Ejemplo n.º 1
0
        public override void OnInput(NetworkNode.Direction from, bool isActive)
        {
            base.OnInput(from, isActive);
            int i = (int)from;

            if (InputLockSetting[i])
            {
//				OnLockChanged(from, isActive);
                NetworkNode.SetSpriteActiveColor(InputLockSprites[i], isActive);
            }
            CheckLocks();
        }
 protected virtual void DrawSceneGUI()
 {
     for (int i = 0; i < NetworkNode.NeighborNum; i++)
     {
         var neighbor = self.Neighbors[i];
         if (neighbor != null)
         {
             NetworkNode.Direction direction = (NetworkNode.Direction)i;
             Vector3 offset1 = NetworkNode.GetDrawLineOffset(self, direction);
             Vector3 offset2 = NetworkNode.GetDrawLineOffset(neighbor, direction);
             Handles.DrawLine(self.transform.localPosition + offset1,
                              neighbor.transform.localPosition - offset2);
         }
     }
 }
 private NetworkNode.Direction FindRepeatNodeDirection(NetworkNode newValue, NetworkNode.Direction direction)
 {
     for (int i = 0; i < NetworkNode.NeighborNum; i++)
     {
         // 跳过自身
         if (i == (int)direction)
         {
             continue;
         }
         if (self.Neighbors[i] == newValue)
         {
             return((NetworkNode.Direction)i);
         }
     }
     return(NetworkNode.Direction.Unknown);
 }
        private void DrawNode(NetworkNode.Direction direction)
        {
            NetworkNode neighbor = self.Neighbors[(int)direction];
            NetworkNode newValue = EditorGUILayout.ObjectField(
                direction.ToString(), neighbor, typeof(NetworkNode), true) as NetworkNode;

            if (newValue == self)
            {
                ShowTips("不能将自己设为目标");
                return;
            }
            if (newValue == neighbor)
            {
                return;
            }
            if (newValue == null)
            {
                neighbor.SetNeighbor(NetworkNode.GetOppositeDirection(direction), null);
                self.SetNeighbor(direction, null);

                EditorUtility.SetDirty(neighbor);
                EditorUtility.SetDirty(self);
            }
            else
            {
                NetworkNode.Direction repeatDirection = FindRepeatNodeDirection(newValue, direction);
                if (repeatDirection != NetworkNode.Direction.Unknown)
                {
                    ShowTips(string.Format("节点{0}不能应用在多个出口,已调整到新的出口", newValue.name));
                    self.GetNeighbor(repeatDirection).SetNeighbor(NetworkNode.GetOppositeDirection(repeatDirection), null);
                    self.SetNeighbor(repeatDirection, null);
                }
                // 如果原来有值,又换了新值,应该清除原来的引用
                if (neighbor != null)
                {
                    neighbor.SetNeighbor(NetworkNode.GetOppositeDirection(direction), null);
                    EditorUtility.SetDirty(neighbor);
                }

                newValue.SetNeighbor(NetworkNode.GetOppositeDirection(direction), self);
                self.SetNeighbor(direction, newValue);
                Debug.Log(string.Format("Set {0} to {1}", direction, newValue));
                EditorUtility.SetDirty(newValue);
                EditorUtility.SetDirty(self);
            }
        }
        private void CreateFlowBetween(NetworkNode first, NetworkNode second, NetworkNode.Direction direction)
        {
            NetworkFlow existFlow = activeFlowList.Find(x => x.FirstNode == second && x.SecondNode == first);
            // 两条有向边共享同一个flow GameObject
            GameObject flowObject = existFlow == null?
                                    CreateFlowGameObject(first, second, direction) :
                                        existFlow.FlowObject;

            NetworkFlow newFlow = new NetworkFlow(flowObject)
            {
                FirstNode  = first,
                SecondNode = second,
                Direction  = direction
            };

            first.SetFlow(direction, newFlow);
            activeFlowList.Add(newFlow);
        }
Ejemplo n.º 6
0
 public virtual void OnInput(NetworkNode.Direction from, bool isActive)
 {
 }
        private void TraverseNetworkFlow()
        {
            // 清理工作:将所有节点和流都关闭
            foreach (var node in activeNodeList)
            {
                if (!(node is StartNode))
                {
                    node.Clear();
                }
            }
            foreach (var flow in activeFlowList)
            {
                flow.Clear();
            }
            visitedFlowList.Clear();

            // 从起点开始,查找周边的通路
            for (int i = 0; i < NetworkNode.NeighborNum; i++)
            {
                var flow = startNode.GetFlow(i);
                if (flow != null && startNode.IsReachableTo(flow.Direction))
                {
                    flowQueue.Enqueue(flow);
                    Log(string.Format("Enqueue: {0}", flow));
                }
            }

            // 开始遍历网络图
            while (flowQueue.Count > 0)
            {
                NetworkFlow flow     = flowQueue.Dequeue();
                NetworkNode node     = flow.FirstNode;
                NetworkNode neighbor = flow.SecondNode;

                visitedFlowList.Add(flow);
                Log(string.Format("Visit {0}", flow));

                // 激活流和输入状态
                NetworkNode.Direction direction = node.GetNeighborDirection(neighbor);
                flow.Activate(node, neighbor);
                neighbor.SetInput(NetworkNode.GetOppositeDirection(direction), true);

                bool nextFlowFound = false;
                for (int i = 0; i < NetworkNode.NeighborNum; i++)
                {
                    var nextFlow = neighbor.GetFlow(i);
                    if (nextFlow == null ||
                        visitedFlowList.Contains(nextFlow) ||
                        flowQueue.Contains(nextFlow) ||
                        // 第一趟查找,不包含那些已经走过一遍的通路
                        IsVisitedFlowExist(nextFlow.SecondNode, nextFlow.FirstNode))
                    {
                        continue;
                    }
                    if (neighbor.IsReachableTo(nextFlow.Direction))
                    {
                        Log(string.Format("Enqueue: {0}", nextFlow));
                        flowQueue.Enqueue(nextFlow);
                        nextFlowFound = true;
                    }
                }
                // 第二趟查找,可能包含反向的通路
                if (!nextFlowFound)
                {
                    for (int i = 0; i < NetworkNode.NeighborNum; i++)
                    {
                        var nextFlow = neighbor.GetFlow(i);
                        if (nextFlow == null ||
                            visitedFlowList.Contains(nextFlow) ||
                            flowQueue.Contains(nextFlow))
                        {
                            continue;
                        }
                        if (neighbor.IsReachableTo(nextFlow.Direction))
                        {
                            Log(string.Format("Enqueue2: {0}", nextFlow));
                            flowQueue.Enqueue(nextFlow);
                        }
                    }
                }
            }
        }
        private GameObject CreateFlowGameObject(NetworkNode first, NetworkNode second, NetworkNode.Direction direction)
        {
            Vector3 offset1 = NetworkNode.GetDrawLineOffset(first, direction);
            Vector3 offset2 = NetworkNode.GetDrawLineOffset(second, direction);

            GameObject   flowGo       = Instantiate(NetworkFlowPrefab, NetworkFlows);
            LineRenderer lineRenderer = flowGo.GetComponent <LineRenderer>();

            lineRenderer.SetPositions(new Vector3[]
            {
                first.transform.localPosition + offset1,
                second.transform.localPosition - offset2
            });
            return(flowGo);
        }