-
- using System.Collections.Generic;
- using Godot;
-
- /// <summary>
- /// 移动控制器, 物体运动由力来控制, 不同方向的力速度最终会汇总
- /// </summary>
- public class MoveController : Component
- {
- private static long _index = 0;
-
- /// <summary>
- /// 物体受到的外力的集合
- /// </summary>
- private readonly List<ExternalForce> _forceList = new List<ExternalForce>();
-
- /// <summary>
- /// 这个速度就是物体当前物理帧移动的真实速率, 该速度由物理帧循环计算, 并不会马上更新
- /// 该速度就是 BasisVelocity + 外力总和
- /// </summary>
- public Vector2 Velocity => ActivityInstance.Velocity;
-
- /// <summary>
- /// 物体的基础移动速率
- /// </summary>
- public Vector2 BasisVelocity
- {
- get => _basisVelocity;
- set => _basisVelocity = value;
- }
-
- private Vector2 _basisVelocity = Vector2.Zero;
-
- /// <summary>
- /// 缩放所有力对象, 包括基础速率
- /// </summary>
- public void ScaleAllForce(float scale)
- {
- foreach (var externalForce in _forceList)
- {
- externalForce.Velocity *= scale;
- }
-
- BasisVelocity *= scale;
- }
-
- /// <summary>
- /// 给当前控制器添加指定外力速率, 并且平均分配给所有外力速率
- /// </summary>
- public void AddVelocity(Vector2 velocity)
- {
- if (velocity != Vector2.Zero)
- {
- var forceCount = GetForceCount();
- if (forceCount == 0)
- {
- AddForce(velocity);
- }
- else
- {
- var tempV = velocity / forceCount;
- for (var i = 0; i < _forceList.Count; i++)
- {
- _forceList[i].Velocity += tempV;
- }
- }
- }
- }
-
- /// <summary>
- /// 设置所有力对象, 包括基础速率
- /// </summary>
- public void SetAllForce(Vector2 value)
- {
- foreach (var externalForce in _forceList)
- {
- externalForce.Velocity = value;
- }
-
- BasisVelocity = value;
- }
-
- /// <summary>
- /// 获取所有外力对象
- /// </summary>
- public ExternalForce[] GetAllForce()
- {
- return _forceList.ToArray();
- }
-
- /// <summary>
- /// 获取所有外力的数量
- /// </summary>
- public int GetForceCount()
- {
- return _forceList.Count;
- }
-
- /// <summary>
- /// 快速创建一个外力, 该外力为匿名外力, 当速率变为 0 时自动销毁
- /// </summary>
- /// <param name="velocity">外力速率</param>
- /// <param name="resistance">阻力大小</param>
- public ExternalForce AddForce(Vector2 velocity, float resistance)
- {
- var force = AddForce("_anonymity_" + _index++);
- force.Velocity = velocity;
- force.Resistance = resistance;
- return force;
- }
-
- /// <summary>
- /// 快速创建一个外力, 该外力为匿名外力, 当速率变为 0 时自动销毁
- /// </summary>
- /// <param name="velocity">外力速率</param>
- public ExternalForce AddForce(Vector2 velocity)
- {
- var force = AddForce("_anonymity_" + _index++);
- force.Velocity = velocity;
- return force;
- }
-
-
- /// <summary>
- /// 根据名称添加一个外力, 并返回创建的外力的对象, 如果存在这个名称的外力, 移除之前的外力, 当速率变为 0 时不会自动销毁
- /// </summary>
- public ExternalForce AddForce(string name)
- {
- var f = new ExternalForce(name);
- f.AutoDestroy = false;
- AddForce(f);
- return f;
- }
-
- /// <summary>
- /// 根据对象添加一个外力力, 如果存在这个名称的外力, 移除之前的外力
- /// </summary>
- public T AddForce<T>(T force) where T : ExternalForce
- {
- RemoveForce(force.Name);
- _forceList.Add(force);
- return force;
- }
-
- /// <summary>
- /// 根据名称移除一个外力
- /// </summary>
- public void RemoveForce(string name)
- {
- for (var i = 0; i < _forceList.Count; i++)
- {
- if (_forceList[i].Name == name)
- {
- _forceList.RemoveAt(i);
- return;
- }
- }
- }
-
- /// <summary>
- /// 根据名称获取一个外力
- /// </summary>
- public ExternalForce GetForce(string name)
- {
- for (var i = 0; i < _forceList.Count; i++)
- {
- var externalForce = _forceList[i];
- if (externalForce.Name == name)
- {
- return externalForce;
- }
- }
-
- return null;
- }
-
- /// <summary>
- /// 检车是否有当前名称的外力对象
- /// </summary>
- public bool ContainsForce(string name)
- {
- for (var i = 0; i < _forceList.Count; i++)
- {
- var externalForce = _forceList[i];
- if (externalForce.Name == name)
- {
- return true;
- }
- }
-
- return false;
- }
-
- /// <summary>
- /// 根据对象移除一个外力
- /// </summary>
- public void RemoveForce(ExternalForce force)
- {
- RemoveForce(force.Name);
- }
-
- /// <summary>
- /// 移除所有外力
- /// </summary>
- public void ClearForce()
- {
- _forceList.Clear();
- }
-
- public override void PhysicsProcess(float delta)
- {
- if (_basisVelocity == Vector2.Zero && _forceList.Count == 0)
- {
- ActivityInstance.Velocity = Vector2.Zero;
- return;
- }
-
- //先调用更新
- var externalForces = _forceList.ToArray();
- for (var i = 0; i < externalForces.Length; i++)
- {
- var force = externalForces[i];
- if (force.Enable)
- {
- force.PhysicsProcess(delta);
- //自动销毁
- if (force.AutoDestroy && force.Velocity == Vector2.Zero)
- {
- _forceList.Remove(force);
- externalForces[i] = null;
- }
- }
- }
-
- //外力总和
- var finallyEf = new Vector2();
- foreach (var force in externalForces)
- {
- if (force != null && force.Enable)
- finallyEf += force.Velocity;
- }
-
- //最终速率
- var finallyVelocity = _basisVelocity + finallyEf;
-
- if (finallyVelocity != Vector2.Zero)
- {
- //计算移动
- ActivityInstance.Velocity = finallyVelocity;
- ActivityInstance.MoveAndSlide();
- //新速度
- var newVelocity = ActivityInstance.Velocity;
-
- if (newVelocity.X == 0f && _basisVelocity.X * finallyVelocity.X > 0)
- {
- _basisVelocity.X = 0;
- }
-
- if (newVelocity.Y == 0f && _basisVelocity.Y * finallyVelocity.Y > 0)
- {
- _basisVelocity.Y = 0;
- }
-
- //是否撞到物体
- var collision = ActivityInstance.GetLastSlideCollision();
- if (collision != null) //执行反弹操作
- {
- var no = collision.GetNormal().Rotated(Mathf.Pi * 0.5f);
- newVelocity = (finallyVelocity - _basisVelocity).Reflect(no);
- var length = _forceList.Count;
- var v = newVelocity / (length / ActivityInstance.BounceStrength);
- for (var i = 0; i < _forceList.Count; i++)
- {
- _forceList[i].Velocity = v;
- }
- }
- else //没有撞到物体
- {
- //调整外力速率
- for (var i = 0; i < _forceList.Count; i++)
- {
- var force = _forceList[i];
- if (force.Enable)
- {
- var velocity = force.Velocity;
- force.Velocity = new Vector2(
- newVelocity.X == 0f && velocity.X * finallyVelocity.X > 0 ? 0 : velocity.X,
- newVelocity.Y == 0f && velocity.Y * finallyVelocity.Y > 0 ? 0 : velocity.Y
- );
-
- //力速度衰减
- if (force.Resistance != 0 && (force.EnableResistanceInTheAir || !ActivityInstance.IsThrowing))
- {
- force.Velocity = force.Velocity.MoveToward(Vector2.Zero, force.Resistance * delta);
- }
-
- //自动销毁
- if (force.AutoDestroy && force.Velocity == Vector2.Zero)
- {
- _forceList.RemoveAt(i--);
- }
- }
- }
- }
- }
- else
- {
- ActivityInstance.Velocity = Vector2.Zero;
- }
- }
-
- public override void DebugDraw()
- {
- //绘制力大小和方向
-
- if (ActivityInstance is Bullet) //不绘制子弹的力
- {
- return;
- }
-
- var globalRotation = GlobalRotation;
- var flag = ActivityInstance.Scale.Y < 0;
- if (flag)
- {
- ActivityInstance.DrawLine(Vector2.Zero, (BasisVelocity * new Vector2(1, -1)).Rotated(-globalRotation),
- Colors.Yellow);
- }
- else
- {
- ActivityInstance.DrawLine(Vector2.Zero, BasisVelocity.Rotated(-globalRotation), Colors.Yellow);
- }
-
- foreach (var force in _forceList)
- {
- if (flag)
- {
- ActivityInstance.DrawLine(Vector2.Zero, (force.Velocity * new Vector2(1, -1)).Rotated(globalRotation),
- Colors.YellowGreen);
- }
- else
- {
- ActivityInstance.DrawLine(Vector2.Zero, force.Velocity.Rotated(-globalRotation), Colors.YellowGreen);
- }
- }
- }
- }