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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);
}
}
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