-
Notifications
You must be signed in to change notification settings - Fork 4
/
ActorCollider.cs
270 lines (237 loc) · 5.48 KB
/
ActorCollider.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
using System;
using System.IO;
using System.Collections.Generic;
using Nima.Math2D;
namespace Nima
{
public abstract class ActorCollider : ActorNode
{
protected bool m_IsCollisionEnabled = true;
public bool IsCollisionEnabled
{
get
{
return m_IsCollisionEnabled;
}
set
{
m_IsCollisionEnabled = value;
}
}
public static ActorCollider Read(Actor actor, BinaryReader reader, ActorCollider property)
{
ActorNode.Read(actor, reader, property);
property.IsCollisionEnabled = reader.ReadByte() == 1;
return property;
}
public void Copy(ActorCollider prop, Actor resetActor)
{
base.Copy(prop, resetActor);
m_IsCollisionEnabled = prop.m_IsCollisionEnabled;
}
}
public class ActorColliderRectangle : ActorCollider
{
private float m_Width;
private float m_Height;
public float Width
{
get
{
return m_Width;
}
set
{
m_Width = value;
}
}
public float Height
{
get
{
return m_Height;
}
set
{
m_Height = value;
}
}
public static ActorColliderRectangle Read(Actor actor, BinaryReader reader, ActorColliderRectangle property = null)
{
if(property == null)
{
property = new ActorColliderRectangle();
}
ActorCollider.Read(actor, reader, property);
property.m_Width = reader.ReadSingle();
property.m_Height = reader.ReadSingle();
return property;
}
public override ActorComponent MakeInstance(Actor resetActor)
{
ActorColliderRectangle instanceCollider = new ActorColliderRectangle();
instanceCollider.Copy(this, resetActor);
return instanceCollider;
}
public void Copy(ActorColliderRectangle prop, Actor resetActor)
{
base.Copy(prop, resetActor);
m_Width = prop.m_Width;
m_Height = prop.m_Height;
}
}
public class ActorColliderTriangle : ActorCollider
{
private float m_Width;
private float m_Height;
public float Width
{
get
{
return m_Width;
}
set
{
m_Width = value;
}
}
public float Height
{
get
{
return m_Height;
}
set
{
m_Height = value;
}
}
public static ActorColliderTriangle Read(Actor actor, BinaryReader reader, ActorColliderTriangle property = null)
{
if(property == null)
{
property = new ActorColliderTriangle();
}
ActorCollider.Read(actor, reader, property);
property.m_Width = reader.ReadSingle();
property.m_Height = reader.ReadSingle();
return property;
}
public override ActorComponent MakeInstance(Actor resetActor)
{
ActorColliderTriangle instanceCollider = new ActorColliderTriangle();
instanceCollider.Copy(this, resetActor);
return instanceCollider;
}
public void Copy(ActorColliderTriangle prop, Actor resetActor)
{
base.Copy(prop, resetActor);
m_Width = prop.m_Width;
m_Height = prop.m_Height;
}
}
public class ActorColliderCircle : ActorCollider
{
private float m_Radius;
public float Radius
{
get
{
return m_Radius;
}
set
{
m_Radius = value;
}
}
public static ActorColliderCircle Read(Actor actor, BinaryReader reader, ActorColliderCircle property = null)
{
if(property == null)
{
property = new ActorColliderCircle();
}
ActorCollider.Read(actor, reader, property);
property.m_Radius = reader.ReadSingle();
return property;
}
public override ActorComponent MakeInstance(Actor resetActor)
{
ActorColliderCircle instanceCollider = new ActorColliderCircle();
instanceCollider.Copy(this, resetActor);
return instanceCollider;
}
public void Copy(ActorColliderCircle prop, Actor resetActor)
{
base.Copy(prop, resetActor);
m_Radius = prop.m_Radius;
}
}
public class ActorColliderPolygon : ActorCollider
{
private float[] m_ContourVertices;
public float[] ContourVertices
{
get
{
return m_ContourVertices;
}
}
public static ActorColliderPolygon Read(Actor actor, BinaryReader reader, ActorColliderPolygon property = null)
{
if(property == null)
{
property = new ActorColliderPolygon();
}
ActorCollider.Read(actor, reader, property);
int numVertices = (int)reader.ReadUInt32();
property.m_ContourVertices = new float[numVertices*2];
Actor.ReadFloat32Array(reader, property.m_ContourVertices);
return property;
}
public override ActorComponent MakeInstance(Actor resetActor)
{
ActorColliderPolygon instanceCollider = new ActorColliderPolygon();
instanceCollider.Copy(this, resetActor);
return instanceCollider;
}
public void Copy(ActorColliderPolygon prop, Actor resetActor)
{
base.Copy(prop, resetActor);
m_ContourVertices = prop.m_ContourVertices;
}
}
public class ActorColliderLine : ActorCollider
{
private float[] m_Vertices;
public float[] LineVertices
{
get
{
return m_Vertices;
}
}
public static ActorColliderLine Read(Actor actor, BinaryReader reader, ActorColliderLine property = null)
{
if(property == null)
{
property = new ActorColliderLine();
}
ActorCollider.Read(actor, reader, property);
int numVertices = (int)reader.ReadUInt32();
property.m_Vertices = new float[numVertices*2];
Actor.ReadFloat32Array(reader, property.m_Vertices);
return property;
}
public override ActorComponent MakeInstance(Actor resetActor)
{
ActorColliderLine instanceCollider = new ActorColliderLine();
instanceCollider.Copy(this, resetActor);
return instanceCollider;
}
public void Copy(ActorColliderLine prop, Actor resetActor)
{
base.Copy(prop, resetActor);
m_Vertices = prop.m_Vertices;
}
}
}