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path: root/Assets/Scripts/Unit/Collider/CollisionSystem.cs
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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()
	{

	}

}