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事件队列改进 #427
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移动事件可以按照血量的来设计,改成按照相对位移来移动,目前看是没有什么问题, 但缺点是可能要改tank类的TankMove逻辑 |
但是EndTick的设置,如果一个坦克在同一时间受到两次位移攻击,是不是不能判定第一次位移是否撞到障碍物(?)见 issue #400 |
是的,就像物体在一瞬间的受力情况一样,真正的加速度只与合力有关。 逻辑上确实要删除所有Move函数中的障碍物或边界判定。 事实上,我觉得这一改动是功能丰富后的大势所趋,处理原有单位的移动机制只是时间问题。 |
很有道理,但其实TankMove删去判断障碍物那一行代码即可[捂脸] |
但是问一下为什么EndTick在Render这个函数里面,为什么不在Update里面,是我哪里理解错了吗(?) |
(⊙ˍ⊙)! 非常感谢您的提醒! |
随着功能丰富,原有事件队列出现如下问题:
为此,我提出如下改进:
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