コード例 #1
0
        /// <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);
        }
コード例 #2
0
        /// <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
        }
コード例 #3
0
        /// <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);
        }
コード例 #4
0
        /// <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
        }
コード例 #5
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        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
        }
コード例 #6
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        /// <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);
        }
コード例 #7
0
        /// <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
        }
コード例 #8
0
        /// <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);
        }