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    Class EB.Prediction.Position.Collision

    Computes collision between objects.

    Inheritance
    System.Object
    EB.Prediction.Position.Collision
    Inherited Members
    System.Object.Equals(System.Object)
    System.Object.Equals(System.Object, System.Object)
    System.Object.GetHashCode()
    System.Object.GetType()
    System.Object.MemberwiseClone()
    System.Object.ReferenceEquals(System.Object, System.Object)
    System.Object.ToString()
    Namespace: Oasys.Common.Logic
    Assembly: Oasys.Common.dll
    Syntax
    public static class Collision

    Methods

    CircularMissileCollision(GameObjectBase, Vector2, Vector2, Single, Int32, Int32, Int32)

    Determines whether a unit will collide with a circular missile along a predetermined path. Circular missiles cause collision only at the destination point.

    Declaration
    public static bool CircularMissileCollision(GameObjectBase unit, Vector2 missileStartPos, Vector2 missileEndPos, float missileSpeed, int missileRadius, int delay, int extraRadius = 0)
    Parameters
    Type Name Description
    GameObjectBase unit

    The unit to check collision.

    SharpDX.Vector2 missileStartPos

    The starting point of the missile.

    SharpDX.Vector2 missileEndPos

    The destination point of the missile.

    System.Single missileSpeed

    Missile's speed.

    System.Int32 missileRadius

    Missile's collision radius.

    System.Int32 delay

    The time (in milliseconds) it will take for the missile to spawn.

    System.Int32 extraRadius

    The extra hitbox radius you can assign to the unit. Default value: 0.

    Returns
    Type Description
    System.Boolean

    GetCollisionPoint(Vector2, Vector2, Vector2, Single, Single)

    Computes the point where an object can collide with another object moving along a predetermined path. There may not always exist a valid point.

    Declaration
    public static Vector2 GetCollisionPoint(Vector2 start, Vector2 end, Vector2 position, float speed, float speed2)
    Parameters
    Type Name Description
    SharpDX.Vector2 start

    The starting point of the pretedermined path.

    SharpDX.Vector2 end

    The ending point of the predetermined path.

    SharpDX.Vector2 position

    The current position of the object.

    System.Single speed

    The movement speed of the object moving along the predetermined path.

    System.Single speed2

    The movement speed of the object.

    Returns
    Type Description
    SharpDX.Vector2

    GetYasuoWallCollision(Vector3, Vector3)

    Returns the point that intersects with Start and End, returns Vector3.Zero if doesn't collide.

    Declaration
    public static Vector3 GetYasuoWallCollision(Vector3 start, Vector3 end)
    Parameters
    Type Name Description
    SharpDX.Vector3 start

    The start point.

    SharpDX.Vector3 end

    The end point.

    Returns
    Type Description
    SharpDX.Vector3

    LinearMissileCollision(GameObjectBase, Vector2, Vector2, Single, Int32, Int32, Int32)

    Determines whether a unit will collide with a linear missile along a predetermined path.

    Declaration
    public static bool LinearMissileCollision(GameObjectBase unit, Vector2 missileStartPos, Vector2 missileEndPos, float missileSpeed, int missileWidth, int delay, int extraRadius = 0)
    Parameters
    Type Name Description
    GameObjectBase unit

    The unit to check collision.

    SharpDX.Vector2 missileStartPos

    The starting point of the missile.

    SharpDX.Vector2 missileEndPos

    The destination point of the missile.

    System.Single missileSpeed

    Missile's speed.

    System.Int32 missileWidth

    Missile's width. The width is equal to the double of the missile's hitbox radius.

    System.Int32 delay

    The time (in milliseconds) it will take for the missile to spawn.

    System.Int32 extraRadius

    The extra hitbox radius you can assign to the unit. Default value: 0.

    Returns
    Type Description
    System.Boolean

    MovingObjectsCollision(Vector2, Vector2, Single, Single, Boolean, Vector2, Vector2, Single, Single, Boolean)

    Determines whether two moving objects will collide within a predetermined path. The movement is considered linear.

    Declaration
    public static bool MovingObjectsCollision(Vector2 start, Vector2 destination, float hitbox, float speed, bool isUnit, Vector2 start2, Vector2 destination2, float hitbox2, float speed2, bool isUnit2)
    Parameters
    Type Name Description
    SharpDX.Vector2 start

    The starting point of the first object.

    SharpDX.Vector2 destination

    The destination point of the first object.

    System.Single hitbox

    The hitbox radius of the first object.

    System.Single speed

    The movement speed of the first object.

    System.Boolean isUnit

    Determines whether the object is a unit. Set to true if the first object disappears after reaching its destination.

    SharpDX.Vector2 start2

    The starting point of the second object.

    SharpDX.Vector2 destination2

    The destination point of the second object.

    System.Single hitbox2

    The hitbox radius of the second object.

    System.Single speed2

    The movement speed of the second object.

    System.Boolean isUnit2

    Determines whether the object is a unit. Set to true if the second object disappears after reaching its destination.

    Returns
    Type Description
    System.Boolean
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