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path: root/WorldlineKeepers/Assets/Scripts/Unit/Enemies/SpiritScript.cs
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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);
    }

}