/// <summary> /// 获取所有指定类型单位的碰撞器 /// </summary> /// <param name="self"></param> /// <param name="types"></param> /// <param name="except"></param> /// <returns></returns> public static ListComponent <AOITriggerComponent> GetAllCollider(this AOICell self, List <UnitType> types, AOITriggerComponent except) { var res = ListComponent <AOITriggerComponent> .Create(); if (self.IsDisposed) { return(res); } var isAll = types.Contains(UnitType.ALL); for (int i = self.Triggers.Count - 1; i >= 0; i--) { var item = self.Triggers[i]; if (item.IsDisposed) { self.Triggers.RemoveAt(i); Log.Warning("自动移除不成功"); continue; } if (!item.IsCollider || item == except) { continue; } if (isAll || types.Contains(item.GetParent <AOIUnitComponent>().Type)) { // Log.Info("GetAllUnit key:"+item.Key); res.Add(item); } } return(res); }
/// <summary> /// 移动一个 AOI 对象, 设置新的 (2D / 3D) 坐标 /// </summary> /// <param name="self"></param> /// <param name="position"></param> public static void Move(this AOIUnitComponent self, Vector3 position) { var oldpos = self.Position; self.Position = position; AOICell cell = self.Scene.GetAOIGrid(position); var oldgrid = self.Cell; if (cell != oldgrid)//跨格子了:AOI刷新 { self.ChangeTo(cell); } //触发器刷新 自己进入或离开别人的 if (self.Collider != null) { self.Collider.AfterChangeBroadcastToOther(self.Collider.GetRealPos(oldpos), self.Collider.GetRealRot()); } //触发器刷新 别人进入或离开自己的 for (int i = 0; i < self.SphereTriggers.Count; i++) { var item = self.SphereTriggers[i]; item.AfterChangePosition(item.GetRealPos(oldpos)); } }
/// <summary> /// 注册一个 AOI 对象, 同时设置其默认 AOI 半径。注:每个对象都有一个默认的 AOI 半径,凡第一次进入半径范围的其它物体,都会触发 AOI 消息。 /// </summary> /// <param name="self"></param> /// <param name="unit"></param> public static void RegisterUnit(this AOISceneComponent self, AOIUnitComponent unit) { unit.Scene = self; AOICell cell = self.GetAOIGrid(unit.Position); cell.Add(unit); Log.Info("RegisterUnit:" + unit.Id + " Position:" + unit.Position + " grid x:" + cell.posx + ",y:" + cell.posy + " type" + unit.Type + " range" + unit.Range); using (var ListenerGrids = cell.GetNearbyGrid(unit.Range)) { for (int i = 0; i < ListenerGrids.Count; i++) { var item = ListenerGrids[i]; item.AddListener(unit); if (unit.Type == UnitType.Player) { using (var list = item.GetAllUnit()) { for (int j = 0; j < list.Count; j++) { var t = list[j]; Game.EventSystem.Publish(new AOIRegisterUnit() { Receive = unit, Unit = t }); } } } } } }
/// <summary> /// 获取自身为中心指定圈数的所有格子 /// </summary> /// <param name="self"></param> /// <param name="turnNum">圈数</param> /// <returns></returns> public static ListComponent <AOICell> GetNearbyGrid(this AOICell self, int turnNum) { var scene = self.DomainScene().GetComponent <AOISceneComponent>(); if (scene == null) { return(ListComponent <AOICell> .Create()); } return(scene.GetNearbyGrid(turnNum, self.posx, self.posy)); }
/// <summary> /// 获取与碰撞器的关系:-1无关 0相交或包括碰撞器 1在碰撞器内部 /// </summary> /// <param name="self"></param> /// <param name="trigger"></param> /// <param name="position"></param> /// <param name="rotation"></param> /// <returns></returns> public static int GetRelationshipWithTrigger(this AOICell self, AOITriggerComponent trigger, Vector3 position, Quaternion rotation) { if (trigger.TriggerType == TriggerShapeType.Cube) { var obb = trigger.GetComponent <OBBComponent>(); return(AOIHelper.GetGridRelationshipWithOBB(position, rotation, obb.Scale, self.xMax - self.xMin, self.posx, self.posy)); } else { return(AOIHelper.GetGridRelationshipWithSphere(position, trigger.Radius, self.xMax - self.xMin, self.posx, self.posy)); } }
/// <summary> /// 获取自身为中心指定圈数的所有格子的所有指定类型单位 /// </summary> /// <param name="self"></param> /// <param name="type"></param> /// <returns></returns> public static ListComponent <AOIUnitComponent> GetNearbyUnit(this AOICell self, int turnNum, UnitType type = UnitType.ALL) { var grid = self.GetNearbyGrid(turnNum); if (grid != null) { var res = grid.GetAllUnit(type); grid.Dispose(); return(res); } return(ListComponent <AOIUnitComponent> .Create()); }
/// <summary> /// 添加触发器监视 /// </summary> /// <param name="self"></param> /// <param name="trigger"></param> /// <returns></returns> public static void AddTriggerListener(this AOICell self, AOITriggerComponent trigger) { if (Define.Debug) { if (!trigger.DebugMap.ContainsKey(self)) { trigger.DebugMap[self] = 0; } trigger.DebugMap[self]++; trigger.LogInfo.Add("AddTriggerListener " + self.posx + "," + self.posy + " " + trigger.GetRealPos() + " " + DateTime.Now.ToString("HH:mm:ss fff:ffffff") + "\r\n" + new StackTrace()); } trigger.FollowCell.Add(self); self.Triggers.Add(trigger); }
/// <summary> /// 获取所有指定类型单位 /// </summary> /// <param name="self"></param> /// <param name="types"></param> /// <returns></returns> public static ListComponent <AOIUnitComponent> GetAllUnit(this AOICell self, List <UnitType> types) { var res = ListComponent <AOIUnitComponent> .Create(); var isAll = types.Contains(UnitType.ALL); foreach (var item in self.idUnits) { if (types.Contains(item.Key) || isAll) { // Log.Info("GetAllUnit key:"+item.Key); res.AddRange(item.Value); } } return(res); }
/// <summary> /// 获取所有指定类型单位 /// </summary> /// <param name="self"></param> /// <param name="type"></param> /// <returns></returns> public static ListComponent <AOIUnitComponent> GetAllUnit(this AOICell self, UnitType type = UnitType.ALL) { var res = ListComponent <AOIUnitComponent> .Create(); if (type == UnitType.ALL) { foreach (var item in self.idUnits) { res.AddRange(item.Value); } } else if (self.idUnits.ContainsKey(type)) { res.AddRange(self.idUnits[type]); } return(res); }
private static AOICell GetCell(this AOISceneComponent self, int x, int y, bool create = true) { long cellId = AOIHelper.CreateCellId(x, y); AOICell cell = self.GetChild <AOICell>(cellId); if (cell == null && create) { cell = self.AddChildWithId <AOICell>(cellId); cell.xMin = x * self.gridLen; cell.xMax = cell.xMin + self.gridLen; cell.yMin = y * self.gridLen; cell.yMax = cell.yMin + self.gridLen; cell.posx = x; cell.posy = y; cell.halfDiagonal = self.halfDiagonal; } return(cell); }
/// <summary> /// 进入格子 /// </summary> /// <param name="self"></param> /// <param name="unit"></param> public static void Add(this AOICell self, AOIUnitComponent unit) { unit.Cell = self; if (Define.Debug && self.idUnits[unit.Type].Contains(unit))//Debug开启检测 { Log.Error("self.idUnits[unit.Type].Contains(unit)"); } self.idUnits[unit.Type].Add(unit); for (int i = 0; i < self.ListenerUnits.Count; i++) { var item = self.ListenerUnits[i]; if (item.Type == UnitType.Player) { Game.EventSystem.Publish(new EventType.AOIRegisterUnit() { Receive = item, Unit = unit }); } } }
private static void RaycastHits(Ray ray, AOICell cell, Vector3 inPoint, ListComponent <RaycastHit> hits, HashSetComponent <AOITriggerComponent> triggers, DictionaryComponent <UnitType, bool> type) { for (int i = cell.Triggers.Count - 1; i >= 0; i--) { var item = cell.Triggers[i]; if (item.IsDisposed) { cell.Triggers.RemoveAt(i); Log.Warning("自动移除不成功"); continue; } if (item.IsCollider && !triggers.Contains(item) && type.ContainsKey(UnitType.ALL) || type.ContainsKey(item.GetParent <AOIUnitComponent>().Type)) { if (item.IsPointInTrigger(inPoint, item.GetRealPos(), item.GetRealRot())) { triggers.Add(item); hits.Add(new RaycastHit { Hit = inPoint, Trigger = item, Distance = Vector3.Distance(inPoint, ray.Start) }); } else if (item.IsRayInTrigger(ray, item.GetRealPos(), item.GetRealRot(), out var hit)) { triggers.Add(item); hits.Add(new RaycastHit { Hit = hit, Trigger = item, Distance = Vector3.Distance(hit, ray.Start) }); } } } }
/// <summary> /// 离开 /// </summary> /// <param name="self"></param> /// <param name="unit"></param> public static void Remove(this AOICell self, AOIUnitComponent unit) { if (self == null || self.IsDisposed) { return; } if (self.idUnits.ContainsKey(unit.Type)) { for (int i = 0; i < self.ListenerUnits.Count; i++) { var item = self.ListenerUnits[i]; if (item.Type == UnitType.Player) { Game.EventSystem.Publish(new EventType.AOIRemoveUnit() { Receive = item, Unit = unit }); } } self.idUnits[unit.Type].Remove(unit); unit.Cell = null; } }
/// <summary> /// 移除监视 /// </summary> /// <param name="self"></param> /// <param name="unit"></param> /// <returns></returns> public static void RemoveListener(this AOICell self, AOIUnitComponent unit) { // Log.Info("RemoveListener"+unit.Id+" "+self.posx+","+self.posy); self.ListenerUnits.Remove(unit); }
public static bool Raycast(AOISceneComponent scene, Ray ray, out RaycastHit hit, UnitType[] type = null) { hit = default; if (type == null) { return(false); } using (DictionaryComponent <UnitType, bool> typeTemp = DictionaryComponent <UnitType, bool> .Create()) { using (HashSetComponent <AOITriggerComponent> temp = HashSetComponent <AOITriggerComponent> .Create()) { for (int i = 0; i < type.Length; i++) { var item = type[i]; typeTemp.Add(item, true); } int xIndex = (int)Math.Floor(ray.Start.x / scene.gridLen); int yIndex = (int)Math.Floor(ray.Start.z / scene.gridLen); //z = kx+b float k = 0; float k_1 = 0; float b = 0; if (ray.Dir.x != 0 && ray.Dir.z != 0) { k = ray.Dir.z / ray.Dir.x; k_1 = ray.Dir.x / ray.Dir.z; b = ray.Start.z - k * ray.Start.x; } Vector3 inPoint = ray.Start; while (true) { long cellId = AOIHelper.CreateCellId(xIndex, yIndex); AOICell cell = scene.GetChild <AOICell>(cellId); var xMin = xIndex * scene.gridLen; var xMax = xMin + scene.gridLen; var yMin = yIndex * scene.gridLen; var yMax = yMin + scene.gridLen; //Log.Info("Raycast Check "+xIndex+" "+yIndex); if (cell != null) { ListComponent <RaycastHit> hits = ListComponent <RaycastHit> .Create(); RaycastHits(ray, cell, inPoint, hits, temp, typeTemp); if (hits.Count > 0) { hits.KSsort((i1, i2) => i1.Distance >= i2.Distance?1:-1);//从小到大 hit = hits[0]; //Log.Info("hits.Count > 0"+hit.Trigger.Parent.Parent.Id); hits.Dispose(); return(true); } } //一般情况 if (ray.Dir.x != 0 && ray.Dir.z != 0) { if (ray.Dir.x > 0 && ray.Dir.z > 0) { var z1 = xMax * k + b; if (z1 > yMin && z1 < yMax) { xIndex++; inPoint = new Vector3(xMax, inPoint.y + (xMax - inPoint.x) * ray.Dir.y / ray.Dir.x, z1); } else { yIndex++; inPoint = new Vector3((yMax - b) * k_1, inPoint.y + (yMax - inPoint.z) * ray.Dir.y / ray.Dir.z, yMax); } } else if (ray.Dir.x > 0 && ray.Dir.z < 0) { var z1 = xMax * k + b; if (z1 > yMin && z1 < yMax) { xIndex++; inPoint = new Vector3(xMax, inPoint.y + (xMax - inPoint.x) * ray.Dir.y / ray.Dir.x, z1); } else { yIndex--; inPoint = new Vector3((yMin - b) * k_1, inPoint.y + (yMin - inPoint.z) * ray.Dir.y / ray.Dir.z, yMin); } } else if (ray.Dir.x < 0 && ray.Dir.z < 0) { var z1 = xMin * k + b; if (z1 > yMin && z1 < yMax) { xIndex--; inPoint = new Vector3(xMin, inPoint.y + (xMin - inPoint.x) * ray.Dir.y / ray.Dir.x, z1); } else { yIndex--; inPoint = new Vector3((yMin - b) * k_1, inPoint.y + (yMin - inPoint.z) * ray.Dir.y / ray.Dir.z, yMin); } } else if (ray.Dir.x < 0 && ray.Dir.z > 0) { var z1 = xMin * k + b; if (z1 > yMin && z1 < yMax) { xIndex--; inPoint = new Vector3(xMin, inPoint.y + (xMin - inPoint.x) * ray.Dir.y / ray.Dir.x, z1); } else { yIndex++; inPoint = new Vector3((yMax - b) * k_1, inPoint.y + (yMax - inPoint.z) * ray.Dir.y / ray.Dir.z, yMax); } } else { Log.Error("What's f**k???"); } } //平行于轴了 else if (ray.Dir.x == 0 && ray.Dir.z != 0) { if (ray.Dir.z > 0) { yIndex++; inPoint = new Vector3(inPoint.x, inPoint.y + (yMax - inPoint.z) * ray.Dir.y / ray.Dir.z, yMax); } else { yIndex--; inPoint = new Vector3(inPoint.x, inPoint.y + (yMin - inPoint.z) * ray.Dir.y / ray.Dir.z, yMin); } } else if (ray.Dir.z == 0 && ray.Dir.x != 0) { if (ray.Dir.x > 0) { xIndex++; inPoint = new Vector3(xMax, inPoint.y + (xMax - inPoint.x) * ray.Dir.y / ray.Dir.x, inPoint.z); } else { xIndex--; inPoint = new Vector3(xMin, inPoint.y + (xMin - inPoint.x) * ray.Dir.y / ray.Dir.x, inPoint.z); } } //垂直于地图 else { break; } if (Vector3.Distance(inPoint, ray.Start) > ray.Distance) { break; } } } } return(false); }
/// <summary> /// 改变格子 /// </summary> /// <param name="self"></param> /// <param name="newgrid"></param> public static void ChangeTo(this AOIUnitComponent self, AOICell newgrid) { AOICell oldgrid = self.Cell; Log.Info(self.Id + "From: " + " grid x:" + oldgrid.posx + ",y:" + oldgrid.posy + " ChangeTo:grid x:" + newgrid.posx + ",y:" + newgrid.posy); #region 广播给别人 using (DictionaryComponent <AOIUnitComponent, int> dic = DictionaryComponent <AOIUnitComponent, int> .Create()) { //Remove if (oldgrid.idUnits.ContainsKey(self.Type)) { for (int i = 0; i < oldgrid.ListenerUnits.Count; i++) { var item = oldgrid.ListenerUnits[i]; if (item.Type == UnitType.Player && item != self) { dic.Add(item, -1); } } oldgrid.idUnits[self.Type].Remove(self); self.Cell = null; } else { Log.Error("unit.Type=" + self.Type + "未添加就删除"); } //Add self.Cell = newgrid; if (Define.Debug && newgrid.idUnits[self.Type].Contains(self)) { Log.Error("newgrid.idUnits[self.Type].Contains(self)"); } newgrid.idUnits[self.Type].Add(self); for (int i = 0; i < newgrid.ListenerUnits.Count; i++) { var item = newgrid.ListenerUnits[i]; if (item.Type == UnitType.Player && item != self) { if (dic.ContainsKey(item)) { dic[item] += 1; } else { dic.Add(item, 1); } } } foreach (var item in dic) { if (item.Value > 0) { Game.EventSystem.Publish(new EventType.AOIRegisterUnit() { Receive = item.Key, Unit = self, }); } else if (item.Value < 0) { Game.EventSystem.Publish(new EventType.AOIRemoveUnit() { Receive = item.Key, Unit = self }); } } } #endregion #region 广播给自己 && 刷新监听 var older = oldgrid.GetNearbyGrid(self.Range); var newer = newgrid.GetNearbyGrid(self.Range); DictionaryComponent <AOICell, int> temp = DictionaryComponent <AOICell, int> .Create(); for (int i = 0; i < older.Count; i++) { var item = older[i]; temp[item] = -1; } for (int i = 0; i < newer.Count; i++) { var item = newer[i]; if (temp.ContainsKey(item)) { temp[item] = 0; } else { temp[item] = 1; } } ListComponent <AOIUnitComponent> adder = ListComponent <AOIUnitComponent> .Create(); ListComponent <AOIUnitComponent> remover = ListComponent <AOIUnitComponent> .Create(); foreach (var item in temp) { if (item.Value > 0) { item.Key.AddListener(self); adder.AddRange(item.Key.GetAllUnit()); } else if (item.Value < 0) { item.Key.RemoveListener(self); remover.AddRange(item.Key.GetAllUnit()); } } if (self.Type == UnitType.Player) { for (int i = 0; i < adder.Count; i++) { var item = adder[i]; if (item == self) { continue; } Log.Info("AOIRegisterUnit" + item.Id); Game.EventSystem.Publish(new EventType.AOIRegisterUnit { Receive = self, Unit = item }); } for (int i = 0; i < remover.Count; i++) { var item = remover[i]; if (item == self) { continue; } Log.Info("AOIRemoveUnit" + item.Id); Game.EventSystem.Publish(new EventType.AOIRemoveUnit() { Receive = self, Unit = item }); } } temp.Dispose(); newer.Dispose(); older.Dispose(); adder.Dispose(); remover.Dispose(); #endregion }