reformat code

This commit is contained in:
yhh
2020-07-28 16:25:20 +08:00
parent 5994f0bee3
commit 514572f291
103 changed files with 2896 additions and 2839 deletions

View File

@@ -9,7 +9,7 @@ module es {
export class Mover extends Component {
private _triggerHelper: ColliderTriggerHelper;
public onAddedToEntity(){
public onAddedToEntity() {
this._triggerHelper = new ColliderTriggerHelper(this.entity);
}
@@ -18,14 +18,14 @@ module es {
* @param motion
* @param collisionResult
*/
public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean{
if (!this.entity.getComponent(Collider) || !this._triggerHelper){
public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean {
if (!this.entity.getComponent(Collider) || !this._triggerHelper) {
return false;
}
// 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 ++){
for (let i = 0; i < colliders.length; i++) {
let collider = colliders[i];
// 不检测触发器 在我们移动后会重新访问它
@@ -38,19 +38,19 @@ module es {
bounds.y += motion.y;
let neighbors = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
for (let j = 0; j < neighbors.length; j ++){
for (let j = 0; j < neighbors.length; j++) {
let neighbor = neighbors[j];
// 不检测触发器
if (neighbor.isTrigger)
continue;
let _internalcollisionResult: CollisionResult = new CollisionResult();
if (collider.collidesWith(neighbor, motion, _internalcollisionResult)){
if (collider.collidesWith(neighbor, motion, _internalcollisionResult)) {
// 如果碰撞 则退回之前的移动量
motion = motion.subtract(_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){
if (_internalcollisionResult.collider != null) {
collisionResult = _internalcollisionResult;
}
}
@@ -66,7 +66,7 @@ module es {
* 将calculatemomovement应用到实体并更新triggerHelper
* @param motion
*/
public applyMovement(motion: Vector2){
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);
@@ -80,7 +80,7 @@ module es {
* @param motion
* @param collisionResult
*/
public move(motion: Vector2, collisionResult: CollisionResult){
public move(motion: Vector2, collisionResult: CollisionResult) {
this.calculateMovement(motion, collisionResult);
this.applyMovement(motion);
return collisionResult.collider != null;