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-rw-r--r--Assets/Scripts/Physics/PhysicsPrimitive.cs214
1 files changed, 121 insertions, 93 deletions
diff --git a/Assets/Scripts/Physics/PhysicsPrimitive.cs b/Assets/Scripts/Physics/PhysicsPrimitive.cs
index f52fb9e9..491a6204 100644
--- a/Assets/Scripts/Physics/PhysicsPrimitive.cs
+++ b/Assets/Scripts/Physics/PhysicsPrimitive.cs
@@ -15,76 +15,76 @@ public enum PrimitiveType
/// </summary>
public abstract class PhysicsPrimitive : MonoBehaviour
{
- public virtual PrimitiveType Type
- {
- get
- {
- return PrimitiveType.None;
- }
- }
-
- /// <summary>
- /// 世界坐标,物理模拟是在世界空间,本地坐标没有意义
- /// </summary>
- public Vector3 Position
- {
- get
- {
+ public virtual PrimitiveType Type
+ {
+ get
+ {
+ return PrimitiveType.None;
+ }
+ }
+
+ /// <summary>
+ /// 世界坐标,物理模拟是在世界空间,本地坐标没有意义
+ /// </summary>
+ public Vector3 Position
+ {
+ get
+ {
Vector3 euler = Quaternion.ToEulerAngles(transform.rotation);
euler.y = Mathf.Rad2Deg * euler.y;
Vector3 res = m_Center;
res.x = (euler.y > 90 && euler.y <= 180) ? -res.x : res.x;
res = transform.position + res;
- return res;
- }
- }
-
- [SerializeField]
- /// <summary>
- /// 这个primitive是否参与物理计算,用来快速给物体取消和恢复重力影响
- /// </summary>
- protected bool m_IsActive;
- public bool IsActive
- {
- get
- {
- return m_IsActive;
- }
- }
-
- /// <summary>
- /// 唯一ID
- /// </summary>
- protected int m_ID;
- public int ID
- {
- get
- {
- return m_ID;
- }
- }
+ return res;
+ }
+ }
+
+ [SerializeField]
+ /// <summary>
+ /// 这个primitive是否参与物理计算,用来快速给物体取消和恢复重力影响
+ /// </summary>
+ protected bool m_IsActive;
+ public bool IsActive
+ {
+ get
+ {
+ return m_IsActive;
+ }
+ }
+
+ /// <summary>
+ /// 唯一ID
+ /// </summary>
+ protected int m_ID;
+ public int ID
+ {
+ get
+ {
+ return m_ID;
+ }
+ }
[Tooltip("给primitive分组,决定大组和大组之间是否有碰撞检测")]
- [SerializeField]
- protected PhysicsGroup m_Group;
- public PhysicsGroup Group
- {
- get
- {
- return m_Group;
- }
- }
+ [SerializeField]
+ protected PhysicsGroup m_Group;
+ public PhysicsGroup Group
+ {
+ get
+ {
+ return m_Group;
+ }
+ }
[Tooltip("给primitive一个标记,表明它的从属关系。帮助做hitbox和hurtbox")]
- [SerializeField]
- protected PhysicsTag m_Tag;
- public PhysicsTag Tag
- {
- get
- {
- return m_Tag;
- }
- }
+ [SerializeField]
+ protected PhysicsTag m_Tag;
+ public PhysicsTag Tag
+ {
+ get
+ {
+ return m_Tag;
+ }
+ }
[Tooltip("同一个标签的没有碰撞检测")]
[SerializeField]
@@ -99,42 +99,42 @@ public abstract class PhysicsPrimitive : MonoBehaviour
[Tooltip("单个碰撞体的描述(名称),作为标识用来识别")]
[SerializeField]
- protected string m_Title;
- public string Title
- {
- get
- {
- return m_Title;
- }
- }
-
- [SerializeField]
- protected string m_Desc;
- public string Desc
- {
- get
- {
- return m_Desc;
- }
- }
-
- /// <summary>
- /// 初始化,设置一些公共数据
- /// </summary>
- protected void OnInit()
- {
- m_ID = UIDManager.Acquire();
+ protected string m_Title;
+ public string Title
+ {
+ get
+ {
+ return m_Title;
+ }
+ }
+
+ [SerializeField]
+ protected string m_Desc;
+ public string Desc
+ {
+ get
+ {
+ return m_Desc;
+ }
+ }
+
+ /// <summary>
+ /// 初始化,设置一些公共数据
+ /// </summary>
+ protected void OnInit()
+ {
+ m_ID = UIDManager.Acquire();
PhysicsWorld.Instance.AddPrimitive(this);
- }
+ }
- protected Color Color_Green = new Color(0,1, 0, 0.5f);
+ protected Color Color_Green = new Color(0, 1, 0, 0.5f);
- [SerializeField]
- protected Color m_HintColor = new Color(0, 0, 0, 0.5f);
+ [SerializeField]
+ protected Color m_HintColor = new Color(0, 0, 0, 0.5f);
- [Tooltip("Physics body, leave blank and primitive will be static.")]
- [SerializeField]
- protected PhysicsBody m_Body;
+ [Tooltip("Physics body, leave blank and primitive will be static.")]
+ [SerializeField]
+ protected PhysicsBody m_Body;
public PhysicsBody Body
{
@@ -149,4 +149,32 @@ public abstract class PhysicsPrimitive : MonoBehaviour
/// </summary>
public Vector3 m_Center;
+ /// <summary>
+ /// 边界:左、右、上、下
+ /// </summary>
+ public Vector4 Bound
+ {
+ get
+ {
+ Vector4 bound = new Vector4();
+ if(this is PhysicsBox)
+ {
+ PhysicsBox box = this as PhysicsBox;
+ bound.x = box.Left;
+ bound.y = box.Right;
+ bound.z = box.Top;
+ bound.w = box.Bottom;
+ }
+ else if(this is PhysicsBall)
+ {
+ PhysicsBall ball = this as PhysicsBall;
+ bound.x = ball.Position.x - ball.Radius;
+ bound.y = ball.Position.x + ball.Radius;
+ bound.z = ball.Position.y + ball.Radius;
+ bound.w = ball.Position.y - ball.Radius;
+ }
+ return bound;
+ }
+ }
+
} \ No newline at end of file