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- 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>().GameObject.transform.position + dir;
- Turn(nexpos, turnTime);
- }
- /// <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();
- }
- }
- }
|