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Diffstat (limited to 'WorldlineKeepers/Assets/Scripts/Unit/Enemies/SpiritScript.cs')
-rw-r--r--WorldlineKeepers/Assets/Scripts/Unit/Enemies/SpiritScript.cs113
1 files changed, 113 insertions, 0 deletions
diff --git a/WorldlineKeepers/Assets/Scripts/Unit/Enemies/SpiritScript.cs b/WorldlineKeepers/Assets/Scripts/Unit/Enemies/SpiritScript.cs
new file mode 100644
index 0000000..7ebae9c
--- /dev/null
+++ b/WorldlineKeepers/Assets/Scripts/Unit/Enemies/SpiritScript.cs
@@ -0,0 +1,113 @@
+using mh;
+using MH;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SpiritScript : UnitBase
+{
+ public float speed = 10f;
+
+ public Item_Coin coinPrefab;
+
+ public int count = 0;
+ public float avg = 0;
+
+ private FastCircleCollider collider;
+
+ private static List<IQuadTreeObject> collisions = new List<IQuadTreeObject>();
+
+ private SpriteRenderer m_SpriteRenderer;
+
+ private int m_CollisionCheckerCount = 0;
+
+ private static int sCount = 0;
+ private static float sAvg = 0;
+
+ protected override void Awake()
+ {
+ base.Awake();
+ collider = GetComponent<FastCircleCollider>();
+ m_SpriteRenderer = GetComponent<SpriteRenderer>();
+ speed = 2;
+ TestSpirits.spirits.Add(this);
+ }
+
+ protected override void Update()
+ {
+ base.Update();
+ }
+
+ public void Tick()
+ {
+ UnitBase hero = UnitManager.hero;
+ Vector2 pos = transform.position;
+ Vector2 heroPos = hero.transform.position;
+ Vector2 dir = (heroPos - pos).normalized;
+ Vector2 dist = dir * Time.deltaTime * speed; // 位移
+ m_SpriteRenderer.flipX = dir.x < 0;
+
+ collisions.Clear();
+
+ bool bCollide = false;
+ // 这个优化可能会导致穿透
+ //if (m_CollisionCheckerCount == 0 && PhysicsManager.Instance.RetriveColliders(ref collisions, collider))
+ if (/*m_CollisionCheckerCount == 0 &&*/ PhysicsManager.Instance.RetriveColliders(ref collisions, collider))
+ {
+ count = collisions.Count;
+ sAvg = (sCount * sAvg + count) / (float)(sCount + 1);
+ avg = sAvg;
+ sCount++;
+ bool movable = true;
+ Vector2 seperate = new Vector2();
+ for (int i = 0; i < collisions.Count; ++i)
+ {
+ FastCircleCollider col = collisions[i] as FastCircleCollider;
+ if (col == collider)
+ continue;
+ if (PhysicsManager.CircleVsCircle(col.center, col.radius, collider.center, collider.radius))
+ {
+ bCollide = true;
+ movable = false;
+ Vector2 distance = collider.center - col.center;
+ seperate = distance.normalized * (col.radius + collider.radius - distance.magnitude); //
+ dist -= (distance.normalized * dist) * distance.normalized; // 去除这个方向的位移
+ dist += seperate;
+ }
+ }
+ if (!movable)
+ {
+ }
+ }
+ if (bCollide)
+ {
+ m_CollisionCheckerCount = 0;
+ }
+ else
+ {
+ m_CollisionCheckerCount++;
+ m_CollisionCheckerCount %= 10;
+ }
+ // dist = dist.normalized * Time.deltaTime * speed; // 保持原速
+ transform.position += dist.ToVector3();
+ }
+
+ private void FixedUpdate()
+ {
+ }
+
+ public void OnDestroy()
+ {
+ TestSpirits.spirits.Remove(this);
+ }
+
+ public void Die()
+ {
+ Item_Coin coin = Instantiate(coinPrefab) as Item_Coin;
+ coin.transform.position = this.transform.position;
+
+ this.gameObject.SetActive(false);
+ Destroy(this.gameObject);
+ }
+
+}