コード例 #1
0
        public ExtractedTerrainManager(string dataPath, TileIdentifier tileId)
        {
            _mapId         = tileId.MapId;
            _baseDirectory = dataPath;

            _adtManager              = new ExtractedADTManager(this, _baseDirectory, _mapId);
            _m2Manager               = new ExtractedM2Manager(_baseDirectory, _mapId);
            _wmoManager              = new ExtractedWMOManager(_baseDirectory, _mapId);
            _meshManager             = new NavMeshManager();
            _selectedTriangleManager = new SelectedTriangleManager(_adtManager);
        }
コード例 #2
0
 void Awake()
 {
     if (singleton == null)
     {
         singleton = this;
     }
     else
     {
         Debug.LogError("Duplicate NavMeshManager!");
     }
 }
コード例 #3
0
 private void Awake()
 {
     if (main != null && main != this)
     {
         Destroy(this);
     }
     if (main == null)
     {
         main = this;
     }
     NavMap = GetComponent <NodeMap>();
 }
コード例 #4
0
ファイル: BakeMesh.cs プロジェクト: ElwinghL/MOOD
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        NavMeshManager manager = (NavMeshManager)target;

        if (GUILayout.Button("Show Unpathable"))
        {
            manager.EnableMeshes(_goList);
        }

        if (GUILayout.Button("Hide Unpathable"))
        {
            manager.DisableMeshes(_goList);
        }
    }
コード例 #5
0
 /// <summary>
 /// Resets the game world.
 /// Removes and reloads all entities.
 /// </summary>
 public void resetWorld()
 {
     if (fileLoadedFrom == null)
     {
         return;
     }
     entityManager.player.deleteBody(name);
     physicsWorld = new Box2D.XNA.World(new Vector2(0, 0f), true);
     physicsWorld.ContactFilter = new PCContactFilter();
     navStuff    = new NavMeshManager((int)sizeInPixels.X, (int)sizeInPixels.Y, game);
     viewport    = new Viewport(0, 0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height);
     entities    = new List <Entity>();
     bodyDict    = new Dictionary <string, Body>();
     checkpoints = new List <Vector2>();
     idsOfThingsThatDontCollideWithThePlayer = new List <string>();
     loadGameWorld(fileLoadedFrom);
     entityManager.player.enteringWorld = 24;
 }
コード例 #6
0
    void DrawLine()
    {
        if (isFindPath)
        {
            Profiler.BeginSample(" FindPath");
            var time = DateTime.Now;
            //pathPoints = NavMesh.FindPath(srcPoint.position.ToLVector3(), dstPoint.position.ToLVector3(), path);
            pathPoints = NavMeshManager.FindPath(srcPoint.position.ToLVector3(), dstPoint.position.ToLVector3());
            useTime    = (float)(DateTime.Now - time).TotalMilliseconds;
            Profiler.EndSample();
            //isDrawLine = false;
        }

        var graph = NavMesh.navMeshGraphPath;

        if (graph != null)
        {
            if (isShowPathResult)
            {
                ShowResult(graph);
            }
            if (isShowPathProgress)
            {
                ShowProgress(graph);
            }
            if (isShowAllTriangles)
            {
                ShowAllTriangles(graph);
            }
            if (isShowTriangleArea)
            {
                ShowAllConnections(graph);
            }
            if (isShowSingleTriangleConnection)
            {
                ShowOneTriangleConnections(graph);
            }
        }

        lineRenderer.positionCount   = pathPoints.Count;
        lineRenderer.widthMultiplier = widthMultiplier;
        lineRenderer.SetPositions(pathPoints.ToArray().ToVecArray());
    }
コード例 #7
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="_game"></param>
 public GameWorld(Game _game, float width, float height, int tileWidth, String _name)
 {
     sizeInPixels  = new Vector2(width * tileWidth, height * tileWidth);
     game          = _game;
     entityManager = EntityManager.getEntityManager(game);
     entities      = new List <Entity>();
     physicsWorld  = new Box2D.XNA.World(new Vector2(0, 0f), true);
     physicsWorld.ContactFilter   = new PCContactFilter();
     physicsWorld.ContactListener = new PCContactListener();
     navStuff = new NavMeshManager((int)sizeInPixels.X, (int)sizeInPixels.Y, game);
     viewport = new Viewport(0, 0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height);
     name     = _name;
     bodyDict = new Dictionary <string, Body>();
     idsOfThingsThatDontCollideWithThePlayer = new List <string>();
     entered     = false;
     walls       = new bool[4];
     checkpoints = new List <Vector2>();
     aiDict      = new Dictionary <string, AIBase>();
 }
コード例 #8
0
ファイル: Node.cs プロジェクト: DeusDuck/SpaceGameNew
    //Canvia el material del edificio y setea el nodo a construido
    public void BuildBuilding(MeshRenderer[] actualMat)
    {
        Renderer[] childRenderer = availableBuilding.transform.GetComponentsInChildren <MeshRenderer>();
        for (int i = 0; i < childRenderer.Length; i++)
        {
            childRenderer[i].material = actualMat[i].sharedMaterial;
        }
        SetIsBuilt(true);
        availableBuilding.transform.tag = "Building";
        var navMeshSurface = availableBuilding.GetComponent <NavMeshSurface>();

        if (navMeshSurface != null)
        {
            NavMeshManager.CalculateNavMesh(navMeshSurface);
        }
        if (myBuildingType.GetBuildingType() == BuildingType.EBuildingType.PIPE)
        {
            NavMeshManager.AddPipe(myBuildingType.GetComponent <PipeRoom>());
            NavMeshManager.CalculateOffMeshLinks();
        }
    }
コード例 #9
0
 private void Awake()
 {
     instance = this;
 }
コード例 #10
0
 public NavCrowdMapInstance(NavMeshManager navMeshManager)
 {
     _NavMeshManager = navMeshManager;
     Debug.Assert(_NavMeshManager.IsInited);
 }
コード例 #11
0
    public bool CreateNavMesh()
    {
        if (_LineGameObj != null)
        {
            GameObject.Destroy(_LineGameObj);
            _LineGameObj = null;
        }

        if (_LineGameObj == null)
        {
            _LineGameObj = new GameObject("LineGameObj");
        }
        for (int i = 0; i < _navMeshGameObjList.Count; ++i)
        {
            GameObject go = _navMeshGameObjList[i];
            if (go != null)
            {
                GameObject.Destroy(go);
            }
        }
        _navMeshGameObjList.Clear();

        LineRenderer lineRenderer = _LineGameObj.AddComponent <LineRenderer>();

        lineRenderer.useWorldSpace = true;
        lineRenderer.startWidth    = 0.05f;
        lineRenderer.endWidth      = 0.05f;
        lineRenderer.enabled       = false;
        CUnityUtil.DisableLightAndShadow(lineRenderer);

        //ground
        {
            LuaInterface.SamplePolyAreas area = LuaInterface.SamplePolyAreas.SAMPLE_POLYAREA_GROUND;

            Vector3[] vertices;
            int[]     triangles;
            //Load NavMesh
            {
                int vCont;
                int iCont;

                NavMeshManager m_navMeshMan = NavMeshManager.Instance;
                m_navMeshMan.GetNavMeshVertexIndexCount(out vCont, out iCont, area);

                vertices  = new Vector3[vCont];
                triangles = new int[iCont];

                m_navMeshMan.FillNavMeshVertexIndexBuffer(vertices, vCont, triangles, iCont, area);
            }

            CUnityUtil.SMeshData meshData = new CUnityUtil.SMeshData();
            meshData.vertices = vertices;
            meshData.indices  = triangles;

            List <CUnityUtil.SMeshData> listMeshData = new List <CUnityUtil.SMeshData>();
            CUnityUtil.SplitMeshData(meshData, listMeshData);

            Color color = new Color(0, 0.75f, 1.0f);
            for (int i = 0; i < listMeshData.Count; ++i)
            {
                GameObject go = new GameObject(HobaText.Format("NavMeshGameObj_{0}_{1}", (int)area, i));

                MeshRenderer meshRenderer = go.AddComponent <MeshRenderer>();
                meshRenderer.enabled         = false;
                meshRenderer.name            = HobaText.Format("MeshRenderer_{0}_{1}", (int)area, i);
                meshRenderer.material.shader = Shader.Find("Legacy Shaders/Bumped Diffuse");
                meshRenderer.material.color  = color;
                CUnityUtil.DisableLightAndShadow(meshRenderer);
                MeshFilter meshFilter = go.AddComponent <MeshFilter>();
                meshFilter.sharedMesh           = new Mesh();
                meshFilter.sharedMesh.name      = HobaText.Format("MeshFilterMesh_{0}_{1}", (int)area, i);
                meshFilter.sharedMesh.vertices  = listMeshData[i].vertices;
                meshFilter.sharedMesh.triangles = listMeshData[i].indices;

                _navMeshGameObjList.Add(go);
            }
        }

        //grass
        {
            LuaInterface.SamplePolyAreas area = LuaInterface.SamplePolyAreas.SAMPLE_POLYAREA_GRASS;

            Vector3[] vertices;
            int[]     triangles;
            //Load NavMesh
            {
                int vCont;
                int iCont;

                NavMeshManager m_navMeshMan = NavMeshManager.Instance;
                m_navMeshMan.GetNavMeshVertexIndexCount(out vCont, out iCont, area);

                vertices  = new Vector3[vCont];
                triangles = new int[iCont];

                m_navMeshMan.FillNavMeshVertexIndexBuffer(vertices, vCont, triangles, iCont, area);
            }

            CUnityUtil.SMeshData meshData = new CUnityUtil.SMeshData();
            meshData.vertices = vertices;
            meshData.indices  = triangles;

            List <CUnityUtil.SMeshData> listMeshData = new List <CUnityUtil.SMeshData>();
            CUnityUtil.SplitMeshData(meshData, listMeshData);

            Color color = new Color(0, 0.75f, 0.25f);
            for (int i = 0; i < listMeshData.Count; ++i)
            {
                GameObject go = new GameObject(HobaText.Format("NavMeshGameObj_{0}_{1}", (int)area, i));

                MeshRenderer meshRenderer = go.AddComponent <MeshRenderer>();
                meshRenderer.enabled         = false;
                meshRenderer.name            = HobaText.Format("MeshRenderer_{0}_{1}", (int)area, i);
                meshRenderer.material.shader = Shader.Find("Legacy Shaders/Bumped Diffuse");
                meshRenderer.material.color  = color;
                CUnityUtil.DisableLightAndShadow(meshRenderer);
                MeshFilter meshFilter = go.AddComponent <MeshFilter>();
                meshFilter.sharedMesh           = new Mesh();
                meshFilter.sharedMesh.name      = HobaText.Format("MeshFilterMesh_{0}_{1}", (int)area, i);
                meshFilter.sharedMesh.vertices  = listMeshData[i].vertices;
                meshFilter.sharedMesh.triangles = listMeshData[i].indices;

                _navMeshGameObjList.Add(go);
            }
        }

        //road
        {
            LuaInterface.SamplePolyAreas area = LuaInterface.SamplePolyAreas.SAMPLE_POLYAREA_ROAD;

            Vector3[] vertices;
            int[]     triangles;
            //Load NavMesh
            {
                int vCont;
                int iCont;

                NavMeshManager m_navMeshMan = NavMeshManager.Instance;
                m_navMeshMan.GetNavMeshVertexIndexCount(out vCont, out iCont, area);

                vertices  = new Vector3[vCont];
                triangles = new int[iCont];

                m_navMeshMan.FillNavMeshVertexIndexBuffer(vertices, vCont, triangles, iCont, area);
            }

            CUnityUtil.SMeshData meshData = new CUnityUtil.SMeshData();
            meshData.vertices = vertices;
            meshData.indices  = triangles;

            List <CUnityUtil.SMeshData> listMeshData = new List <CUnityUtil.SMeshData>();
            CUnityUtil.SplitMeshData(meshData, listMeshData);

            Color color = new Color(0.75f, 0.25f, 0f);
            for (int i = 0; i < listMeshData.Count; ++i)
            {
                GameObject go = new GameObject(HobaText.Format("NavMeshGameObj_{0}_{1}", (int)area, i));

                MeshRenderer meshRenderer = go.AddComponent <MeshRenderer>();
                meshRenderer.enabled         = false;
                meshRenderer.name            = HobaText.Format("MeshRenderer_{0}_{1}", (int)area, i);
                meshRenderer.material.shader = Shader.Find("Legacy Shaders/Bumped Diffuse");
                meshRenderer.material.color  = color;
                CUnityUtil.DisableLightAndShadow(meshRenderer);
                MeshFilter meshFilter = go.AddComponent <MeshFilter>();
                meshFilter.sharedMesh           = new Mesh();
                meshFilter.sharedMesh.name      = HobaText.Format("MeshFilterMesh_{0}_{1}", (int)area, i);
                meshFilter.sharedMesh.vertices  = listMeshData[i].vertices;
                meshFilter.sharedMesh.triangles = listMeshData[i].indices;

                _navMeshGameObjList.Add(go);
            }
        }


        //Default false
/*        showNavMesh(true);*/
        return(true);
    }
コード例 #12
0
        public async Task <Task> InitializeAsync()
        {
            Checksum = ZoneInfo.LuzFile.GenerateChecksum(ZoneInfo.LvlFiles);

            Logger.Information($"Checksum: 0x{Checksum:X}");

            Logger.Information($"Collecting objects for {ZoneId}");

            var objects = new List <LevelObjectTemplate>();

            foreach (var lvlFile in ZoneInfo.LvlFiles.Where(lvlFile => lvlFile.LevelObjects?.Templates != default))
            {
                objects.AddRange(lvlFile.LevelObjects.Templates);
            }

            Logger.Information($"Loading {objects.Count} objects for {ZoneId}");

            NavMeshManager = new NavMeshManager(this, UchuServer.Config.GamePlay.PathFinding);

            if (NavMeshManager.Enabled)
            {
                Logger.Information("Generating navigation way points.");

                await NavMeshManager.GeneratePointsAsync();

                Logger.Information("Finished generating navigation way points.");
            }

            ZoneId = (ZoneId)ZoneInfo.LuzFile.WorldId;

            SpawnPosition = ZoneInfo.LuzFile.SpawnPoint;

            SpawnRotation = ZoneInfo.LuzFile.SpawnRotation;

            ZoneInfo.LvlFiles = new List <LvlFile>();

            ZoneInfo.TerrainFile = default;

            GC.Collect();

            foreach (var levelObject in objects)
            {
                if (levelObject.LegoInfo.TryGetValue("trigger_id", out var trigger))
                {
                    Logger.Information($"Trigger: {trigger}");
                }

                Logger.Debug($"Loading {levelObject.Lot} [{levelObject.ObjectId}]...");

                try
                {
                    SpawnLevelObject(levelObject);
                }
                catch (Exception e)
                {
                    Logger.Error(e);
                }
            }

            Logger.Information($"Loaded {GameObjects.Length}/{objects.Count} for {ZoneId}");

            if (ZoneInfo.LuzFile.PathData != default)
            {
                foreach (var path in ZoneInfo.LuzFile.PathData.OfType <LuzSpawnerPath>())
                {
                    Logger.Information($"Loading {path.PathName}");

                    try
                    {
                        SpawnPath(path);
                    }
                    catch (Exception e)
                    {
                        Logger.Error(e);
                    }
                }
            }

            Logger.Information($"Loaded {Objects.Length} objects for {ZoneId}");

            //
            // Load zone scripts
            //

            await ScriptManager.LoadDefaultScriptsAsync();

            foreach (var scriptPack in ScriptManager.ScriptPacks)

            {
                try
                {
                    Logger.Information($"Running: {scriptPack.Name}");

                    await scriptPack.LoadAsync();
                }
                catch (Exception e)
                {
                    Logger.Information(e);
                }
            }

            Loaded = true;

            objects.Clear();

            return(ExecuteUpdateAsync());
        }
コード例 #13
0
 void OnDestroy()
 {
     singleton = null;
 }