被否定的代码,留作纪念。。。
using System.Collections.Generic;
using UnityEngine;
public class MyCollision : MonoBehaviour
{
//需要检测的碰撞器池
List<MyCollision> myCollision;
//碰撞器的偏移量
public Vector2 offset;
//碰撞器的大小
public Vector2 Size;
//四个顶点
Vector2[] peakPos = new Vector2[4];
Transform tran;
private void Awake()
{
tran = transform;
Vector2 localSize = tran.localScale;
peakPos[0] = offset + new Vector2(-Size.x / 2 * localSize.x, Size.y / 2 * localSize.y);
peakPos[1] = offset + new Vector2(Size.x / 2 * localSize.x, Size.y / 2 * localSize.y);
peakPos[2] = offset + new Vector2(Size.x / 2 * localSize.x, -Size.y / 2 * localSize.y);
peakPos[3] = offset + new Vector2(-Size.x / 2 * localSize.x, -Size.y / 2 * localSize.y);
}
public void RestartRecount()
{
Vector2 localSize = tran.localScale;
peakPos[0] = offset + new Vector2(-Size.x / 2 * localSize.x, Size.y / 2 * localSize.y);
peakPos[1] = offset + new Vector2(Size.x / 2 * localSize.x, Size.y / 2 * localSize.y);
peakPos[2] = offset + new Vector2(Size.x / 2 * localSize.x, -Size.y / 2 * localSize.y);
peakPos[3] = offset + new Vector2(-Size.x / 2 * localSize.x, -Size.y / 2 * localSize.y);
}
private void OnDrawGizmos()
{
tran = transform;
RestartRecount();
}
private void OnEnable()
{
myCollision = null;
enterName = null;
}
/// <summary>
/// 获得碰撞器顶点
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public Vector2 GetpeakPos(int index)
{
Vector2 newVec = tran.rotation * peakPos[index] + tran.localPosition;
return newVec;
}
/// <summary>
/// 是否碰撞一般式方程相交,两条直线坐标
/// </summary>
/// <param name="v1"></param>
/// <param name="v2"></param>
/// <param name="v3"></param>
/// <param name="v4"></param>
/// <returns></returns>
bool isCross(Vector2 v1, Vector2 v2, Vector2 v3, Vector2 v4)
{
float a1 = v2.y - v1.y;
float b1 = v1.x - v2.x;
float c1 = v1.y * v2.x - v1.x * v2.y;
float a2 = v4.y - v3.y;
float b2 = v3.x - v4.x;
float c2 = v3.y * v4.x - v3.x * v4.y;
float v11 = a1 * v3.x + b1 * v3.y + c1;
float v12 = a1 * v4.x + b1 * v4.y + c1;
float v21 = a2 * v1.x + b2 * v1.y + c2;
float v22 = a2 * v2.x + b2 * v2.y + c2;
bool yes1 = false;
bool yes2 = false;
if ((v11 < 0 && v12 > 0) || (v11 > 0 && v12 < 0))
{
yes1 = true;
}
if ((v21 < 0 && v22 > 0) || (v21 > 0 && v22 < 0))
{
yes2 = true;
}
return (yes1 && yes2);
}
/// <summary>
/// 判断点是否在制定区域
/// </summary>
/// <param name="point"></param>
/// <returns></returns>
public bool isPointCross(Vector2 point)
{
return GetPointCross(GetpeakPos(0), GetpeakPos(1), point) * GetPointCross(GetpeakPos(2), GetpeakPos(3), point) >= 0
&& GetPointCross(GetpeakPos(1), GetpeakPos(2), point) * GetPointCross(GetpeakPos(3), GetpeakPos(0), point) >= 0;
}
/// <summary>
/// 向量叉乘,如果值大于零,夹角为锐角,如果大于零,夹角为钝角
/// </summary>
/// <param name="v1"></param>
/// <param name="v2"></param>
/// <param name="point"></param>
/// <returns></returns>
float GetPointCross(Vector2 v1, Vector2 v2, Vector2 point)
{
return (v2.x - v1.x) * (point.y - v1.y) - (v2.y - v1.y) * (point.x - v1.x); // 向量叉乘 X1*Y2-X2*Y1
}
/// <summary>
/// 碰撞执行方法的委托
/// </summary>
/// <param name="collision"></param>
public delegate void MyTriggerDelegate(MyCollision collision);
public MyTriggerDelegate myTriggerEnter;
string enterName;
private void Update()
{
if (myCollision==null)
{
return;
}
for (int k = 0; k < myCollision.Count; k++) // 遍历需要检测的碰撞池,为节省性能,以后要改成四叉树遍历
{
if (myCollision[k] == null)
{
break;
}
for (int i = 0; i < 4; i++) // 检测碰撞者的四条边和被碰撞者的四条边是否相交
{
for (int j = 0; j < 4; j++)
{
if (isCross(GetpeakPos(i), GetpeakPos(i == 3 ? 0 : i + 1), myCollision[k].GetpeakPos(j), myCollision[k].GetpeakPos(j == 3 ? 0 : j + 1)))
{
if (enterName != myCollision[k].name) // 防止重复检测
{
myTriggerEnter(myCollision[k]);
enterName = myCollision[k].name;
}
}
}
}
}
}
}