贝塞尔曲线
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@@ -23,11 +23,12 @@ class Mover extends Component {
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return null;
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}
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// 移动所有的非触发碰撞器并获得最近的碰撞
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let colliders: Collider[] = this.entity.getComponents(Collider);
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for (let i = 0; i < colliders.length; i ++){
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let collider = colliders[i];
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// 不检测触发器
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// 不检测触发器 在我们移动后会重新访问它
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if (collider.isTrigger)
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continue;
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@@ -63,13 +64,23 @@ class Mover extends Component {
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return {collisionResult: collisionResult, motion: motion};
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}
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/**
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* 将calculatemomovement应用到实体并更新triggerHelper
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* @param motion
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*/
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public applyMovement(motion: Vector2){
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// 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
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this.entity.position = Vector2.add(this.entity.position, motion);
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// 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。
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if (this._triggerHelper)
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this._triggerHelper.update();
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}
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/**
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* 通过调用calculateMovement和applyMovement来移动考虑碰撞的实体;
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* @param motion
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*/
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public move(motion: Vector2){
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let movementResult = this.calculateMovement(motion);
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let collisionResult = movementResult.collisionResult;
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