summaryrefslogtreecommitdiff
path: root/marching/Assets/Scripts/Unit/Enemies/SpiritScript.cs
diff options
context:
space:
mode:
Diffstat (limited to 'marching/Assets/Scripts/Unit/Enemies/SpiritScript.cs')
-rw-r--r--marching/Assets/Scripts/Unit/Enemies/SpiritScript.cs53
1 files changed, 49 insertions, 4 deletions
diff --git a/marching/Assets/Scripts/Unit/Enemies/SpiritScript.cs b/marching/Assets/Scripts/Unit/Enemies/SpiritScript.cs
index 3df5e4b..d33b494 100644
--- a/marching/Assets/Scripts/Unit/Enemies/SpiritScript.cs
+++ b/marching/Assets/Scripts/Unit/Enemies/SpiritScript.cs
@@ -11,36 +11,81 @@ public class SpiritScript : UnitBase
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>();
}
protected override void Update()
{
base.Update();
+ }
+
+ private void FixedUpdate()
+ {
UnitBase hero = UnitManager.hero;
Vector2 pos = transform.position;
Vector2 heroPos = hero.transform.position;
Vector2 dir = (heroPos - pos).normalized;
- pos += dir * Time.deltaTime * speed;
- this.GetComponent<SpriteRenderer>().flipX = dir.x < 0;
+ Vector2 dist = dir * Time.deltaTime * speed; // 位移
+ m_SpriteRenderer.flipX = dir.x < 0;
collisions.Clear();
- if (TestQuadtree.quadtree.Retrieve(ref collisions, collider))
+
+ bool bCollide = false;
+ if (m_CollisionCheckerCount == 0 && TestQuadtree.quadtree.Retrieve(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 += seperate;
+ dist -= (distance.normalized * dist) * distance.normalized; // 去除这个方向的位移
+ }
+ }
+ if (!movable)
+ {
+ }
+ }
+ if (bCollide)
+ {
+ m_CollisionCheckerCount = 0;
}
else
{
- transform.position = pos;
+ m_CollisionCheckerCount++;
+ m_CollisionCheckerCount %= 10;
}
+ dist = dist.normalized * Time.deltaTime * speed; // 保持原速
+ transform.position += dist.ToVector3();
}
public void Die()