Files
BakeryGame/Systems/Common/CollisionSystem.cs

83 lines
3.0 KiB
C#

using System.Numerics;
using BakeryGame.Components.Common;
using BakeryGame.Components.Environment;
using BakeryGame.Components.Player;
using BakeryGame.Models;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Systems.Common;
public class CollisionSystem: ISystem
{
private Filter _playerFilter;
private Filter _blockFilter;
public World World { get; set; }
public CollisionSystem(World world)
{
World = world;
}
public void Dispose()
{
}
public void OnAwake()
{
_playerFilter = World.Filter.With<PlayerComponent>().Build();
_blockFilter = World.Filter.With<BlockComponent>().Build();
}
public void OnUpdate(float deltaTime)
{
var player = _playerFilter.First();
ref var playerPosition = ref player.GetComponent<PositionComponent>();
var playerSize = player.GetComponent<PlayerComponent>().Size;
var playerMovement = player.GetComponent<MovementComponent>();
foreach (var block in _blockFilter)
{
var blockPosition = block.GetComponent<PositionComponent>().Position;
var blockSize = block.GetComponent<BlockComponent>().Size;
var blockBounds = new BoundingBox(
new Vector3(blockPosition.X - blockSize.X / 2, blockPosition.Y - blockSize.Y / 2,
blockPosition.Z - blockSize.Z / 2),
new Vector3(blockPosition.X + blockSize.X / 2, blockPosition.Y + blockSize.Y / 2,
blockPosition.Z + blockSize.Z / 2));
var collided = false;
do
{
var playerBounds = new BoundingBox(
new Vector3(playerPosition.Position.X - playerSize.X / 2, playerPosition.Position.Y - playerSize.Y / 2,
playerPosition.Position.Z - playerSize.Z / 2),
new Vector3(playerPosition.Position.X + playerSize.X / 2, playerPosition.Position.Y + playerSize.Y / 2,
playerPosition.Position.Z + playerSize.Z / 2));
collided = Raylib.CheckCollisionBoxes(playerBounds, blockBounds);
if (collided)
{
var delta = playerMovement.Speed / 2;
switch (playerMovement.Direction)
{
case Direction.Left:
playerPosition.Position.X += delta;
break;
case Direction.Right:
playerPosition.Position.X -= delta;
break;
case Direction.Up:
playerPosition.Position.Z += delta;
break;
case Direction.Down:
playerPosition.Position.Z -= delta;
break;
}
}
} while (collided);
}
}
}