reformat code
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@@ -9,7 +9,7 @@ module es {
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export class Mover extends Component {
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private _triggerHelper: ColliderTriggerHelper;
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public onAddedToEntity(){
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public onAddedToEntity() {
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this._triggerHelper = new ColliderTriggerHelper(this.entity);
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}
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@@ -18,14 +18,14 @@ module es {
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* @param motion
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* @param collisionResult
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*/
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public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean{
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if (!this.entity.getComponent(Collider) || !this._triggerHelper){
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public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean {
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if (!this.entity.getComponent(Collider) || !this._triggerHelper) {
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return false;
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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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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 在我们移动后会重新访问它
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@@ -38,19 +38,19 @@ module es {
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bounds.y += motion.y;
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let neighbors = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
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for (let j = 0; j < neighbors.length; j ++){
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for (let j = 0; j < neighbors.length; j++) {
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let neighbor = neighbors[j];
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// 不检测触发器
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if (neighbor.isTrigger)
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continue;
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let _internalcollisionResult: CollisionResult = new CollisionResult();
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if (collider.collidesWith(neighbor, motion, _internalcollisionResult)){
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if (collider.collidesWith(neighbor, motion, _internalcollisionResult)) {
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// 如果碰撞 则退回之前的移动量
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motion = motion.subtract(_internalcollisionResult.minimumTranslationVector);
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// 如果我们碰到多个对象,为了简单起见,只取第一个。
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if (_internalcollisionResult.collider != null){
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if (_internalcollisionResult.collider != null) {
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collisionResult = _internalcollisionResult;
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}
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}
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@@ -66,7 +66,7 @@ module es {
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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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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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@@ -80,7 +80,7 @@ module es {
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* @param motion
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* @param collisionResult
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*/
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public move(motion: Vector2, collisionResult: CollisionResult){
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public move(motion: Vector2, collisionResult: CollisionResult) {
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this.calculateMovement(motion, collisionResult);
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this.applyMovement(motion);
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return collisionResult.collider != null;
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