Switched to Direction enum

This commit is contained in:
2026-06-15 10:29:36 +02:00
parent 2ccf77c0eb
commit 73b3194c51
25 changed files with 2874 additions and 1987 deletions

View File

@@ -3,9 +3,42 @@ namespace Marro.PacManUdon
using System;
using UnityEngine;
public enum Direction
{
Zero = 0, Up = 1, Down = 2, Left = 4, Right = 8, UpLeft = 5, UpRight = 9, DownLeft = 6, DownRight = 10
}
public enum DirectionAxis
{
Horizontal = 0,
Vertical = 1,
Both = 2
}
public abstract class GridMover : SyncedObject
{
protected Vector2 direction;
protected Direction direction;
// Cannot be static, much to my annoyance
public readonly Vector2[] directionVectors =
{
Vector2.zero, // 0
Vector2.down, // 1
Vector2.up, // 2
Vector2.zero, // 3
Vector2.left, // 4
Vector2.down + Vector2.left, // 5
Vector2.up + Vector2.left, // 6
Vector2.left, // 7
Vector2.right, // 8
Vector2.down + Vector2.right, // 9
Vector2.up + Vector2.right, // 10
Vector2.right, // 11
Vector2.zero, // 12
Vector2.down, // 13
Vector2.up, // 14
Vector2.zero, // 15
};
public virtual Vector2 GetPosition()
{
@@ -17,43 +50,193 @@ namespace Marro.PacManUdon
transform.localPosition = new Vector3(position.x, position.y, transform.localPosition.z);
}
public virtual Vector2 GetDirection()
public Vector2 GetVector(Direction direction)
{
return directionVectors[(int)direction];
}
public Direction GetDirection()
{
return direction;
}
public void SetDirection(Vector2 direction)
public void SetDirection(Direction direction)
{
this.direction = direction;
UpdateAnimator();
}
public void SetDirection(Vector2 vector)
{
direction = VectorToDirection(vector);
UpdateAnimator();
}
protected static Direction VectorToDirection(Vector2 vector)
{
var directionId = 0;
if (vector.x < 0)
{
directionId = 4;
}
else if (vector.x > 0)
{
directionId = 8;
}
if (vector.y < 0)
{
directionId += 1;
}
else if (vector.y > 0)
{
directionId += 2;
}
return (Direction)directionId;
}
protected static Direction HorizontalToDirection(float horizontal)
{
if (horizontal < 0)
{
return Direction.Left;
}
if (horizontal > 0)
{
return Direction.Right;
}
return Direction.Zero;
}
protected static Direction VerticalToDirection(float vertical)
{
if (vertical < 0)
{
return Direction.Up;
}
if (vertical > 0)
{
return Direction.Down;
}
return Direction.Zero;
}
protected abstract void UpdateAnimator();
public override void CollectSyncedData(byte[] data, ref int index, NetworkEventType eventType)
{
data.Append(GetPosition(), ref index);
data.Append(GetDirection(), ref index);
data.AppendAsByte((int)direction, ref index);
}
public void PadSyncedData(byte[] data, ref int index, NetworkEventType eventType)
{
index += 16;
index += 9;
}
public override bool WriteSyncedData(byte[] data, ref int index, NetworkEventType eventType)
{
SetPosition(data.ReadVector2(ref index));
SetDirection(data.ReadVector2(ref index));
SetDirection((Direction)data.ReadByte(ref index));
return true;
}
public bool ConsumeSyncedData(byte[] data, ref int index, NetworkEventType eventType)
{
index += 16;
index += 9;
return true;
}
#region Utils
public static Direction GetInverseDirection(Direction direction)
{
switch (direction)
{
case Direction.Up:
return Direction.Down;
case Direction.Down:
return Direction.Up;
case Direction.Left:
return Direction.Right;
case Direction.Right:
return Direction.Left;
case Direction.UpLeft:
return Direction.DownRight;
case Direction.UpRight:
return Direction.DownLeft;
case Direction.DownLeft:
return Direction.UpRight;
case Direction.DownRight:
return Direction.UpLeft;
default:
return Direction.Zero;
}
}
public static bool IsVertical(Direction direction) => ((int)direction & 0b0011) != 0;
public static bool IsHorizontal(Direction direction) => ((int)direction & 0b1100) != 0;
public static Direction VerticalComponent(Direction direction) => (Direction)((int)direction & 0b0011);
public static Direction HorizontalComponent(Direction direction) => (Direction)((int)direction & 0b1100);
public static Vector2 GetNextPosition(Vector2 currentPosition, Vector2 directionVector, float speed, float deltaTime)
{
return currentPosition + deltaTime * speed * directionVector;
}
public static Vector2 PositionToGrid(Vector2 position)
{
return new Vector2((float)Math.Round(position.x), (float)Math.Round(position.y));
}
public static bool CrossesTileCenter(Vector2 currentPosition, Vector2 nextPosition, Direction direction)
{
bool result = false;
if (IsHorizontal(direction))
{
result = result || Math.Floor(currentPosition.x) != Math.Floor(nextPosition.x);
}
if (IsVertical(direction))
{
result = result || Math.Floor(currentPosition.y) != Math.Floor(nextPosition.y);
}
return result;
}
public static bool CrossesTileBorder(Vector2 currentPosition, Vector2 nextPosition, Direction direction)
{
bool result = false;
if (IsHorizontal(direction))
{
result = result || nextPosition.x != currentPosition.x
&& ((Math.Floor(currentPosition.x) != Math.Floor(nextPosition.x) && nextPosition.x % 1 != 0)
|| currentPosition.x % 1 == 0);
}
if (IsVertical(direction))
{
result = result || nextPosition.y != currentPosition.y
&& ((Math.Floor(currentPosition.y) != Math.Floor(nextPosition.y) && nextPosition.y % 1 != 0)
|| currentPosition.y % 1 == 0);
}
return result;
}
public static bool CheckCollisionInDirection(Transform transform, Vector2 position, Vector2 direction)
{
// Debug.Log("Collision check");
bool result = Physics.Linecast(transform.parent.TransformPoint(position), transform.parent.TransformPoint(position + direction.normalized), 1 << 22, QueryTriggerInteraction.Ignore);
// Debug.DrawLine(transform.parent.TransformPoint(position), transform.parent.TransformPoint(position + direction.normalized), Color.red, 1);
// Debug.Log($"{gameObject} Collision; Position {position} became {transform.parent.TransformPoint(position)}, direction {direction.normalized} became {transform.parent.TransformDirection(direction.normalized)}");
// Debug.Log("collision check for " + position + " in direction " + direction + " returned " + result);
return result;
}
#endregion
}
}