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using UnityEngine;
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namespace Game
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{
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public static class UtilShape
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{
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public static bool IsOverlap(Shape shape, Shape circle,
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Vector3 shapePos, Vector3 circlePos, Vector3 shapeDir, Vector3 circleDir)
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{
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if (circle.Type != EShapeType.Circle)
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{
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Util.Print("第二个形状参数必须为圆形:", circle.Type);
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return false;
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}
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//检查Y
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var (shapeCenter, circleCenter) = (shapePos + shape.Offset, circlePos + circle.Offset);
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var (shapeYMin, shapeYMax) = (shapeCenter.y, shapeCenter.y + shape.Height);
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var (circleYMin, circleYMax) = (circleCenter.y, circleCenter.y + circle.Height);
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if (shapeYMin > circleYMax || shapeYMax < circleYMin)
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{
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return false;
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}
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//保底距离
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var dist = Vector3.Distance(shapeCenter, circleCenter);
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if (dist < 0.01f)
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{
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return true;
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}
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//检查AABB
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var (shapeAABB, circleAABB) = (shape.GetAABB(shapeDir), circle.GetAABB(circleDir));
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var shapeXMin = shapeAABB.x + shapeCenter.x;
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var shapeXMax = shapeAABB.y + shapeCenter.x;
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var shapeZMin = shapeAABB.z + shapeCenter.z;
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var shapeZMax = shapeAABB.w + shapeCenter.z;
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var circleXMin = circleAABB.x + circleCenter.x;
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var circleXMax = circleAABB.y + circleCenter.x;
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var circleZMin = circleAABB.z + circleCenter.z;
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var circleZMax = circleAABB.w + circleCenter.z;
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if (shapeXMin > circleXMax || shapeXMax < circleXMin || shapeZMin > circleZMax || shapeZMax < circleZMin)
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{
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return false;
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}
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//检查形状
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switch (shape.Type)
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{
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case EShapeType.Dot:
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return true;
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case EShapeType.Circle:
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case EShapeType.Sector: //TODO
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var distance = Vector3.Distance(shapeCenter, circleCenter);
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return distance < shape.Radius + circle.Radius;
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case EShapeType.Box:
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var dir = circleCenter - shapeCenter;
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var circleCenterNew = Quaternion.FromToRotation(shapeDir, Vector3.right) * dir;
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var (shapeSizeX, shapeSizeY) = (SizeX: shape.SizeX, SizeY: shape.SizeY);
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return RectCircleIntersection(shapeSizeX, shapeSizeY, circle.Radius, circleCenterNew);
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}
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return false;
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}
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private static bool RectCircleIntersection(float sizeX, float sizeY, float circleRadius, Vector3 circleCenter)
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{
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var distX = Mathf.Abs(circleCenter.x) - sizeX;
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var distY = Mathf.Abs(circleCenter.z) - sizeY;
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if (distX <= circleRadius && distY <= circleRadius)
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{
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if (distX <= 0f || distY <= 0f)
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{
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return true;
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}
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var cornerDistanceSquared = Mathf.Pow(distX, 2f) + Mathf.Pow(distY, 2f);
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return cornerDistanceSquared <= Mathf.Pow(circleRadius, 2f);
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}
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return false;
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}
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}
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}
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