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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public struct ColliderDescriptor
{
public ColliderInfo colliderInfo;
public UnitCollider unitCollider;
}
public struct CollisionInfo
{
ColliderDescriptor collider; // 主动
ColliderDescriptor collidee; // 从动
}
public class CollisionSystem : SingletonMB<CollisionSystem>
{
public delegate void StageHandle();
public StageHandle onSolveHit;
[SerializeField]
private int m_UnitColliderCount;
ColliderRegistry registry { get { return ColliderRegistry.Instance; } }
private void Start()
{
}
void Update()
{
m_UnitColliderCount = registry.colliders != null ? registry.colliders.Count : 0;
SolveHit();
}
// hitbox <-> hurtbox
void SolveHit()
{
// collect all hit box
List<ColliderDescriptor> hitboxes = ListPool<ColliderDescriptor>.Get();
foreach (var collider in registry.colliders)
{
ColliderInfo[] boxes = collider.GetCurrentBoxesInfoByType(ColliderBox.EColliderType.HitBox);
if (boxes == null || boxes.Length == 0)
continue;
for(int i = 0; i < boxes.Length; ++i)
{
ColliderDescriptor descriptor = new ColliderDescriptor();
descriptor.colliderInfo = boxes[i];
descriptor.unitCollider = collider;
hitboxes.Add(descriptor);
}
}
// collect all hurt box
List<ColliderDescriptor> hurtboxes = ListPool<ColliderDescriptor>.Get();
foreach (var collider in registry.colliders)
{
ColliderInfo[] boxes = collider.GetCurrentBoxesInfoByType(ColliderBox.EColliderType.HurtBox);
if (boxes == null || boxes.Length == 0)
continue;
for (int i = 0; i < boxes.Length; ++i)
{
ColliderDescriptor descriptor = new ColliderDescriptor();
descriptor.colliderInfo = boxes[i];
descriptor.unitCollider = collider;
hurtboxes.Add(descriptor);
}
}
// solve
for(int i = 0; i < hitboxes.Count; ++ i)
{
ColliderDescriptor hitbox = hitboxes[i];
for (int j = 0; j < hurtboxes.Count; ++j)
{
ColliderDescriptor hurtbox = hurtboxes[j];
if (hitbox.unitCollider == hurtbox.unitCollider) // 同一个角色的hitbox和hurtbox不交互
continue;
}
}
ListPool<ColliderDescriptor>.Release(hitboxes);
ListPool<ColliderDescriptor>.Release(hurtboxes);
}
// throwbox <-> hurtbox
void SolveThrow()
{
}
// defendbox <-> hurtbox
void SolveDefend()
{
}
// blockbox <-> hitbox
void SolveBlock()
{
}
}
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