using Godot; public class ObjectThrowData { /// <summary> /// 是否是第一次结束 /// </summary> public bool FirstOver = true; /// <summary> /// 是否已经结束 /// </summary> public bool IsOver = true; /// <summary> /// 物体大小 /// </summary> public Vector2 Size = Vector2.One; /// <summary> /// 起始坐标 /// </summary> public Vector2 StartPosition; /// <summary> /// 移动方向, 0 - 360 /// </summary> public float Direction; /// <summary> /// x速度, 也就是水平速度 /// </summary> public float XSpeed; /// <summary> /// y轴速度, 也就是竖直速度 /// </summary> public float YSpeed; /// <summary> /// 初始x轴组队 /// </summary> public float StartXSpeed; /// <summary> /// 初始y轴速度 /// </summary> public float StartYSpeed; /// <summary> /// 旋转速度 /// </summary> public float RotateSpeed; /// <summary> /// 碰撞器形状 /// </summary> public RectangleShape2D RectangleShape; /// <summary> /// 落地之后是否弹跳 /// </summary> public bool Bounce; /// <summary> /// 回弹的强度 /// </summary> public float BounceStrength = 0.5f; /// <summary> /// 回弹后的速度 /// </summary> public float BounceSpeed = 0.8f; public Vector2 CurrPosition; public float Y; public ExternalForce ThrowForce; //----------- 用于记录原始信息 -------------- public bool UseOrigin = true; public Shape2D OriginShape; public Vector2 OriginPosition; public float OriginRotation; public Vector2 OriginScale; public int OriginZIndex; public Vector2 OriginSpritePosition; public bool OriginCollisionEnable; public Vector2 OriginCollisionPosition; public float OriginCollisionRotation; public Vector2 OriginCollisionScale; public uint OriginCollisionMask; public uint OriginCollisionLayer; }