Files
2026-09-27 21:08:05 +09:00

48 lines
2.2 KiB
C#

using System;
using UnityEngine;
namespace BumpCombat.Combat
{
// Authored ground geometry shared by the XY controller and XZ comparison.
// Sprite frames and decoration consume elapsed time independently of damage ticks.
public static class CycloneGeometry
{
public const float PixelsPerUnit = 32f;
public const float ShadowLocalY = -7.5f / PixelsPerUnit;
public const float CenterOffsetY = 5f / PixelsPerUnit;
public const float FrameSeconds = .05f;
public static float VisualScale(float range, bool charged) => range / (charged ? 1.25f : .85f);
public static Vector2 Radii(float range, bool charged) =>
(charged ? new Vector2(46f, 18f) : new Vector2(38.0625f, 15.03125f))
/ PixelsPerUnit * VisualScale(range, charged);
public static Vector2 CenterOffset(float range, bool charged, float rootScaleY) =>
Vector2.up * (ShadowLocalY * rootScaleY + CenterOffsetY * VisualScale(range, charged));
public static int ScheduledHitCount(float duration, float interval) =>
duration <= 0f || interval <= 0f ? 1
: Mathf.Max(1, Mathf.FloorToInt((duration + .0001f) / interval) + 1);
public static float NormalizedDistance(Vector2 offset, Vector2 radii) =>
offset.x * offset.x / (radii.x * radii.x)
+ offset.y * offset.y / (radii.y * radii.y);
// Keep the original closest-point and 64 boundary samples, including tolerances.
// The adapter supplies Collider2D.ClosestPoint or an XZ circular footprint.
public static bool Overlaps(Vector2 center, Vector2 radii, Func<Vector2, Vector2> closestPoint)
{
if (NormalizedDistance(closestPoint(center) - center, radii) <= 1.0001f) return true;
const int samples = 64;
for (int i = 0; i < samples; i++)
{
float angle = Mathf.PI * 2f * i / samples;
Vector2 point = center + new Vector2(Mathf.Cos(angle) * radii.x, Mathf.Sin(angle) * radii.y);
if ((closestPoint(point) - point).sqrMagnitude <= .000001f) return true;
}
return false;
}
}
}