActiveAndEnabled)
                        {
                            beA.BeAttracted(-m_CurrentAttractDirection * m_AttractedVelocity);
                            m_BeAttractedList.Add(beA);
                        }
                    }
                }
            }
            else if (m_CurrentAttractDirection.y != 0)
            {
                colliders = Physics2D.OverlapBoxAll(new Vector2(0, m_CurrentAttractDirection.y * (m_BoxCollider2D.size.y + m_AttractedLength) / 2) + (Vector2)transform.position, new Vector2(m_BoxCollider2D.size.x * 0.75f, m_AttractedLength), 0);
                foreach (var c in colliders)
                {
                    if (c.gameObject != gameObject)
                    {
                        var beA = c.transform.GetComponent <BeAttractedComponent>();
                        if (beA != null && beA.isActiveAndEnabled)
                        {
                            m_BeAttractedList.Add(beA);
                            beA.BeAttracted(-m_CurrentAttractDirection * m_AttractedVelocity);
                        }
                    }
                }
            }
            else
            {
                Debug.LogError("m_CurrentAttractDirection is wrong!");
            }
        }
        else if (m_IsAttracting)
        {//第一帧退出吸
            m_IsAttracting = false;
            foreach (var t in m_BeAttractedList)
            {
                t.CancelAttracted(-m_CurrentAttractDirection * m_AttractedVelocity);
            }
            m_BeAttractedList.Clear();
        }

        //磁铁反作用力
        if (m_BeAttractedList.Count > 0)
        {
            if (m_CurrentAttractDirection == Vector2.left || m_CurrentAttractDirection == Vector2.right)
            {
                m_PhysicsUpdate.AddVelocity("AttractX", m_CurrentAttractDirection * m_AttractedVelocity);
            }
            else
            {
                m_PhysicsUpdate.AddVelocity("AttractY", m_CurrentAttractDirection * m_AttractedVelocity);
            }
        }
        //上下吸时重新计算重力
        if (m_BeAttractedList.Count != 0 && m_CurrentAttractDirection != Vector2.left && m_CurrentAttractDirection != Vector2.right)
        {
            m_PhysicsUpdate.ResetVelocity("Gravity");
            m_PhysicsUpdate.AddVelocity("Gravity", new Vector2(0, m_AttractedGravityVelocity));
        }
    }