Esempio n. 1
0
    // Register and update specific playerData
    public void UpdatePlayerData(FOWPlayerData playerData)
    {
        if (!IsInited())
        {
            return;
        }

        if (m_PlayerDataList == null)
        {
            m_PlayerDataList = new List <FOWPlayerData>();
        }

        if (!m_PlayerDataList.Contains(playerData))
        {
            m_PlayerDataList.Add(playerData);
        }

        if (!m_IsPlayerDatasUpdated)
        {
            // Async update map's maskData
            m_FOWShadow.UpdatePlayerData(m_PlayerDataList);

            m_IsPlayerDatasUpdated = true;
        }
    }
Esempio n. 2
0
    private void CalculateCircular(FOWPlayerData playerData, FOWMapData mapData)
    {
        Vector3 playerPositionLS = m_FOWData.WorldToLocal(playerData.position);

        int rx = (int)(playerData.radius * invDeltaX);
        int rz = (int)(playerData.radius * invDeltaZ);
        int rs = rx * rx;
        int x  = Mathf.FloorToInt((playerPositionLS.x) * invDeltaX);
        int z  = Mathf.FloorToInt((playerPositionLS.z) * invDeltaZ);

        int beginx = Mathf.Max(0, x - rx);
        int beginy = Mathf.Max(0, z - rz);
        int endx   = Mathf.Min(texWidth, x + rx);
        int endy   = Mathf.Min(texHeight, z + rz);

        for (int j = beginy; j < endy; j++)
        {
            for (int i = beginx; i < endx; i++)
            {
                int dx   = i - x;
                int dy   = j - z;
                int rads = dx * dx + dy * dy;
                if (rads <= rs && !mapData[i, j])
                {
                    SetVisible(i, j);
                }
            }
        }
    }
Esempio n. 3
0
    private void CalculateFOVMask(FOWPlayerData playerData, FOWMapData mapData)
    {
        Vector3 playerLocalPosition = m_FOWData.WorldToLocal(playerData.position);
        float   radiusSq            = playerData.radiusSqr;

        int x = Mathf.FloorToInt((playerLocalPosition.x) * invDeltaX);
        int z = Mathf.FloorToInt((playerLocalPosition.z) * invDeltaZ);

        if (x < 0 || x >= texWidth)
        {
            return;
        }
        if (z < 0 || z >= texHeight)
        {
            return;
        }

        if (mapData[x, z])
        {
            return;
        }

        m_RootPixelQueue.Clear();
        m_ArrivedPixels.Clear();

        m_RootPixelQueue.Enqueue(new Vector2Int(x, z));
        m_ArrivedPixels.Add(z * texWidth + x);
        SetVisible(x, z);

        while (m_RootPixelQueue.Count > 0)
        {
            var root = m_RootPixelQueue.Dequeue();
            if (mapData[root.x, root.y])
            {
                if (PreRayCast(root, x, z))
                {
                    int index = root.y * texWidth + root.x;
                    if (!m_ArrivedPixels.Contains(index))
                    {
                        m_ArrivedPixels.Add(index);
                    }
                    SetVisible(root.x, root.y);
                }
                else
                {
                    RayCast(root, x, z, playerData);
                }

                continue;
            }

            // spread the visible area around root position in four direction
            SetVisibleAtPosition(root.x - 1, root.y, x, z, radiusSq);
            SetVisibleAtPosition(root.x, root.y - 1, x, z, radiusSq);
            SetVisibleAtPosition(root.x + 1, root.y, x, z, radiusSq);
            SetVisibleAtPosition(root.x, root.y + 1, x, z, radiusSq);
        }
    }
Esempio n. 4
0
    public void RemovePlayerData(FOWPlayerData playerData)
    {
        if (!IsInited())
        {
            return;
        }

        if (m_PlayerDataList != null && m_PlayerDataList.Contains(playerData))
        {
            m_PlayerDataList.Remove(playerData);
        }
    }
Esempio n. 5
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    public void Calculate(FOWPlayerData playerData, FOWMapData mapData)
    {
        switch (m_MaskType)
        {
        case MaskType.Circular:
            CalculateCircular(playerData, mapData);
            break;

        case MaskType.AccurateFOV:
        case MaskType.BasicFOV:
            CalculateFOVMask(playerData, mapData);
            break;

        default:
            CalculateCircular(playerData, mapData);
            break;
        }
    }
Esempio n. 6
0
    private void RayCast(Vector2Int pos, int centX, int centZ, FOWPlayerData playerData)
    {
        float r = playerData.radius * invDeltaX;

        Vector2 dir = new Vector2(pos.x - centX, pos.y - centZ);

        float l = dir.magnitude;

        if (r - l <= 0)
        {
            return;
        }

        dir = dir.normalized * (r - l);
        int x = pos.x + (int)dir.x;
        int y = pos.y + (int)dir.y;

        SetInvisibleLine(pos.x, pos.y, x, y, centX, centZ, playerData.radiusSqr);
    }