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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 角色,包括player和opponents
/// </summary>
public class Avatar : MonoBehaviour, IInteractable
{
public string Name;
// 一个角色包括一个身体的collider和若干hitbox和hurtbox
public PhysicsBody m_Body;
public PhysicsBox m_BodyCollider;
public PhysicsBox[] m_Hitbox;
public PhysicsBox[] m_Hurtbox;
protected AbilitySystem m_AbilitySystem = new AbilitySystem();
public PhysicsBody Body
{
get
{
return m_Body;
}
}
public PhysicsPrimitive[] GetAllPrimitive()
{
throw new System.NotImplementedException();
}
protected void Init()
{
AvatarManager.Instance.AddAvatar(this);
}
public PhysicsBox GetHitbox()
{
throw new System.NotImplementedException();
}
public PhysicsBox GetHurtbox()
{
throw new System.NotImplementedException();
}
public PhysicsPrimitive[] GetAllHit()
{
throw new System.NotImplementedException();
}
public bool IsHit()
{
for (int i = 0; i < m_Hitbox.Length; ++i)
{
if (PhysicsWorld.Instance.HasCollision(m_Hitbox[i]))
{
return true;
}
}
return false;
}
public bool IsHurt()
{
for (int i = 0; i < m_Hitbox.Length; ++i)
{
if (PhysicsWorld.Instance.HasCollision(m_Hurtbox[i]))
{
return true;
}
}
return false;
}
public void OnUpdate()
{
m_AbilitySystem.OnUpdate();
}
// 在物理模拟之后调用
public void OnLateUpdate()
{
// hitbox
for(int i = 0;i < m_Hitbox.Length; ++i)
{
PhysicsBox hitbox = m_Hitbox[i];
if (hitbox == null || !hitbox.IsActive)
continue;
for(int j = 0;j < PhysicsWorld.Instance.Collisions.Count; ++j)
{
PhysicsCollisionInfo info = PhysicsWorld.Instance.Collisions[j];
if(info.prim1 == hitbox)
{
m_AbilitySystem.OnHit(info);
}
else if(info.prim2 == hitbox)
{
PhysicsPrimitive temp = info.prim1;
info.prim1 = info.prim2;
info.prim2 = temp;
m_AbilitySystem.OnHit(info);
}
}
}
// hurtbox
for (int i = 0; i < m_Hurtbox.Length; ++i)
{
PhysicsBox hurtbox = m_Hurtbox[i];
if (hurtbox == null || !hurtbox.IsActive)
continue;
for (int j = 0; j < PhysicsWorld.Instance.Collisions.Count; ++j)
{
PhysicsCollisionInfo info = PhysicsWorld.Instance.Collisions[j];
if (info.prim1 == hurtbox)
{
m_AbilitySystem.OnHurt(info);
}
else if(info.prim2 == hurtbox)
{
PhysicsPrimitive temp = info.prim1;
info.prim1 = info.prim2;
info.prim2 = temp;
m_AbilitySystem.OnHurt(info);
}
}
}
m_AbilitySystem.OnLateUpdate();
}
}
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