Esempio n. 1
0
 public void minMessage(GameObject temp)
 {
     if (inventory.FindIndex(delegate(GameObject s) { return(s == temp); }) != -1)
     {
         RangeLimitIns temp1 = storeLimit.Find((delegate(RangeLimitIns s) { return(s.relate == temp); }));
         storeLimit.Remove(temp1);
         inventory.Remove(temp);
     }
 }
Esempio n. 2
0
    /*
     * public void returnFunctionX(int index, float y, out float[] tempX)
     * {
     *  List<float> temp = new List<float>();
     *  // Debug.Log(storeLimit[index].rightOne.x + " " + storeLimit[index].originOne.x + " " + storeLimit[index].leftOne.x + " " + storeLimit[index].farOne.x);
     *  //从原点射出的两射线
     *  if (storeLimit[index].rightOne.y > storeLimit[index].originOne.y)
     *  {
     *      float x1 = storeLimit[index].rightOne.x, x2 = storeLimit[index].originOne.x;
     *      float y1 = storeLimit[index].rightOne.y, y2 = storeLimit[index].originOne.y;
     *      if (storeLimit[index].originOne.y < y && storeLimit[index].rightOne.y > y)
     *      {
     *
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add((y - b) / k);
     *      }
     *  }
     *  else
     *  {
     *      float x1 = storeLimit[index].rightOne.x, x2 = storeLimit[index].originOne.x;
     *      float y1 = storeLimit[index].rightOne.y, y2 = storeLimit[index].originOne.y;
     *      if (storeLimit[index].originOne.y > y && storeLimit[index].rightOne.y < y)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add((y - b) / k);
     *      }
     *  }
     *  if (storeLimit[index].leftOne.y > storeLimit[index].originOne.y)
     *  {
     *      float x1 = storeLimit[index].leftOne.x, x2 = storeLimit[index].originOne.x;
     *      float y1 = storeLimit[index].leftOne.y, y2 = storeLimit[index].originOne.y;
     *      if (storeLimit[index].originOne.y < y && storeLimit[index].leftOne.y > y)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add((y - b) / k);
     *      }
     *  }
     *  else
     *  {
     *      float x1 = storeLimit[index].leftOne.x, x2 = storeLimit[index].originOne.x;
     *      float y1 = storeLimit[index].leftOne.y, y2 = storeLimit[index].originOne.y;
     *      if (storeLimit[index].originOne.y > y && storeLimit[index].leftOne.y < y)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add((y - b) / k);
     *      }
     *  }
     *  //从远点射出的两射线
     *  if (storeLimit[index].rightOne.y > storeLimit[index].farOne.y)
     *  {
     *      float x1 = storeLimit[index].rightOne.x, x2 = storeLimit[index].farOne.x;
     *      float y1 = storeLimit[index].rightOne.y, y2 = storeLimit[index].farOne.y;
     *      if (storeLimit[index].farOne.y < y && storeLimit[index].rightOne.y > y)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add((y - b) / k);
     *      }
     *  }
     *  else
     *  {
     *      float x1 = storeLimit[index].rightOne.x, x2 = storeLimit[index].farOne.x;
     *      float y1 = storeLimit[index].rightOne.y, y2 = storeLimit[index].farOne.y;
     *      if (storeLimit[index].farOne.y > y && storeLimit[index].rightOne.y < y)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add((y - b) / k);
     *      }
     *  }
     *  if (storeLimit[index].leftOne.y > storeLimit[index].farOne.y)
     *  {
     *      float x1 = storeLimit[index].leftOne.x, x2 = storeLimit[index].farOne.x;
     *      float y1 = storeLimit[index].leftOne.y, y2 = storeLimit[index].farOne.y;
     *      if (storeLimit[index].farOne.y < y && storeLimit[index].leftOne.y > y)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add((y - b) / k);
     *      }
     *  }
     *  else
     *  {
     *      float x1 = storeLimit[index].leftOne.x, x2 = storeLimit[index].farOne.x;
     *      float y1 = storeLimit[index].leftOne.y, y2 = storeLimit[index].farOne.y;
     *      if (storeLimit[index].farOne.y > y && storeLimit[index].leftOne.y < y)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add((y - b) / k);
     *      }
     *  }
     *  temp.Sort();
     *  tempX = temp.ToArray();
     * }
     *
     * public void returnFunctionY(int index, float x, out float[] tempY)
     * {
     *  List<float> temp = new List<float>();
     *  // Debug.Log(storeLimit[index].rightOne.x + " " + storeLimit[index].originOne.x + " " + storeLimit[index].leftOne.x + " " + storeLimit[index].farOne.x);
     *  //从原点射出的两射线
     *  if (storeLimit[index].rightOne.x > storeLimit[index].originOne.x)
     *  {
     *      float x1 = storeLimit[index].rightOne.x, x2 = storeLimit[index].originOne.x;
     *      float y1 = storeLimit[index].rightOne.y, y2 = storeLimit[index].originOne.y;
     *      if (storeLimit[index].originOne.x < x && storeLimit[index].rightOne.x > x)
     *      {
     *
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add(x * k + b);
     *      }
     *  }
     *  else
     *  {
     *      float x1 = storeLimit[index].rightOne.x, x2 = storeLimit[index].originOne.x;
     *      float y1 = storeLimit[index].rightOne.y, y2 = storeLimit[index].originOne.y;
     *      if (storeLimit[index].originOne.x > x && storeLimit[index].rightOne.x < x)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add(x * k + b);
     *      }
     *  }
     *  if (storeLimit[index].leftOne.x > storeLimit[index].originOne.x)
     *  {
     *      float x1 = storeLimit[index].leftOne.x, x2 = storeLimit[index].originOne.x;
     *      float y1 = storeLimit[index].leftOne.y, y2 = storeLimit[index].originOne.y;
     *      if (storeLimit[index].originOne.x < x && storeLimit[index].leftOne.x > x)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add(x * k + b);
     *      }
     *  }
     *  else
     *  {
     *      float x1 = storeLimit[index].leftOne.x, x2 = storeLimit[index].originOne.x;
     *      float y1 = storeLimit[index].leftOne.y, y2 = storeLimit[index].originOne.y;
     *      if (storeLimit[index].originOne.x > x && storeLimit[index].leftOne.x < x)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add(x * k + b);
     *      }
     *  }
     *  //从远点射出的两射线
     *  if (storeLimit[index].rightOne.x > storeLimit[index].farOne.x)
     *  {
     *      float x1 = storeLimit[index].rightOne.x, x2 = storeLimit[index].farOne.x;
     *      float y1 = storeLimit[index].rightOne.y, y2 = storeLimit[index].farOne.y;
     *      if (storeLimit[index].farOne.x < x && storeLimit[index].rightOne.x > x)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add(x * k + b);
     *      }
     *  }
     *  else
     *  {
     *      float x1 = storeLimit[index].rightOne.x, x2 = storeLimit[index].farOne.x;
     *      float y1 = storeLimit[index].rightOne.y, y2 = storeLimit[index].farOne.y;
     *      if (storeLimit[index].farOne.x > x && storeLimit[index].rightOne.x < x)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add(x * k + b);
     *      }
     *  }
     *  if (storeLimit[index].leftOne.x > storeLimit[index].farOne.x)
     *  {
     *      float x1 = storeLimit[index].leftOne.x, x2 = storeLimit[index].farOne.x;
     *      float y1 = storeLimit[index].leftOne.y, y2 = storeLimit[index].farOne.y;
     *      if (storeLimit[index].farOne.x < x && storeLimit[index].leftOne.x > x)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add(x * k + b);
     *      }
     *  }
     *  else
     *  {
     *      float x1 = storeLimit[index].leftOne.x, x2 = storeLimit[index].farOne.x;
     *      float y1 = storeLimit[index].leftOne.y, y2 = storeLimit[index].farOne.y;
     *      if (storeLimit[index].farOne.x > x && storeLimit[index].leftOne.x < x)
     *      {
     *          float k = (y1 - y2) / (x1 - x2);
     *          float b = y1 - k * x1;
     *          temp.Add(x * k + b);
     *      }
     *  }
     *  temp.Sort();
     *  tempY = temp.ToArray();
     * }
     */
    #endregion

    private void preTreatment(GameObject templight)
    {
        if (storeLimit.FindIndex(delegate(RangeLimitIns s) { return(s.relate == templight); }) != -1)
        {
            storeLimit.Remove(storeLimit.Find(delegate(RangeLimitIns s) { return(s.relate == templight); }));
        }
        int            indexNum = inventory.FindIndex(delegate(GameObject s) { return(s == templight); });
        RangeLimitIns  temp     = new RangeLimitIns();
        LightShadow2D  temp1    = inventory[indexNum].GetComponent <LightShadow2D>();
        List <Vector2> temp2    = new List <Vector2>();
        int            interNum = temp1.vertices.Length / (segmentForRange - 1);

        temp2.Add(new Vector2(templight.transform.TransformPoint(temp1.vertices[0]).x, templight.transform.TransformPoint(temp1.vertices[0]).y));
        for (int i = 1; i < temp1.vertices.Length - 1; i += interNum)
        {
            temp2.Add(new Vector2(templight.transform.TransformPoint(temp1.vertices[i]).x, templight.transform.TransformPoint(temp1.vertices[i]).y));
        }
        temp2.Add(new Vector2(templight.transform.TransformPoint(temp1.vertices[temp1.vertices.Length - 1]).x, templight.transform.TransformPoint(temp1.vertices[temp1.vertices.Length - 1]).y));
        List <int> deleteMark = new List <int>();

        for (int i = 1; i < temp2.Count / 2; i++)
        {
            if (temp2[i - 1].x == temp2[i].x)
            {
                if (temp2[i].x == temp2[i + 1].x)
                {
                    if (deleteMark.FindIndex(delegate(int s) { return(s == i); }) == -1)
                    {
                        deleteMark.Add(i);
                    }
                }
            }
            if (temp2[i - 1].y == temp2[i].y)
            {
                if (temp2[i].y == temp2[i + 1].y)
                {
                    if (deleteMark.FindIndex(delegate(int s) { return(s == i); }) == -1)
                    {
                        deleteMark.Add(i);
                    }
                }
            }
        }
        for (int i = temp2.Count - 2; i > temp2.Count / 2; i--)
        {
            if (temp2[i - 1].x == temp2[i].x)
            {
                if (temp2[i].x == temp2[i + 1].x)
                {
                    if (deleteMark.FindIndex(delegate(int s) { return(s == i); }) == -1)
                    {
                        deleteMark.Add(i);
                    }
                }
            }
            if (temp2[i - 1].y == temp2[i].y)
            {
                if (temp2[i].y == temp2[i + 1].y)
                {
                    if (deleteMark.FindIndex(delegate(int s) { return(s == i); }) == -1)
                    {
                        deleteMark.Add(i);
                    }
                }
            }
        }
        deleteMark.Sort();
        for (int i = 0; i < deleteMark.Count; i++)
        {
            Debug.DrawLine(temp2[0], temp2[deleteMark[i]], Color.red);
        }
        for (int i = deleteMark.Count - 1; i >= 0; i--)
        {
            temp2.RemoveAt(deleteMark[i]);
        }
        temp.relate           = templight;
        temp.verticesForRange = temp2.ToArray();
        //Debug.Log(temp2[0]+" "+temp2[1]+" "+temp2[2]+" "+temp2[3]);
        #region

        /*
         * temp.minX = temp.maxX = templight.transform.TransformPoint(temp1.verticesForRangeForRange[0]).x;
         * temp.maxX = temp.maxX > templight.transform.TransformPoint(temp1.verticesForRangeForRange[1]).x ? temp.maxX : templight.transform.TransformPoint(temp1.verticesForRangeForRange[1]).x;
         * temp.minX = temp.minX < templight.transform.TransformPoint(temp1.verticesForRangeForRange[1]).x ? temp.minX : templight.transform.TransformPoint(temp1.verticesForRangeForRange[1]).x;
         * int temp2 = temp1.verticesForRangeForRange.Length;
         * temp.maxX = temp.maxX > templight.transform.TransformPoint(temp1.verticesForRangeForRange[temp2 - 1]).x ? temp.maxX : templight.transform.TransformPoint(temp1.verticesForRangeForRange[temp2 - 1]).x;
         * temp.minX = temp.minX < templight.transform.TransformPoint(temp1.verticesForRangeForRange[temp2 - 1]).x ? temp.minX : templight.transform.TransformPoint(temp1.verticesForRangeForRange[temp2 - 1]).x;
         * temp.maxX = temp.maxX > templight.transform.TransformPoint(temp1.verticesForRangeForRange[(temp2 - 1) / 2]).x ? temp.maxX : templight.transform.TransformPoint(temp1.verticesForRangeForRange[(temp2 - 1) / 2]).x;
         * temp.minX = temp.minX < templight.transform.TransformPoint(temp1.verticesForRangeForRange[(temp2 - 1) / 2]).x ? temp.minX : templight.transform.TransformPoint(temp1.verticesForRangeForRange[(temp2 - 1) / 2]).x;
         * if (temp.maxX == templight.transform.TransformPoint(temp1.verticesForRangeForRange[0]).x)
         *  temp.maxXPoint = templight.transform.TransformPoint(temp1.verticesForRangeForRange[0]);
         * else if (temp.maxX == templight.transform.TransformPoint(temp1.verticesForRangeForRange[1]).x)
         *  temp.maxXPoint = templight.transform.TransformPoint(temp1.verticesForRangeForRange[1]);
         * else if (temp.maxX == templight.transform.TransformPoint(temp1.verticesForRangeForRange[temp2 - 1]).x)
         *  temp.maxXPoint = templight.transform.TransformPoint(temp1.verticesForRangeForRange[temp2 - 1]);
         * else temp.maxXPoint = templight.transform.TransformPoint(temp1.verticesForRangeForRange[(temp2 - 1) / 2]);
         * if (temp.minX == templight.transform.TransformPoint(temp1.verticesForRangeForRange[0]).x)
         *  temp.minXPoint = templight.transform.TransformPoint(temp1.verticesForRangeForRange[0]);
         * else if (temp.minX == templight.transform.TransformPoint(temp1.verticesForRangeForRange[1]).x)
         *  temp.minXPoint = templight.transform.TransformPoint(temp1.verticesForRangeForRange[1]);
         * else if (temp.minX == templight.transform.TransformPoint(temp1.verticesForRangeForRange[temp2 - 1]).x)
         *  temp.minXPoint = templight.transform.TransformPoint(temp1.verticesForRangeForRange[temp2 - 1]);
         * else temp.minXPoint = templight.transform.TransformPoint(temp1.verticesForRangeForRange[(temp2 - 1) / 2]);
         * temp.minY = temp.maxY = temp1.verticesForRangeForRange[0].y;
         * temp.maxY = temp.maxY > temp1.verticesForRangeForRange[1].y ? temp.maxY : temp1.verticesForRangeForRange[1].y;
         * temp.minY = temp.minY < temp1.verticesForRangeForRange[1].x ? temp.minY : temp1.verticesForRangeForRange[1].y;
         * temp.maxY = temp.maxY > temp1.verticesForRangeForRange[temp2 - 1].y ? temp.maxY : temp1.verticesForRangeForRange[temp2 - 1].y;
         * temp.minY = temp.minY < temp1.verticesForRangeForRange[temp2 - 1].x ? temp.minY : temp1.verticesForRange[temp2 - 1].y;
         * temp.maxY = temp.maxY > temp1.verticesForRange[(temp2 - 1) / 2].y ? temp.maxY : temp1.verticesForRange[(temp2 - 1) / 2].y;
         * temp.minY = temp.minY < temp1.verticesForRange[(temp2 - 1) / 2].x ? temp.minY : temp1.verticesForRange[(temp2 - 1) / 2].y;
         * if (temp.maxY == temp1.verticesForRange[0].y)
         *  temp.maxYPoint = temp1.verticesForRange[0];
         * else if (temp.maxY == temp1.verticesForRange[1].y)
         *  temp.maxYPoint = temp1.verticesForRange[1];
         * else if (temp.maxY == temp1.verticesForRange[temp2 - 1].y)
         *  temp.maxYPoint = temp1.verticesForRange[temp2 - 1];
         * else temp.maxYPoint = temp1.verticesForRange[(temp2 - 1) / 2];
         * if (temp.minY == temp1.verticesForRange[0].y)
         *  temp.minYPoint = temp1.verticesForRange[0];
         * else if (temp.minY == temp1.verticesForRange[1].y)
         *  temp.minYPoint = temp1.verticesForRange[1];
         * else if (temp.minY == temp1.verticesForRange[temp2 - 1].y)
         *  temp.minYPoint = temp1.verticesForRange[temp2 - 1];
         * else temp.minYPoint = temp1.verticesForRange[(temp2 - 1) / 2];
         * //temp.minX = inventory[indexNum].transform.TransformPoint(temp.minXPoint).x;
         * //temp.maxX = inventory[indexNum].transform.TransformPoint(temp.maxXPoint).x;
         * //temp.maxXPoint = inventory[indexNum].transform.TransformPoint(temp.maxXPoint);
         * //temp.minXPoint = inventory[indexNum].transform.TransformPoint(temp.minXPoint);
         *
         * temp.originOne = inventory[indexNum].transform.TransformPoint(temp1.verticesForRange[0]);
         * temp.farOne = inventory[indexNum].transform.TransformPoint(temp1.verticesForRange[(temp1.verticesForRange.Length - 1) / 2]);
         * temp.rightOne = inventory[indexNum].transform.TransformPoint(temp1.verticesForRange[1]);
         * temp.leftOne = inventory[indexNum].transform.TransformPoint(temp1.verticesForRange[temp1.verticesForRange.Length - 1]);
         * temp.relate = inventory[indexNum];
         */
        #endregion
        storeLimit.Add(temp);
    }