贝塞尔曲线
This commit is contained in:
@@ -23,11 +23,12 @@ class Mover extends Component {
|
||||
return null;
|
||||
}
|
||||
|
||||
// 移动所有的非触发碰撞器并获得最近的碰撞
|
||||
let colliders: Collider[] = this.entity.getComponents(Collider);
|
||||
for (let i = 0; i < colliders.length; i ++){
|
||||
let collider = colliders[i];
|
||||
|
||||
// 不检测触发器
|
||||
// 不检测触发器 在我们移动后会重新访问它
|
||||
if (collider.isTrigger)
|
||||
continue;
|
||||
|
||||
@@ -63,13 +64,23 @@ class Mover extends Component {
|
||||
return {collisionResult: collisionResult, motion: motion};
|
||||
}
|
||||
|
||||
/**
|
||||
* 将calculatemomovement应用到实体并更新triggerHelper
|
||||
* @param motion
|
||||
*/
|
||||
public applyMovement(motion: Vector2){
|
||||
// 移动实体到它的新位置,如果我们有一个碰撞,否则移动全部数量。当碰撞发生时,运动被更新
|
||||
this.entity.position = Vector2.add(this.entity.position, motion);
|
||||
|
||||
// 对所有是触发器的碰撞器与所有宽相位碰撞器进行重叠检查。任何重叠都会导致触发事件。
|
||||
if (this._triggerHelper)
|
||||
this._triggerHelper.update();
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过调用calculateMovement和applyMovement来移动考虑碰撞的实体;
|
||||
* @param motion
|
||||
*/
|
||||
public move(motion: Vector2){
|
||||
let movementResult = this.calculateMovement(motion);
|
||||
let collisionResult = movementResult.collisionResult;
|
||||
|
||||
56
source/src/ECS/Components/Physics/ProjectileMover.ts
Normal file
56
source/src/ECS/Components/Physics/ProjectileMover.ts
Normal file
@@ -0,0 +1,56 @@
|
||||
/**
|
||||
* 只向itriggerlistener报告冲突的移动器
|
||||
* 该对象将始终移动完整的距离
|
||||
*/
|
||||
class ProjectileMover extends Component {
|
||||
private _tempTriggerList: ITriggerListener[] = [];
|
||||
private _collider: Collider;
|
||||
|
||||
public onAddedToEntity(){
|
||||
this._collider = this.entity.getComponent<Collider>(Collider);
|
||||
if (!this._collider)
|
||||
console.warn("ProjectileMover has no Collider. ProjectilMover requires a Collider!");
|
||||
}
|
||||
|
||||
/**
|
||||
* 移动考虑碰撞的实体
|
||||
* @param motion
|
||||
*/
|
||||
public move(motion: Vector2): boolean{
|
||||
if (!this._collider)
|
||||
return false;
|
||||
|
||||
let didCollide = false;
|
||||
|
||||
// 获取我们在新位置可能发生碰撞的任何东西
|
||||
this.entity.position = Vector2.add(this.entity.position, motion);
|
||||
|
||||
// 获取任何可能在新位置发生碰撞的东西
|
||||
let neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
|
||||
for (let i = 0; i < neighbors.colliders.length; i ++){
|
||||
let neighbor = neighbors.colliders[i];
|
||||
if (this._collider.overlaps(neighbor)){
|
||||
didCollide = true;
|
||||
this.notifyTriggerListeners(this._collider, neighbor);
|
||||
}
|
||||
}
|
||||
|
||||
return didCollide;
|
||||
}
|
||||
|
||||
private notifyTriggerListeners(self: Collider, other: Collider){
|
||||
// 通知我们重叠的碰撞器实体上的任何侦听器
|
||||
other.entity.getComponents("ITriggerListener", this._tempTriggerList);
|
||||
for (let i = 0; i < this._tempTriggerList.length; i ++){
|
||||
this._tempTriggerList[i].onTriggerEnter(self, other);
|
||||
}
|
||||
this._tempTriggerList.length = 0;
|
||||
|
||||
// 通知此实体上的任何侦听器
|
||||
this.entity.getComponents("ITriggerListener", this._tempTriggerList);
|
||||
for (let i = 0; i < this._tempTriggerList.length; i ++){
|
||||
this._tempTriggerList[i].onTriggerEnter(other, self);
|
||||
}
|
||||
this._tempTriggerList.length = 0;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user