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CTT/Unity/Assets/Hotfix/Logic/Model/Game/Entity/Map/TurnComponent.cs

122 lines
2.8 KiB
C#

using ET;
using UnityEngine;
namespace ET
{
//public class TurnComponentUpdateSystem : UpdateSystem<TurnComponent>
//{
// public override void Update(TurnComponent self)
// {
// self.Update();
// }
//}
public class TurnComponent : Entity
{
// turn
public Quaternion To;
public Quaternion From;
public float t = float.MaxValue;
public float TurnTime = 0.1f;
//public void Update()
//{
// UpdateTurn();
//}
//private void UpdateTurn()
//{
// //Log.Debug($"update turn: {this.t} {this.TurnTime}");
// if (this.t > this.TurnTime)
// {
// return;
// }
// this.t += Time.deltaTime;
// Quaternion v = Quaternion.Slerp(this.From, this.To, this.t / this.TurnTime);
// this.GetParent<Unit>().Rotation = v;
//}
///// <summary>
///// 改变Unit的朝向
///// </summary>
//public void Turn2D(Vector3 dir, float turnTime = 0.1f)
//{
// Vector3 nexpos = this.GetParent<Unit>().ViewGO.transform.position + dir;
// Turn(nexpos, turnTime);
//}
public void TurnSprite(Vector3 pos,Vector2 target, float turnTime = 0.1f)
{
this.GetParent<Unit>().YAngle = pos.x>target.x?180:0;
}
///// <summary>
///// 改变Unit的朝向
///// </summary>
//public void Turn(Vector3 target, float turnTime = 0.1f)
//{
// Quaternion quaternion = PositionHelper.GetVector3ToQuaternion(this.GetParent<Unit>().Position, target);
// this.To = quaternion;
// this.From = this.GetParent<Unit>().Rotation;
// this.t = 0;
// this.TurnTime = turnTime;
//}
/// <summary>
/// 改变Unit的朝向
/// </summary>
/// <param name="angle">与X轴正方向的夹角</param>
//public void Turn(float angle, float turnTime = 0.1f)
//{
// Quaternion quaternion = PositionHelper.GetAngleToQuaternion(angle);
// this.To = quaternion;
// this.From = this.GetParent<Unit>().Rotation;
// this.t = 0;
// this.TurnTime = turnTime;
//}
//public void Turn(Quaternion quaternion, float turnTime = 0.1f)
//{
// this.To = quaternion;
// this.From = this.GetParent<Unit>().Rotation;
// this.t = 0;
// this.TurnTime = turnTime;
//}
//public void TurnImmediately(Quaternion quaternion)
//{
// this.GetParent<Unit>().Rotation = quaternion;
//}
//public void TurnImmediately(Vector3 target)
//{
// Vector3 nowPos = this.GetParent<Unit>().Position;
// if (nowPos == target)
// {
// return;
// }
// Quaternion quaternion = PositionHelper.GetVector3ToQuaternion(this.GetParent<Unit>().Position, target);
// this.GetParent<Unit>().Rotation = quaternion;
//}
//public void TurnImmediately(float angle)
//{
// Quaternion quaternion = PositionHelper.GetAngleToQuaternion(angle);
// this.GetParent<Unit>().Rotation = quaternion;
//}
public override void Dispose()
{
if (this.IsDisposed)
{
return;
}
base.Dispose();
}
}
}