修复mover.motion修正错误问题
This commit is contained in:
@@ -2053,7 +2053,7 @@ var es;
|
||||
else {
|
||||
this.localPosition = position;
|
||||
}
|
||||
this._positionDirty = false;
|
||||
this.setDirty(DirtyType.positionDirty);
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
@@ -2080,6 +2080,7 @@ var es;
|
||||
else {
|
||||
this.localRotation = radians;
|
||||
}
|
||||
this.setDirty(DirtyType.rotationDirty);
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
@@ -2127,6 +2128,7 @@ var es;
|
||||
else {
|
||||
this.localScale = scale;
|
||||
}
|
||||
this.setDirty(DirtyType.scaleDirty);
|
||||
return this;
|
||||
};
|
||||
/**
|
||||
@@ -3093,7 +3095,7 @@ var es;
|
||||
var _internalcollisionResult = new es.CollisionResult();
|
||||
if (collider_1.collidesWith(neighbor, motion, _internalcollisionResult)) {
|
||||
// 如果碰撞 则退回之前的移动量
|
||||
motion.sub(_internalcollisionResult.minimumTranslationVector);
|
||||
motion.subEqual(_internalcollisionResult.minimumTranslationVector);
|
||||
// 如果我们碰到多个对象,为了简单起见,只取第一个。
|
||||
if (_internalcollisionResult.collider != null) {
|
||||
collisionResult.collider = _internalcollisionResult.collider;
|
||||
@@ -3997,7 +3999,9 @@ var es;
|
||||
var EntityProcessingSystem = /** @class */ (function (_super) {
|
||||
__extends(EntityProcessingSystem, _super);
|
||||
function EntityProcessingSystem(matcher) {
|
||||
return _super.call(this, matcher) || this;
|
||||
var _this = _super.call(this, matcher) || this;
|
||||
_this.enabled = true;
|
||||
return _this;
|
||||
}
|
||||
EntityProcessingSystem.prototype.lateProcessEntity = function (entity) {
|
||||
};
|
||||
@@ -4021,6 +4025,9 @@ var es;
|
||||
this.lateProcessEntity(entity);
|
||||
}
|
||||
};
|
||||
EntityProcessingSystem.prototype.checkProcessing = function () {
|
||||
return this.enabled;
|
||||
};
|
||||
return EntityProcessingSystem;
|
||||
}(es.EntitySystem));
|
||||
es.EntityProcessingSystem = EntityProcessingSystem;
|
||||
|
||||
Reference in New Issue
Block a user