/// <summary> /// 创建两个圆柱,近距火力支援等待空域 /// </summary> /// <param name="id"> 命令ID,用作字典key </param> /// <param name="point">低点圆柱的底面圆心点</param> /// <param name="radius">半径</param> /// <param name="height">圆柱高度</param> /// <param name="heightDifference">两个圆柱的高度差</param> public void DoubleCylinder(int id, Vector3 point, float radius, float height, float heightDifference, Color Fillcolor, Color BoradColor) { //CreateCylinder(id, point, radius, height, color); //Vector3 highPoint = point + Vector3.up * (height + heightDifference); //CreateCylinder(++id, highPoint, radius, height, color); LineRenderer[] lineRenderers1 = new LineRenderer[4]; LineRenderer[] lineRenderers2 = new LineRenderer[4]; List <GameObject> meshList = GetMeshPrefab(lineRenderers1, 1); meshList.Add(GetMeshPrefab(lineRenderers2, 1)[0]); meshDic.Add(id, meshList); // 加入字典 // 下面圆柱 MeshFilter meshFilter1 = meshList[0].GetComponent <MeshFilter>(); meshList[0].GetComponent <MeshRenderer>().material.color = Fillcolor; Vector3[] vertices1 = PhysicsMath.GetCirclePoints(point, radius); DrawTriangles.DrawCylinder(vertices1, height, meshFilter1, lineRenderers1, BoradColor); // 上面圆柱 Vector3 highPoint = point + Vector3.up * (height + heightDifference); MeshFilter meshFilter2 = meshList[1].GetComponent <MeshFilter>(); meshList[1].GetComponent <MeshRenderer>().material.color = Fillcolor; Vector3[] vertices2 = PhysicsMath.GetCirclePoints(highPoint, radius); DrawTriangles.DrawCylinder(vertices2, height, meshFilter2, lineRenderers1, BoradColor); }
/// <summary> /// 创建紫色杀伤盒 /// </summary> /// <param name="id"> 命令ID,用作字典key </param> /// <param name="list">底面四点链表</param> /// <param name="lower">下限高度</param> /// <param name="Ceiling">上限高度</param> public void CreateKillBox(int id, List <Vector3> list, float lower, float Ceiling, Color Fillcolor, Color BoradColor) { LineRenderer[] lineRenderers1 = new LineRenderer[4]; LineRenderer[] lineRenderers2 = new LineRenderer[4]; List <GameObject> meshList = GetMeshPrefab(lineRenderers1, 1); meshList.Add(GetMeshPrefab(lineRenderers2, 1)[0]); meshDic.Add(id, meshList); // 创建2个meshPrefab加入字典 // 第一个杀伤盒 MeshFilter meshFilter1 = meshList[0].GetComponent <MeshFilter>(); // 获取meshfilter meshList[0].GetComponent <MeshRenderer>().material.color = Fillcolor; Vector3[] vector3s1 = PhysicsMath.CheckVector(list); // 使数组逆时针排序 DrawTriangles.DrawPolygon(vector3s1, lower, meshFilter1, lineRenderers1, BoradColor); // 画出图形 // 第二个杀伤盒 MeshFilter meshFilter2 = meshList[1].GetComponent <MeshFilter>(); // 获取meshfilter meshList[1].GetComponent <MeshRenderer>().material.color = Fillcolor; List <Vector3> CeilingList = new List <Vector3>(); // 中层顶点集合 foreach (var item in list) { CeilingList.Add(item + Vector3.up * lower); } Vector3[] vector3s2 = PhysicsMath.CheckVector(CeilingList); // 使数组逆时针排序 DrawTriangles.DrawPolygon(vector3s2, Ceiling - lower, meshFilter2, lineRenderers2, BoradColor); // 画出图形 }
/// <summary> /// 创建半圆形防空区域 /// </summary> /// <param name="origin">中心点</param> /// <param name="radius">半径</param> /// <param name="angle">张角(默认90度)</param> public void CreateHemisphere(int id, Vector3 origin, float radius, Color Fillcolor, int angle = 90) { LineRenderer[] lineRenderers = new LineRenderer[4]; List <GameObject> meshList = GetMeshPrefab(lineRenderers, 1); meshDic.Add(id, meshList); MeshFilter meshFilter = meshList[0].GetComponent <MeshFilter>(); meshList[0].GetComponent <MeshRenderer>().material.color = Fillcolor; DrawTriangles.DrawHemisphere(origin, radius, meshFilter, 90); }
/// <summary> /// 创建指示线条 /// </summary> /// <param name="id"> 命令ID,用作字典key </param> /// <param name="positions">点集</param> /// <param name="wide">宽度</param> public void CreateLine(int id, List <Vector3> positions, float wide, Color Fillcolor) { LineRenderer[] lineRenderers = new LineRenderer[5]; List <GameObject> meshList = GetMeshPrefab(lineRenderers, 1); // 获取mesh与lineRenderer meshDic.Add(id, meshList); // 加入字典 LineRenderer lineRenderer = lineRenderers[4]; lineRenderer.material.color = Fillcolor; DrawTriangles.DrawLine(positions.ToArray(), wide, lineRenderer, Fillcolor); // 调用函数创建线条 }
public Dictionary <int, List <GameObject> > meshDic = new Dictionary <int, List <GameObject> >(); // 命令与mesh对应字典 /// <summary> /// 创建圆柱形区域 /// </summary> /// <param name="id"> 命令ID,用作字典key </param> /// <param name="point"> 圆心点 </param> /// <param name="radius"> 半径 </param> /// <param name="height"> 高度 </param> public void CreateCylinder(int id, Vector3 point, float radius, float height, Color Fillcolor, Color BoradColor) { LineRenderer[] lineRenderers = new LineRenderer[4]; List <GameObject> meshList = GetMeshPrefab(lineRenderers, 1); // 获取mesh meshDic.Add(id, meshList); // 加入字典 MeshFilter meshFilter = meshList[0].GetComponent <MeshFilter>(); // 获取meshfilter meshList[0].GetComponent <MeshRenderer>().material.color = Fillcolor; Vector3[] vertices = PhysicsMath.GetCirclePoints(point, radius); // 获取点集 DrawTriangles.DrawCylinder(vertices, height, meshFilter, lineRenderers, BoradColor); // 画出图形 }
/// <summary> /// 创建扇形防空区 /// </summary> /// <param name="id"> 命令ID,用作字典key </param> /// <param name="origin">起始点</param> /// <param name="tarPoint">水平最远距离点</param> /// <param name="alpha">横向张角</param> /// <param name="theta">纵向张角</param> public void CreateSector(int id, Vector3 origin, Vector3 tarPoint, float alpha, float theta, Color Fillcolor, Color BoradColor) { LineRenderer[] lineRenderers = new LineRenderer[4]; List <GameObject> meshList = GetMeshPrefab(lineRenderers, 1); meshDic.Add(id, meshList); MeshFilter meshFilter = meshList[0].GetComponent <MeshFilter>(); meshList[0].GetComponent <MeshRenderer>().material.color = Fillcolor; Vector3[] vertices = PhysicsMath.GetSectorPoints_2(origin, tarPoint, alpha, theta); DrawTriangles.DrawPolygon(vertices, meshFilter, lineRenderers, BoradColor); }
/// <summary> /// 创建通用多边形区域 /// </summary> /// <param name="id"> 命令ID,用作字典key </param> /// <param name="list">下底面点链表</param> /// <param name="height">高度</param> public void CreatePolygon(int id, List <Vector3> list, float height, Color Fillcolor, Color BoradColor) { LineRenderer[] lineRenderers = new LineRenderer[4]; List <GameObject> meshList = GetMeshPrefab(lineRenderers, 1); // 获取mesh meshDic.Add(id, meshList); // 加入字典 MeshFilter meshFilter = meshList[0].GetComponent <MeshFilter>(); // 获取meshfilter meshList[0].GetComponent <MeshRenderer>().material.color = Fillcolor; Vector3[] vector3s = PhysicsMath.CheckVector(list); // 使数组逆时针排序 DrawTriangles.DrawPolygon(vector3s, height, meshFilter, lineRenderers, BoradColor); // 画出图形 }
/// <summary> /// 创建空中走廊 /// </summary> /// <param name="id"> 命令ID,用作字典key </param> /// <param name="list">中心点链表</param> /// <param name="width">宽度</param> /// <param name="height">高度</param> public void CreateAirCorridorSpace(int id, List <Vector3> list, float width, float height, Color Fillcolor) { LineRenderer[] lineRenderers = new LineRenderer[4]; List <GameObject> meshList = GetMeshPrefab(lineRenderers, 1); // 获取mesh meshDic.Add(id, meshList); // 加入字典 MeshFilter meshFilter = meshList[0].GetComponent <MeshFilter>(); // 获取meshfilter meshList[0].GetComponent <MeshRenderer>().material.color = Fillcolor; //Vector3[] vertices = PhysicsMath.GetAirCorridorSpace(list, width, height); // 获取点集 //DrawTriangles.DrawAirCorridorSpace(vertices, meshFilter, lineRenderers); // 画出图形 Vector3[] bottomPoints = PhysicsMath.GetAirSpaceBottomPoints(list, width, height); Vector3[] vertices = PhysicsMath.GetAirBottomSpaceWithSector(bottomPoints.ToList(), width); DrawTriangles.GetAirSpaceWithSector(vertices.ToList(), width, height, list.Count - 1, meshFilter); }