private void AttractSlope(ref CharaPos charaPos, ref CharaLastPos charaLastPos, ref CharaFlag charaFlag, ref CharaQueue charaQueue) { // 浮いている場合は補正しない if (!charaFlag.m_mapFlag.IsFlag(FlagMapCheck.Slope)) { return; } EnumShapeType shape = GetShape(charaPos.m_mapXCenter, charaPos.m_mapY, charaPos.m_mapZ); EnumShapeType bottomShape = GetShape(charaPos.m_mapXCenter, charaPos.m_mapY - 1, charaPos.m_mapZ); // int newY = 0; if (shape.IsSlope()) { // 現チップが坂 newY = (charaPos.m_mapY << PIX_MAP) + GetSlopeBorder(shape, charaPos.m_tipXCenter) + 1; } else if (shape.IsEmpty() && bottomShape.IsSlope()) { // もしくは、現チップが空で、下のチップが坂 newY = ((charaPos.m_mapY - 1) << PIX_MAP) + GetSlopeBorder(bottomShape, charaPos.m_tipXCenter) + 1; } else { return; } charaPos.SetPixY(newY); }
private void CheckFall(ref CharaPos charaPos, ref CharaFlag charaFlag, ref CharaQueue charaQueue, int startY) { // 浮きチェック(Y補正をしていたら浮きチェックは不要) bool isMovedY = (startY != charaPos.m_posY); if (isMovedY) { return; } // 落下可能 bool isFallable = charaFlag.m_mapFlag.IsFlag(FlagMapCheck.Fall); if (!isFallable) { return; } // 3点の壁・斜め壁チェック bool isFloatRight = CheckFloatWall(XPos.Right, ref charaPos, ref charaFlag, ref charaQueue); bool isFloatLeft = CheckFloatWall(XPos.Left, ref charaPos, ref charaFlag, ref charaQueue); bool isFloatCenter = CheckFloatWall(XPos.Center, ref charaPos, ref charaFlag, ref charaQueue); if (isFloatRight && isFloatLeft && isFloatCenter) { QueueFall(ref charaFlag, ref charaQueue); } }
private void CheckXBox(XPos xPos, ref CharaPos charaPos, ref CharaLastPos charaLastPos, ref CharaFlag charaFlag, ref CharaQueue charaQueue) { int mapX = 0; int lastMapX = 0; int sideMapX = 0; int offsetX = 0; switch (xPos) { case XPos.Left: mapX = charaPos.m_mapXLeft; lastMapX = charaLastPos.m_mapXLeft; sideMapX = mapX + 1; offsetX = TIP_SIZE + SIDE_OFFSET; break; case XPos.Center: mapX = charaPos.m_mapXCenter; lastMapX = charaLastPos.m_mapXCenter; break; case XPos.Right: mapX = charaPos.m_mapXRight; lastMapX = charaLastPos.m_mapXRight; sideMapX = mapX - 1; offsetX = -1 - SIDE_OFFSET; break; } // MapX移動が無いときはチェックしない if (mapX == lastMapX) { return; } // 横が空の時のみ、壁チェック EnumShapeType sideShape = GetShape(sideMapX, charaPos.m_mapY, charaPos.m_mapZ); if (!sideShape.IsEmpty()) { return; } // ブロックのみ補正行う、斜め壁は別途 EnumShapeType shape = GetShape(mapX, charaPos.m_mapY, charaPos.m_mapZ); if (!shape.IsBox()) { return; } // 中心位置への補正SIDE_OFFSET int newX = (mapX << PIX_MAP) + offsetX; charaPos.SetPixX(newX); QueueCrash(ref charaFlag, ref charaQueue); }
private bool CheckFloatWall(XPos xPos, ref CharaPos charaPos, ref CharaFlag charaFlag, ref CharaQueue charaQueue) { // tipYが中途半端な場合は浮いている if (charaPos.m_tipY != 0) { return(true); } int mapX = 0; int tipX = 0; switch (xPos) { case XPos.Left: mapX = charaPos.m_mapXLeft; tipX = charaPos.m_tipXLeft; break; case XPos.Center: mapX = charaPos.m_mapXCenter; tipX = charaPos.m_tipXCenter; break; case XPos.Right: mapX = charaPos.m_mapXRight; tipX = charaPos.m_tipXRight; break; } // ひとつ下のチップをチェック EnumShapeType bottomShape = GetShape(mapX, charaPos.m_mapY - 1, charaPos.m_mapZ); bool isFloat = false; switch (bottomShape) { case EnumShapeType.Box: isFloat = false; break; case EnumShapeType.BSlashWall: isFloat = (tipX < (TIP_SIZE - 1 - charaPos.m_tipZ)); break; case EnumShapeType.SlashWall: isFloat = (tipX > charaPos.m_tipZ); break; default: isFloat = true; break; } return(isFloat); }
private void CheckZBox(XPos xPos, ref CharaPos charaPos, ref CharaLastPos charaLastPos, ref CharaFlag charaFlag, ref CharaQueue charaQueue) { // MapZ移動が無いときはZチェックしない if (charaPos.m_mapZ == charaLastPos.m_mapZ) { return; } int mapX = 0; switch (xPos) { case XPos.Left: mapX = charaPos.m_mapXLeft; break; case XPos.Center: mapX = charaPos.m_mapXCenter; break; case XPos.Right: mapX = charaPos.m_mapXRight; break; } // 手前が壁以外のときのみ壁チェック EnumShapeType frontShape = GetShape(mapX, charaPos.m_mapY, charaPos.m_mapZ - 1); if (frontShape.IsBox()) { return; } // ブロックのみ補正行う、斜め壁は別途 EnumShapeType shape = GetShape(mapX, charaPos.m_mapY, charaPos.m_mapZ); if (!shape.IsBox()) { return; } int newRZ = (charaPos.m_mapZ << PIX_MAP) - 1; Debug.Log($"charaPos.m_mapZ : {charaPos.m_mapZ} charaLastPos.m_mapZ {charaLastPos.m_mapZ}"); charaPos.SetPixZ(newRZ); }
public void Execute() { for (int i = 0; i < m_charaPoses.Length; i++) { CharaPos charaPoses = m_charaPoses[i]; CharaDelta charaDelta = m_charaDeltas[i]; Vector3Int pos = new Vector3Int( charaPoses.m_posX + charaDelta.m_deltaX, charaPoses.m_posY + charaDelta.m_deltaY, charaPoses.m_posZ + charaDelta.m_deltaZ); // Debug.Log($" charaPoses.m_posX: {charaPoses.m_posX}"); charaPoses.SetPosition(pos); m_charaPoses[i] = charaPoses; } }
private void CheckYSlope(ref CharaPos charaPos, ref CharaFlag charaFlag, ref CharaQueue charaQueue) { EnumShapeType shape = GetShape(charaPos.m_mapXCenter, charaPos.m_mapY, charaPos.m_mapZ); if (!shape.IsSlope()) { return; } // 坂座標 int borderY = GetSlopeBorder(shape, charaPos.m_tipXCenter); if (charaPos.m_tipY <= borderY) { int newY = (charaPos.m_mapY << PIX_MAP) + borderY + 1; charaPos.SetPixY(newY); QueueLand(ref charaFlag, ref charaQueue); } }
private void CheckXZSlashWall(XPos xPos, ref CharaPos charaPos, ref CharaLastPos charaLastPos, ref CharaFlag charaFlag, ref CharaQueue charaQueue) { int mapX = 0; int tipX = 0; int offsetX = 0; switch (xPos) { case XPos.Left: mapX = charaPos.m_mapXLeft; tipX = charaPos.m_tipXLeft; offsetX = +1 + SIDE_OFFSET; break; case XPos.Center: mapX = charaPos.m_mapXCenter; tipX = charaPos.m_tipXCenter; break; case XPos.Right: mapX = charaPos.m_mapXRight; tipX = charaPos.m_tipXRight; offsetX = -1 - SIDE_OFFSET; break; } EnumShapeType shape = GetShape(mapX, charaPos.m_mapY, charaPos.m_mapZ); if (!shape.IsSlashWall()) { return; } int moveX = math.abs(charaPos.m_posX - charaLastPos.m_posX); int moveZ = math.abs(charaPos.m_posZ - charaLastPos.m_posZ); bool isZSlide = (moveX > moveZ); if (isZSlide) { // 斜め壁座標 int borderX = 0; int shiftZ = 0; bool isHit = false; switch (shape) { case EnumShapeType.SlashWall: borderX = charaPos.m_tipZ; shiftZ = -(tipX + 1); isHit = tipX <= borderX; break; case EnumShapeType.BSlashWall: borderX = TIP_SIZE - 1 - charaPos.m_tipZ; shiftZ = -(TIP_SIZE - tipX); isHit = tipX >= borderX; break; } if (isHit) { int newZ = ((charaPos.m_mapZ + 1) << PIX_MAP) + shiftZ; charaPos.SetPixZ(newZ); } } else { int borderZ = 0; int shiftX = 0; switch (shape) { case EnumShapeType.SlashWall: borderZ = tipX; shiftX = charaPos.m_tipZ + 1; break; case EnumShapeType.BSlashWall: borderZ = TIP_SIZE - 1 - tipX; shiftX = -(TIP_SIZE - charaPos.m_tipZ); break; } if (charaPos.m_tipZ >= borderZ) { int newX = (mapX << PIX_MAP) + shiftX + offsetX; charaPos.SetPixX(newX); } } }
private void CheckYWall(XPos xPos, ref CharaPos charaPos, ref CharaLastPos charaLastPos, ref CharaFlag charaFlag, ref CharaQueue charaQueue) { // MapX移動が無いときはチェックしない if (charaPos.m_mapY == charaLastPos.m_mapY) { return; } int mapX = 0; int sideMapX = 0; switch (xPos) { case XPos.Left: mapX = charaPos.m_mapXLeft; sideMapX = mapX + 1; break; case XPos.Center: mapX = charaPos.m_mapXCenter; sideMapX = mapX; break; case XPos.Right: mapX = charaPos.m_mapXRight; sideMapX = mapX - 1; break; } EnumShapeType sideShape = GetShape(sideMapX, charaPos.m_mapY, charaPos.m_mapZ); // 横が坂の場合は判定しない if (sideShape.IsSlope()) { return; } EnumShapeType topShape = GetShape(mapX, charaPos.m_mapY + 1, charaPos.m_mapZ); EnumShapeType shape = GetShape(mapX, charaPos.m_mapY, charaPos.m_mapZ); //ひとつ上と同じチップの場合はチェックしない if (shape == topShape) { return; } // Yめり込みチェック bool isHit = false; switch (shape) { case EnumShapeType.Box: isHit = true; break; case EnumShapeType.BSlashWall: isHit = (xPos == XPos.Right) && (charaPos.m_tipXRight >= (TIP_SIZE - 1 - charaPos.m_tipZ)); break; case EnumShapeType.SlashWall: isHit = (xPos == XPos.Left) && (charaPos.m_tipXLeft <= charaPos.m_tipZ); break; } if (isHit) { int newY = (charaPos.m_mapY + 1) << PIX_MAP; charaPos.SetPixY(newY); QueueLand(ref charaFlag, ref charaQueue); } }
public static Entity CreateEntity(int i, EntityManager entityManager) { var archetype = entityManager.CreateArchetype(ComponentTypes.CharaComponentType); var entity = entityManager.CreateEntity(archetype); // 必要なキャラのみインプットをつける if (i < Settings.Instance.Common.PlayerCount) { entityManager.AddComponent(entity, ComponentType.ReadWrite <PadScan>()); var padScan = new PadScan(); padScan.Init(); entityManager.SetComponentData(entity, padScan); } // ID entityManager.SetComponentData(entity, new CharaId { m_myId = i, }); entityManager.SetComponentData(entity, new Translation { }); var charaPos = new CharaPos(); charaPos.SetPosition(new Vector3Int(16 << 8, 16 << 8, 8 << 8)); entityManager.SetComponentData(entity, charaPos); entityManager.SetComponentData(entity, new CharaLastPos { }); entityManager.SetComponentData(entity, new CharaDelta { }); entityManager.SetComponentData(entity, new CharaMotion { m_motionType = EnumMotionType.Idle }); entityManager.SetComponentData(entity, new CharaLook { m_isLeft = false, }); entityManager.SetComponentData(entity, new CharaFlag { m_inputCheckFlag = FlagInputCheck.Jump | FlagInputCheck.Dash | FlagInputCheck.Walk, m_moveFlag = FlagMove.Stop, m_motionFlag = FlagMotion.None, m_mukiFlag = true, }); entityManager.SetComponentData(entity, new CharaDash { m_dashMuki = EnumMuki.None }); entityManager.SetComponentData(entity, new CharaMuki { m_muki = EnumMuki.Right }); return(entity); }