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authorchai <215380520@qq.com>2023-05-12 10:32:11 +0800
committerchai <215380520@qq.com>2023-05-12 10:32:11 +0800
commit2fc9585797067730f28b03b0727bf05f9deed091 (patch)
tree8807e37b85ba922045eaa17ac445dd0a1d2d730c /WorldlineKeepers/Assets/Scripts/Physics
parent2a1cd4fda8a4a8e649910d16b4dfa1ce7ae63543 (diff)
+ worldline keepers
Diffstat (limited to 'WorldlineKeepers/Assets/Scripts/Physics')
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/FastBoxCollider.cs90
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/FastBoxCollider.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/FastCircleCollider.cs82
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/FastCircleCollider.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager.cs46
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_Collide.cs186
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_Collide.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionDetection.cs183
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionDetection.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionTree.cs45
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionTree.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_HurtboxTree.cs40
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_HurtboxTree.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsQuadtree.cs87
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsQuadtree.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsSystem.cs23
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/PhysicsSystem.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs292
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/TestQuadtree.cs32
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/TestQuadtree.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/TestSpirits.cs58
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/TestSpirits.cs.meta11
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/unity-quadtree-master.meta8
25 files changed, 1304 insertions, 0 deletions
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/FastBoxCollider.cs b/WorldlineKeepers/Assets/Scripts/Physics/FastBoxCollider.cs
new file mode 100644
index 0000000..df84e0d
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/FastBoxCollider.cs
@@ -0,0 +1,90 @@
+using mh;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class FastBoxCollider : MonoBehaviour, IQuadTreeObject
+{
+
+ [SerializeField] private ColliderType m_Type;
+ [SerializeField] private Vector2 m_Offset;
+ [SerializeField] private Vector2 m_Size;
+
+ public Vector2 center
+ {
+ get
+ {
+ Vector3 pos = transform.position + m_Offset.ToVector3();
+ return pos;
+ }
+ }
+
+ public Vector2 offset => m_Offset;
+ public Vector2 size => m_Size;
+
+ public Vector4 bound
+ {
+ get
+ {
+ Vector3 pos = transform.position + m_Offset.ToVector3();
+ Vector4 b = new Vector4();
+ b.x = pos.x;
+ b.y = pos.y;
+ b.z = size.x;
+ b.w = size.y;
+ return b;
+ }
+ }
+
+ public Vector4 box
+ {
+ get
+ {
+ Vector2 c = center;
+ Vector4 b = new Vector4();
+ b.x = c.x;
+ b.y = c.y;
+ b.z = size.x;
+ b.w = size.y;
+ return b;
+ }
+ }
+
+ public void Awake()
+ {
+ if (m_Type == ColliderType.Collider)
+ {
+ PhysicsManager.Instance.AddCollider(this);
+ }
+ else if (m_Type == ColliderType.Hurtbox)
+ {
+ PhysicsManager.Instance.AddHurtboxes(this);
+ }
+ }
+
+ public void OnDestroy()
+ {
+ if (m_Type == ColliderType.Collider)
+ {
+ PhysicsManager.Instance.RemoveCollider(this);
+ }
+ else if (m_Type == ColliderType.Hurtbox)
+ {
+ PhysicsManager.Instance.RemoveHurtbox(this);
+ }
+ }
+
+ private void OnDrawGizmos()
+ {
+ Color c = Gizmos.color;
+
+ if(m_Type == ColliderType.Hurtbox)
+ {
+ Gizmos.color = Color.red;
+ }
+ Gizmos.DrawWireCube(transform.position + m_Offset.ToVector3(), m_Size.ToVector3());
+
+ Gizmos.color = c;
+ }
+
+} \ No newline at end of file
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/FastBoxCollider.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/FastBoxCollider.cs.meta
new file mode 100644
index 0000000..c4a5b19
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/FastBoxCollider.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 310ae84e35289454197ed61078698811
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/FastCircleCollider.cs b/WorldlineKeepers/Assets/Scripts/Physics/FastCircleCollider.cs
new file mode 100644
index 0000000..dde49f9
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/FastCircleCollider.cs
@@ -0,0 +1,82 @@
+using mh;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class FastCircleCollider : MonoBehaviour, IQuadTreeObject
+{
+
+ [SerializeField] private ColliderType m_Type;
+ [SerializeField] private float m_Radius;
+ [SerializeField] private Vector2 m_Offset;
+
+ public Vector2 center
+ {
+ get
+ {
+ Vector3 pos = transform.position + m_Offset.ToVector3();
+ return pos;
+ }
+ }
+
+ public float radius => m_Radius;
+
+ public Vector4 bound
+ {
+ get
+ {
+ Vector3 pos = transform.position + m_Offset.ToVector3();
+ Vector4 b = new Vector4();
+ b.x = pos.x;
+ b.y = pos.y;
+ b.z = m_Radius * 2;
+ b.w = m_Radius * 2;
+ return b;
+ }
+ }
+
+ public Vector3 circle
+ {
+ get
+ {
+ Vector3 c = new Vector3();
+ Vector2 ct = center;
+ c.x = ct.x;
+ c.y = ct.y;
+ c.z = radius;
+ return c;
+ }
+ }
+
+ public Vector2 offset => m_Offset;
+
+ public void Awake()
+ {
+ if(m_Type == ColliderType.Collider)
+ {
+ PhysicsManager.Instance.AddCollider(this);
+ }
+ else if(m_Type == ColliderType.Hurtbox)
+ {
+ PhysicsManager.Instance.AddHurtboxes(this);
+ }
+ }
+
+ public void OnDestroy()
+ {
+ if (m_Type == ColliderType.Collider)
+ {
+ PhysicsManager.Instance.RemoveCollider(this);
+ }
+ else if (m_Type == ColliderType.Hurtbox)
+ {
+ PhysicsManager.Instance.RemoveHurtbox(this);
+ }
+ }
+
+ private void OnDrawGizmos()
+ {
+ Gizmos.DrawWireSphere(transform.position + m_Offset.ToVector3(), m_Radius);
+ }
+
+} \ No newline at end of file
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/FastCircleCollider.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/FastCircleCollider.cs.meta
new file mode 100644
index 0000000..8457227
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/FastCircleCollider.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: defd292dd15a961418d8ac5721b28712
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager.cs b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager.cs
new file mode 100644
index 0000000..279ebbb
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager.cs
@@ -0,0 +1,46 @@
+using mh;
+using System.Collections;
+using System.Collections.Generic;
+using Unity.VisualScripting;
+using UnityEngine;
+
+public enum ColliderType
+{
+ Collider,
+ Hurtbox,
+}
+
+public partial class PhysicsManager : Singleton<PhysicsManager>
+{
+ // 四叉树筛选结果
+ public List<IQuadTreeObject> sharedRetriveResults => m_SharedRetriveResults;
+ private List<IQuadTreeObject> m_SharedRetriveResults = new List<IQuadTreeObject>();
+
+ public PhysicsManager()
+ {
+ m_CollisionQuadtree = new PhysicsQuadtree(new Vector4(0, 0, 30, 30));
+ m_HurtboxQuadtree = new PhysicsQuadtree(new Vector4(0, 0, 30, 30));
+ }
+
+ public System.Func<Vector4, bool> GetRetriverByType(ColliderType type)
+ {
+ if (type == ColliderType.Collider)
+ return RetriveColliders;
+ else if (type == ColliderType.Hurtbox)
+ return RetriveHurtboxes;
+ else
+ return null;
+ }
+
+ public void Update()
+ {
+ m_CollisionQuadtree.UpdateQuadtree();
+ m_HurtboxQuadtree.UpdateQuadtree();
+ }
+
+ public void Debug()
+ {
+ m_CollisionQuadtree.Debug();
+ }
+
+} \ No newline at end of file
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager.cs.meta
new file mode 100644
index 0000000..1bc7b8b
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 309b3570728b5ca40b98a4799850238f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_Collide.cs b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_Collide.cs
new file mode 100644
index 0000000..4710b2e
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_Collide.cs
@@ -0,0 +1,186 @@
+using mh;
+using System.Collections;
+using System.Collections.Generic;
+using Unity.VisualScripting.Antlr3.Runtime.Tree;
+using UnityEngine;
+using UnityEngine.UIElements;
+
+/// <summary>
+/// 物理查询
+/// </summary>
+public partial class PhysicsManager : Singleton<PhysicsManager>
+{
+ // 碰撞检测结果
+ private List<IQuadTreeObject> m_SharedCollideResults = new List<IQuadTreeObject>();
+
+ public static Vector4 GetCircleBound(Vector3 circle)
+ {
+ float size = circle.z * 2;
+ return new Vector4(circle.x, circle.y, size, size);
+ }
+
+ public static Vector4 GetBoxBound(Vector4 box)
+ {
+ return box;
+ }
+
+ public static Vector4 GetRayBound(Vector4 ray)
+ {
+ Vector2 tr = ray.xy() + ray.zw();
+ Vector4 bound = new Vector4();
+ bound.x = (tr.x + ray.x) / 2;
+ bound.y = (tr.y + ray.y) / 2;
+ bound.z = Mathf.Max(Mathf.Abs(tr.x - ray.x), 1);
+ bound.w = Mathf.Max(Mathf.Abs(tr.y - ray.y), 1);
+ return bound;
+ }
+
+ public static Vector4 GetRaySegment(Vector4 ray)
+ {
+ Vector2 tr = ray.xy() + ray.zw();
+ Vector4 seg = new Vector4();
+ seg.x = ray.x;
+ seg.y = ray.y;
+ seg.z = tr.x;
+ seg.w = tr.y;
+ return seg;
+ }
+
+ public static Vector4 GetPointBound(Vector2 point)
+ {
+ Vector4 bound = new Vector4();
+ bound.x = point.x;
+ bound.y = point.y;
+ bound.z = 1;
+ bound.w = 1;
+ return bound;
+ }
+
+ /// <summary>
+ /// 把x,y,w,h的box转换为lowerx,higherx,lowery,highery
+ /// </summary>
+ /// <returns></returns>
+ public static Vector4 GetBoxRange(Vector4 box)
+ {
+ Vector4 Range = new();
+ Range.x = box.x - box.z / 2;
+ Range.y = box.x + box.z / 2;
+ Range.z = box.y - box.w / 2;
+ Range.w = box.y + box.w / 2;
+ return Range;
+ }
+
+ public ref readonly List<IQuadTreeObject> CircleCast(ColliderType target, Vector3 circle)
+ {
+ m_SharedCollideResults.Clear();
+ var retriver = GetRetriverByType(target);
+ if(retriver != null)
+ {
+ if (retriver(GetCircleBound(circle)))
+ {
+ for(int i = 0; i < m_SharedRetriveResults.Count; ++i)
+ {
+ var collider = m_SharedRetriveResults[i];
+ if(collider != null)
+ {
+ if(collider is FastCircleCollider)
+ {
+ if(CircleVsCircle((collider as FastCircleCollider).circle, circle))
+ {
+ m_SharedCollideResults.Add(collider);
+ }
+ }
+ else if(collider is FastBoxCollider)
+ {
+ if (BoxVsCircle((collider as FastBoxCollider).box, circle))
+ {
+ m_SharedCollideResults.Add(collider);
+ }
+ }
+ }
+ }
+ }
+ }
+ return ref m_SharedCollideResults;
+ }
+
+ public ref readonly List<IQuadTreeObject> BoxCast(ColliderType target, Vector4 box)
+ {
+ m_SharedCollideResults.Clear();
+ var retriver = GetRetriverByType(target);
+ if (retriver != null)
+ {
+ if (retriver(GetBoxBound(box)))
+ {
+ for (int i = 0; i < m_SharedRetriveResults.Count; ++i)
+ {
+ var collider = m_SharedRetriveResults[i];
+ if (collider != null)
+ {
+ if (collider is FastCircleCollider)
+ {
+ if (BoxVsCircle(box, (collider as FastCircleCollider).circle))
+ {
+ m_SharedCollideResults.Add(collider);
+ }
+ }
+ else if (collider is FastBoxCollider)
+ {
+ if (BoxVsBox(box, (collider as FastBoxCollider).box))
+ {
+ m_SharedCollideResults.Add(collider);
+ }
+ }
+ }
+ }
+ }
+ }
+ return ref m_SharedCollideResults;
+ }
+
+ /// <summary>
+ /// x,y dir.x dir.y(dir带长度)
+ /// </summary>
+ /// <param name="target"></param>
+ /// <param name="line"></param>
+ /// <returns></returns>
+ public ref readonly List<IQuadTreeObject> RayCast(ColliderType target, Vector4 ray)
+ {
+ m_SharedCollideResults.Clear();
+ var retriver = GetRetriverByType(target);
+ if(retriver != null)
+ {
+ if(retriver(GetRayBound(ray)))
+ {
+ for (int i = 0; i < m_SharedRetriveResults.Count; ++i)
+ {
+ var collider = m_SharedRetriveResults[i];
+ if (collider != null)
+ {
+ if (collider is FastCircleCollider)
+ {
+ if (RayVsCircle(ray, (collider as FastCircleCollider).circle))
+ {
+ m_SharedCollideResults.Add(collider);
+ }
+ }
+ else if (collider is FastBoxCollider)
+ {
+ if (RayVsBox(ray, (collider as FastBoxCollider).box))
+ {
+ m_SharedCollideResults.Add(collider);
+ }
+ }
+ }
+ }
+ }
+ }
+ return ref m_SharedCollideResults;
+ }
+
+ public ref readonly List<IQuadTreeObject> PointCast(ColliderType target, Vector2 point)
+ {
+ return ref m_SharedCollideResults;
+ }
+
+} \ No newline at end of file
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_Collide.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_Collide.cs.meta
new file mode 100644
index 0000000..d5f9202
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_Collide.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2d0c6870f58c8c6469810ba2ca63cbc7
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionDetection.cs b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionDetection.cs
new file mode 100644
index 0000000..d5fd913
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionDetection.cs
@@ -0,0 +1,183 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+/// <summary>
+/// 碰撞检测
+/// </summary>
+public partial class PhysicsManager : Singleton<PhysicsManager>
+{
+
+ /// <summary>
+ /// circle x,y,radius
+ /// </summary>
+ /// <param name="pos1"></param>
+ /// <param name="r1"></param>
+ /// <param name="pos2"></param>
+ /// <param name="r2"></param>
+ /// <returns></returns>
+ public static bool CircleVsCircle(Vector2 pos1, float r1, Vector2 pos2, float r2)
+ {
+ return (pos1 - pos2).magnitude <= r1 + r2;
+ }
+
+ public static bool CircleVsCircle(Vector3 c1, Vector3 c2)
+ {
+ return (c1.xy() - c2.xy()).magnitude <= c1.z + c2.z;
+ }
+
+ /// <summary>
+ /// intersection是r2对于r1
+ /// </summary>
+ /// <param name="b1"></param>
+ /// <param name="b2"></param>
+ /// <param name="intersection"></param>
+ /// <returns></returns>
+ public static bool BoxVsBox(Vector4 b1, Vector4 b2, out Vector2 intersection)
+ {
+ float b1w = b1.z / 2f, b1h = b1.w / 2f, b2w = b2.z / 2f, b2h = b2.w / 2f;
+ float distX = b2.x - b1.x;
+ float distY = b2.y - b1.y;
+ if(Mathf.Abs(distX) < b1w + b2w && Mathf.Abs(distY) < b1h +b2h)
+ {
+ intersection = new Vector2();
+ intersection.x = Mathf.Sign(distX) * (b1w + b2w - Mathf.Abs(distX));
+ intersection.y = Mathf.Sign(distY) * (b1h + b2h - Mathf.Abs(distY));
+ return true;
+ }
+ intersection = Vector2.zero;
+ return false;
+ }
+
+ public static bool BoxVsBox(Vector4 b1, Vector4 b2)
+ {
+ float b1w = b1.z / 2f, b1h = b1.w / 2f, b2w = b2.z / 2f, b2h = b2.w / 2f;
+ float distX = b2.x - b1.x;
+ float distY = b2.y - b1.y;
+ if (Mathf.Abs(distX) < b1w + b2w && Mathf.Abs(distY) < b1h + b2h)
+ {
+ return true;
+ }
+ return false;
+ }
+
+ public static bool BoxVsCircle(Vector4 box, Vector2 pos, float radius)
+ {
+ Vector4 boxScaled = box;
+ boxScaled.z = box.z + radius * 2;
+ boxScaled.w = box.w + radius * 2;
+ if (!IsPointInsideBox(boxScaled, pos))
+ return false;
+ Vector2 v = MathUtils.Abs(pos - box.xy());
+ Vector2 u = MathUtils.Max(v - box.zw(), 0);
+ return Vector2.Dot(u, u) < radius * radius;
+ }
+
+ public static bool RayVsCircle(Vector4 ray, Vector3 circle)
+ {
+ Vector4 seg = GetRaySegment(ray);
+ Vector2 dir = ray.zw().normalized;
+ Vector2 center = circle.xy();
+ float u = Vector2.Dot(center - seg.xy(), dir);
+ Vector2 near = new Vector2();
+ if(u <= 0)
+ {
+ near = seg.xy();
+ }
+ else if(u >= ray.zw().magnitude)
+ {
+ near = seg.zw();
+ }
+ else
+ {
+ near = seg.xy() + dir * u;
+ }
+ return (near - center).sqrMagnitude <= circle.z * circle.z;
+ }
+
+
+ // From Real-time Collision Detection, p179
+ // box2d
+ public static bool RayVsBox(Vector4 ray, Vector4 box)
+ {
+ float tmin = float.MinValue;
+ float tmax = float.MaxValue;
+ Vector2 dir = ray.zw().normalized;
+ Vector4 range = GetBoxRange(box); //lowerx,higherx,lowery,highery
+ Vector2 lowerBound = new Vector2(range.x, range.z);
+ Vector2 upperBound = new Vector2(range.y, range.w);
+ //Vector2 normal = new Vector2();
+ Vector2 p = ray.xy();
+
+ for (int i = 0; i < 2; ++i)
+ {
+
+ if (dir[i] < float.Epsilon) // 和x-slab平行
+ {
+ if (p[i] < lowerBound[i] || p[i] > upperBound[i])
+ {
+ return false;
+ }
+ }
+ else
+ {
+ float inv_d = 1f / dir[i];
+ float t1 = (lowerBound[i] - p[i]) * inv_d;
+ float t2 = (upperBound[i] - p[i]) * inv_d;
+ float s = -1f;
+ if (t1 > t2)
+ {
+ MathUtils.Swap(ref t1, ref t2);
+ s = 1f;
+ }
+ if (t1 > tmin)
+ {
+ //normal = Vector2.zero;
+ //normal[i] = s;
+ tmin = t1;
+ }
+
+ tmax = Mathf.Min(tmax, t2);
+
+ if (tmin > tmax)
+ {
+ return false;
+ }
+ }
+ }
+
+ // Does the ray start inside the box?
+ // Does the ray intersect beyond the max fraction?
+ if (tmin < 0 || ray.zw().magnitude < tmin)
+ {
+ if (IsPointInsideBox(box, p))
+ return true;
+ return false;
+ }
+ //// Intersection.
+ //output->fraction = tmin;
+ //output->normal = normal;
+
+ return true;
+ }
+
+ /// <summary>
+ /// box x,y,w,h circle x,y,raduis
+ /// </summary>
+ /// <param name="box"></param>
+ /// <param name="circle"></param>
+ /// <returns></returns>
+ public static bool BoxVsCircle(Vector4 box, Vector3 circle)
+ {
+ return BoxVsCircle(box, circle.xy(), circle.z);
+ }
+
+ public static bool IsPointInsideBox(Vector4 box, Vector2 point)
+ {
+ return point.x >= box.x - box.z / 2f
+ && point.x <= box.x + box.z / 2f
+ && point.y >= box.y - box.w / 2f
+ && point.y <= box.y + box.w / 2f;
+ }
+
+}
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionDetection.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionDetection.cs.meta
new file mode 100644
index 0000000..7be9116
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionDetection.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2577861427359c9459ea0fa471de4040
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionTree.cs b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionTree.cs
new file mode 100644
index 0000000..f372f3a
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionTree.cs
@@ -0,0 +1,45 @@
+using mh;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public partial class PhysicsManager : Singleton<PhysicsManager>
+{
+
+ private PhysicsQuadtree m_CollisionQuadtree;
+
+ public Vector4 collisionQuadtreeRange
+ {
+ set
+ {
+ m_CollisionQuadtree.quadtreeRange = value;
+ }
+ }
+
+ public void AddCollider(IQuadTreeObject collider)
+ {
+ m_CollisionQuadtree.AddObject(collider);
+ }
+
+ public void RemoveCollider(IQuadTreeObject collider)
+ {
+ m_CollisionQuadtree.RemoveObject(collider);
+ }
+
+ public bool RetriveColliders(ref List<IQuadTreeObject> returnObjs, IQuadTreeObject obj)
+ {
+ return m_CollisionQuadtree.Retrive(ref returnObjs, obj);
+ }
+
+ public bool RetriveColliders(ref List<IQuadTreeObject> returnObjs, Vector4 bound)
+ {
+ return m_CollisionQuadtree.Retrive(ref returnObjs, bound);
+ }
+
+ public bool RetriveColliders(Vector4 bound)
+ {
+ m_SharedRetriveResults.Clear();
+ return m_CollisionQuadtree.Retrive(ref m_SharedRetriveResults, bound);
+ }
+
+} \ No newline at end of file
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionTree.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionTree.cs.meta
new file mode 100644
index 0000000..1ac4a70
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_CollisionTree.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: eb174e1114e8e3d439bdb43fa7d609b8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_HurtboxTree.cs b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_HurtboxTree.cs
new file mode 100644
index 0000000..ca13935
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_HurtboxTree.cs
@@ -0,0 +1,40 @@
+using mh;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public partial class PhysicsManager : Singleton<PhysicsManager>
+{
+
+ private PhysicsQuadtree m_HurtboxQuadtree;
+
+ public Vector4 hurtboxQuadtreeRange
+ {
+ set
+ {
+ m_HurtboxQuadtree.quadtreeRange = value;
+ }
+ }
+
+ public void AddHurtboxes(IQuadTreeObject hurtbox)
+ {
+ m_HurtboxQuadtree.AddObject(hurtbox);
+ }
+
+ public void RemoveHurtbox(IQuadTreeObject hurtbox)
+ {
+ m_HurtboxQuadtree.RemoveObject(hurtbox);
+ }
+
+ public bool RetriveHurtboxes(ref List<IQuadTreeObject> returnObjs, Vector4 bound)
+ {
+ return m_HurtboxQuadtree.Retrive(ref returnObjs, bound);
+ }
+
+ public bool RetriveHurtboxes(Vector4 bound)
+ {
+ m_SharedRetriveResults.Clear();
+ return m_HurtboxQuadtree.Retrive(ref m_SharedRetriveResults, bound);
+ }
+
+}
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_HurtboxTree.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_HurtboxTree.cs.meta
new file mode 100644
index 0000000..39cd699
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsManager_HurtboxTree.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9fc247f3e6aafbd45a935ef4b1ced70c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsQuadtree.cs b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsQuadtree.cs
new file mode 100644
index 0000000..5cd374e
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsQuadtree.cs
@@ -0,0 +1,87 @@
+using mh;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+/// <summary>
+/// 鍩轰簬鍥惧舰鐨勫洓鍙夋爲
+/// </summary>
+class PhysicsQuadtree
+{
+ /// <summary>
+ /// 杈圭晫
+ /// </summary>
+ public Vector4 quadtreeRange { set { m_QuadtreeRange = value; } }
+ private Vector4 m_QuadtreeRange;
+
+ /// <summary>
+ /// 鏍硅妭鐐
+ /// </summary>
+ private Quadtree m_Quadtree;
+
+ /// <summary>
+ /// 鎵樼鐨勫叏閮ㄥ璞★紝浣嗕笉涓瀹氫細鍔犲叆鍒版爲閲岄潰锛堜腑蹇冪偣鍦ㄨ竟鐣屽鐨勪笉鍔犲叆鏍戯級
+ /// </summary>
+ private List<IQuadTreeObject> m_Objects = new List<IQuadTreeObject>();
+
+ public PhysicsQuadtree(Vector4 range)
+ {
+ m_QuadtreeRange = range;
+ m_Quadtree = new Quadtree(0, range, true);
+ }
+
+ public void AddObject(IQuadTreeObject obj)
+ {
+ m_Objects.Add(obj);
+ }
+
+ public void RemoveObject(IQuadTreeObject obj)
+ {
+ m_Objects.Remove(obj);
+ }
+
+ public void UpdateQuadtree()
+ {
+ m_Quadtree.Clear(false);
+ m_Quadtree.Rebound(m_QuadtreeRange);
+ InsertAllObjects();
+ }
+
+ private void InsertAllObjects()
+ {
+ Vector4 bound = m_Quadtree.bound;
+ for (int i = 0; i < m_Objects.Count; i++)
+ {
+ IQuadTreeObject obj = m_Objects[i];
+ // 绠鍗曠殑蹇界暐涓績鍦ㄨ竟鐣屽鐨刼bject
+ if (PhysicsManager.IsPointInsideBox(bound, obj.bound.xy()))
+ {
+ m_Quadtree.Insert(obj);
+ }
+ }
+ }
+
+ public void Debug()
+ {
+ Color c = Gizmos.color;
+ Gizmos.color = Color.green;
+ m_Quadtree?.Iterate((t) =>
+ {
+ Vector3 pos = new Vector3(t.x, t.y, 0);
+ Vector3 size = new Vector3(t.w, t.h, 1);
+ Gizmos.DrawWireCube(pos, size);
+ });
+ Gizmos.color = c;
+ }
+
+ public bool Retrive(ref List<IQuadTreeObject> returnObjs, IQuadTreeObject obj)
+ {
+ return m_Quadtree.Retrieve(ref returnObjs, obj);
+ }
+
+ public bool Retrive(ref List<IQuadTreeObject> returnObjs, Vector4 bound)
+ {
+ return m_Quadtree.Retrieve(ref returnObjs, bound);
+ }
+
+} \ No newline at end of file
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsQuadtree.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsQuadtree.cs.meta
new file mode 100644
index 0000000..c9d1346
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsQuadtree.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 07c60bb0f452e9a4a8cec80be4c6183a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsSystem.cs b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsSystem.cs
new file mode 100644
index 0000000..5c7283f
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsSystem.cs
@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PhysicsSystem : SingletonMB<PhysicsSystem>
+{
+
+ protected override void Awake()
+ {
+ base.Awake();
+ }
+
+ protected override void OnDestroy()
+ {
+ base.OnDestroy();
+ }
+
+ protected override void DoWhenOnDestroy()
+ {
+ base.DoWhenOnDestroy();
+ }
+
+}
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/PhysicsSystem.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsSystem.cs.meta
new file mode 100644
index 0000000..098c3e2
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/PhysicsSystem.cs.meta
@@ -0,0 +1,11 @@
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+guid: 424982e85f480904d9712074785f9227
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs b/WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs
new file mode 100644
index 0000000..a012d26
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs
@@ -0,0 +1,292 @@
+using JetBrains.Annotations;
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Drawing;
+using System.Linq;
+using System.Runtime.InteropServices.WindowsRuntime;
+using Unity.VisualScripting;
+using UnityEngine;
+
+// https://gamedev.stackexchange.com/questions/6345/quad-tree-vs-grid-based-collision-detection
+
+namespace mh
+{
+
+ public interface IQuadTreeObject
+ {
+ public Vector4 bound { get; }
+ }
+
+ /// <summary>
+ /// 四叉树空间分割
+ /// </summary>
+ public class Quadtree
+ {
+ public const int kMaxObjectsPerBlock = 4;
+ public const int kMaxLevel = 5;
+
+ private int m_Level;
+ private Vector4 m_Bounds; // x,y,z,w => posx,posy,width,height
+ private Quadtree[] m_SubTrees; // 从右上角开始逆时针索引
+ private List<IQuadTreeObject> m_Objects; // 非叶节点的为0
+ private bool m_IsRoot;
+
+ public Vector4 bound { get { return m_Bounds; } }
+ public float x { get { return m_Bounds.x; } }
+ public float y { get { return m_Bounds.y; } }
+ public float w { get { return m_Bounds.z; } }
+ public float h { get { return m_Bounds.w; } }
+ public float halfW { get { return w / 2; } }
+ public float halfH { get { return h / 2; } }
+ public float left { get { return x - halfW; } }
+ public float right { get { return x + halfW; } }
+ public float top { get { return y + halfH; } }
+ public float bottom { get { return y - halfH; } }
+
+ public bool isRoot { get { return m_IsRoot; } }
+
+ private static Queue<List<IQuadTreeObject>> m_QuadtreeObjPool = new Queue<List<IQuadTreeObject>>();
+ private static Queue<Quadtree> m_QuadtreePool = new Queue<Quadtree>();
+
+ private Quadtree QueryQuadtree(int level, Vector4 bounds)
+ {
+ if(m_QuadtreePool.Count == 0)
+ {
+ return new Quadtree(level, bounds);
+ }
+ Quadtree tree = m_QuadtreePool.Dequeue();
+ tree.m_Level = level;
+ tree.m_Bounds = bounds;
+ if (tree.m_Objects == null)
+ tree.m_Objects = QueryQuadtreeObjList();
+ return tree;
+ }
+
+ private void RecycleQuadtree(ref Quadtree tree)
+ {
+ tree.Clear();
+ m_QuadtreePool.Enqueue(tree);
+ tree = null;
+ }
+
+ private List<IQuadTreeObject> QueryQuadtreeObjList()
+ {
+ if(m_QuadtreeObjPool.Count == 0)
+ {
+ return new List<IQuadTreeObject>();
+ }
+ List<IQuadTreeObject> list = m_QuadtreeObjPool.Dequeue();
+ return list;
+ }
+
+ private void RecycleQuadtreeObjList(ref List<IQuadTreeObject> list)
+ {
+ list.Clear();
+ m_QuadtreeObjPool.Enqueue(list);
+ list = null;
+ }
+
+ public Quadtree(int level, Vector4 bounds, bool isRoot = false)
+ {
+ m_Level = level;
+ m_Bounds = bounds;
+ m_SubTrees = new Quadtree[4];
+ m_Objects = QueryQuadtreeObjList();
+ m_IsRoot = isRoot;
+ }
+
+ /// <summary>
+ /// 更改边界,只适用于最外层的tree
+ /// </summary>
+ /// <param name="bounds"></param>
+ public void Rebound(Vector4 bounds)
+ {
+ if(!m_IsRoot)
+ {
+ Debug.LogError("Quadtree.Rebound()只能运用于最外层");
+ return;
+ }
+ m_Bounds = bounds;
+ }
+
+ public void Clear(bool clearObjectList = true)
+ {
+ if (clearObjectList)
+ RecycleQuadtreeObjList(ref m_Objects);
+ else
+ m_Objects.Clear();
+ for (int i = 0; i < m_SubTrees.Length; i++)
+ {
+ if (m_SubTrees[i] != null)
+ {
+ //m_SubTrees[i].Clear();
+ //m_SubTrees[i] = null;
+ RecycleQuadtree(ref m_SubTrees[i]);
+ }
+ }
+ }
+
+ public void Split()
+ {
+ float subWidth = (m_Bounds.z / 2);
+ float subHeight = (m_Bounds.w / 2);
+ float x = m_Bounds.x;
+ float y = m_Bounds.y;
+ m_SubTrees[0] = QueryQuadtree(m_Level + 1, new Vector4(x + subWidth / 2, y + subHeight / 2, subWidth, subHeight));
+ m_SubTrees[1] = QueryQuadtree(m_Level + 1, new Vector4(x - subWidth / 2, y + subHeight / 2, subWidth, subHeight));
+ m_SubTrees[2] = QueryQuadtree(m_Level + 1, new Vector4(x - subWidth / 2, y - subHeight / 2, subWidth, subHeight));
+ m_SubTrees[3] = QueryQuadtree(m_Level + 1, new Vector4(x + subWidth / 2, y - subHeight / 2, subWidth, subHeight));
+ }
+
+ /// <summary>
+ /// 0表示没法完全放在一个subTree: subtree交界或者整个越界
+ /// </summary>
+ /// <param name="bound"></param>
+ /// <returns></returns>
+ public int GetSubtreeIndices(Vector4 bound)
+ {
+ int indices = 0;
+ float halfw = bound.z / 2;
+ float halfh = bound.w / 2;
+ float lowerx = bound.x - halfw;
+ float higherx = bound.x + halfw;
+ float lowery = bound.y - halfh;
+ float highery = bound.y + halfh;
+ bool startIsNorth = highery > y;
+ bool startIsWest = lowerx < x;
+ bool endIsEast = higherx > x;
+ bool endIsSouth = lowery < y;
+ //top-right quad
+ if (startIsNorth && endIsEast)
+ {
+ indices |= 1;
+ }
+
+ //top-left quad
+ if (startIsWest && startIsNorth)
+ {
+ indices |= 1 << 1;
+ }
+
+ //bottom-left quad
+ if (startIsWest && endIsSouth)
+ {
+ indices |= 1 << 2;
+ }
+
+ //bottom-right quad
+ if (endIsEast && endIsSouth)
+ {
+ indices |= 1 << 3;
+ }
+
+ return indices;
+ }
+
+ public void Insert(IQuadTreeObject obj)
+ {
+ if (m_SubTrees[0] != null)
+ {
+ int indices = GetSubtreeIndices(obj.bound);
+ for(int i = 0; i < 4; i++)
+ {
+ if((indices & (1 << i)) != 0)
+ {
+ m_SubTrees[i].Insert(obj);
+ }
+ }
+ return;
+ }
+
+ m_Objects.Add(obj);
+
+ if (m_Objects.Count > kMaxObjectsPerBlock && m_Level < kMaxLevel) // 本层满了之后重新排布层内对象
+ {
+ if (m_SubTrees[0] == null) Split();
+
+ for (int i = m_Objects.Count - 1; i >= 0; i--)
+ {
+ int indices = GetSubtreeIndices(m_Objects[i].bound);
+ for (int j = 0; j < 4; j++)
+ {
+ if ((indices & (1 << j)) != 0)
+ {
+ m_SubTrees[j].Insert(m_Objects[i]);
+ }
+ }
+ }
+
+ m_Objects.Clear();
+ }
+ }
+
+ /// <summary>
+ /// 获得可能和obj碰撞的对象(不包括自己)
+ /// </summary>
+ /// <param name="returnObjs"></param>
+ /// <param name="obj"></param>
+ /// <returns></returns>
+ public bool Retrieve(ref List<IQuadTreeObject> returnObjs, IQuadTreeObject obj)
+ {
+ for(int i = 0; i < m_Objects.Count; ++i)
+ {
+ if (!returnObjs.Contains(m_Objects[i]) && obj != m_Objects[i])
+ {
+ returnObjs.Add(m_Objects[i]);
+ }
+ }
+ if (m_SubTrees[0] != null)
+ {
+ int indices = GetSubtreeIndices(obj.bound);
+ for (int i = 0; i < 4; i++)
+ {
+ if ((indices & (1 << i)) != 0)
+ {
+ m_SubTrees[i].Retrieve(ref returnObjs, obj);
+ }
+ }
+ }
+ return returnObjs.Count > 0;
+ }
+
+ /// <summary>
+ /// 获得可能和obj碰撞的对象(不包括自己)
+ /// </summary>
+ /// <param name="returnObjs"></param>
+ /// <param name="obj"></param>
+ /// <returns></returns>
+ public bool Retrieve(ref List<IQuadTreeObject> returnObjs, Vector4 bound)
+ {
+ for (int i = 0; i < m_Objects.Count; ++i) // 根节点count==0
+ {
+ if (!returnObjs.Contains(m_Objects[i]))
+ {
+ returnObjs.Add(m_Objects[i]);
+ }
+ }
+ if (m_SubTrees[0] != null)
+ {
+ int indices = GetSubtreeIndices(bound);
+ for (int i = 0; i < 4; i++)
+ {
+ if ((indices & (1 << i)) != 0)
+ {
+ m_SubTrees[i].Retrieve(ref returnObjs, bound);
+ }
+ }
+ }
+ return returnObjs.Count > 0;
+ }
+
+ public void Iterate(System.Action<Quadtree> action)
+ {
+ action?.Invoke(this);
+ m_SubTrees[0]?.Iterate(action);
+ m_SubTrees[1]?.Iterate(action);
+ m_SubTrees[2]?.Iterate(action);
+ m_SubTrees[3]?.Iterate(action);
+ }
+
+ }
+} \ No newline at end of file
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs.meta
new file mode 100644
index 0000000..89087fb
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs.meta
@@ -0,0 +1,11 @@
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+guid: 5df24784c1c96ae4c963844001b3ef30
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/TestQuadtree.cs b/WorldlineKeepers/Assets/Scripts/Physics/TestQuadtree.cs
new file mode 100644
index 0000000..2ea967e
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/TestQuadtree.cs
@@ -0,0 +1,32 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using mh;
+using MH;
+using Unity.VisualScripting;
+
+namespace mh
+{
+ [DefaultExecutionOrder(-1000)]
+ public class TestQuadtree : MonoBehaviour
+ {
+
+ private void Awake()
+ {
+ }
+
+ private void FixedUpdate()
+ {
+ var pos = UnitManager.hero.transform.position;
+ PhysicsManager.Instance.collisionQuadtreeRange = new Vector4(pos.x, pos.y, 30, 20);
+ PhysicsManager.Instance.hurtboxQuadtreeRange = new Vector4(pos.x, pos.y, 30, 20);
+ PhysicsManager.Instance.Update();
+ }
+
+ private void OnDrawGizmos()
+ {
+ PhysicsManager.Instance.Debug();
+ }
+ }
+
+}
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/TestQuadtree.cs.meta b/WorldlineKeepers/Assets/Scripts/Physics/TestQuadtree.cs.meta
new file mode 100644
index 0000000..ed81efe
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/TestQuadtree.cs.meta
@@ -0,0 +1,11 @@
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+guid: f88bde6dc59a579488b9b0aa6906f913
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/TestSpirits.cs b/WorldlineKeepers/Assets/Scripts/Physics/TestSpirits.cs
new file mode 100644
index 0000000..3f313ae
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Physics/TestSpirits.cs
@@ -0,0 +1,58 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UIElements;
+
+public class TestSpirits : MonoBehaviour
+{
+ public SpiritScript prefab;
+
+ public static List<SpiritScript> spirits = new List<SpiritScript>();
+
+ private const int kMaxCount = 500;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ int count = kMaxCount - spirits.Count;
+ for (int i = 0; i < count; ++i)
+ {
+ float x = UnityEngine.Random.Range(-20, 10);
+ float y = UnityEngine.Random.Range(-20, 10);
+ SpiritScript go = Instantiate(prefab) as SpiritScript;
+ go.transform.position = new Vector3(x, y, 0);
+ go.transform.parent = this.transform;
+ go.gameObject.SetActive(true);
+ }
+ StartCoroutine(CoSpawn(5));
+ }
+
+ IEnumerator CoSpawn(float interval)
+ {
+ while (true)
+ {
+ int count = kMaxCount - spirits.Count;
+ for (int i = 0; i < count; ++i)
+ {
+ float x = UnityEngine.Random.Range(-20, 10);
+ float y = UnityEngine.Random.Range(-20, 10);
+ SpiritScript go = Instantiate(prefab) as SpiritScript;
+ go.transform.position = new Vector3(x, y, 0);
+ go.transform.parent = this.transform;
+ go.gameObject.SetActive(true);
+ }
+
+ yield return new WaitForSeconds(interval);
+ }
+ }
+
+ private void FixedUpdate()
+ {
+ for(int i = 0; i < spirits.Count; ++i)
+ {
+ spirits[i].Tick();
+ }
+ }
+
+}
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