Пример #1
0
    private void UpdateLines()
    {
        //Vector2? localLimit = Limit != null ?  (Vector2?)Limit.GetWidthLimits() - Vector2.one * transform.position.x : null;

        //if (DefaultLimiter != null)
        //{
        //    var dLimit = DefaultLimiter.GetWidthLimits() - Vector2.one * transform.position.x;
        //    if (Target is ForNode)
        //    {
        //        print(localLimit);
        //    }
        //    localLimit = localLimit == null ? dLimit : new Vector2(Mathf.Min(localLimit.Value.x,dLimit.x), Mathf.Max(localLimit.Value.y, dLimit.y));
        //}


        GizmoPoints.Clear();
        GizmoLines.Clear();

        //if(localLimit.HasValue)
        //    GizmoLines.Add(new KeyValuePair<Vector2, ColoredVector>(transform.position - Vector3.right * localLimit.Value.x, new ColoredVector(transform.position = Vector3.right * localLimit.Value.y,Color.gray)));

        lineRenderer.positionCount = 6;
        lineRenderer.useWorldSpace = false;
        Vector2 targetPosition = transform.InverseTransformPoint(EnterPoint.position);

        Vector3[] positions = new Vector3[7];



        positions[0] = Vector2.zero;                       //Начало
        positions[1] = ExitDirection * MarginLineDistance; //Точка выхода

        Vector2?defLim     = DefaultLimiter != null ? new Vector2?(DefaultLimiter.GetWidthLimits() - Vector2.one * transform.position.x) : null;
        Vector2?localLimit = Limit != null ? new Vector2(Limit.GetWidthLimits().x - transform.position.x, defLim.HasValue ? defLim.Value.y : 0) : defLim;
        float?  yBottom    = null;

        if (localLimit.HasValue)
        {
            if (positions[1].x > 0)
            {
                positions[1].x = Mathf.Max(localLimit.Value.y, positions[1].x);
            }
            else if (positions[1].x < 0)
            {
                positions[1].x = Mathf.Min(localLimit.Value.x, positions[1].x);
            }
        }
        if (YLimiter != null)
        {
            yBottom = YLimiter.GetBottom().y - FlowBuilder.g_Margin * FlowBuilder.g_LineDistance - transform.position.y;
        }

        positions[5] = targetPosition + ((Vector2)EnterPoint.up).normalized * MarginLineDistance; //Точка входа
        positions[6] = targetPosition;                                                            //Конец

        if (positions[6].y < positions[0].y && Mathf.Abs(positions[6].x - positions[0].x) < 5)
        {
            positions[1] = Utils.NanVector2;
            positions[2] = Utils.NanVector2;
            positions[3] = Utils.NanVector2;
            positions[4] = Utils.NanVector2;
            positions[5] = Utils.NanVector2;
        }
        else
        {
            if (positions[5].y > ExitDirection.y * MarginLineDistance) //Если точка входа выше точки выхода
            {
                if (ExitDirection.x > 0)                               //Если выходит справа
                {
                    positions[2] = new Vector2(positions[1].x, yBottom.HasValue ? yBottom.Value : positions[1].y);
                    positions[3] = new Vector2(localLimit.HasValue ? localLimit.Value.x : -MarginLineDistance * 5, positions[2].y);
                    if (!Pathfinding)
                    {
                        positions[4] = new Vector2(localLimit.HasValue ? localLimit.Value.x : -MarginLineDistance * 5, positions[5].y);
                    }
                    else
                    {
                        //positions[4] = new Vector2(localLimit.HasValue ? localLimit.Value.x : -MarginLineDistance * 5, positions[5].y);
                        positions[4] = new Vector2(float.NaN, 0);
                    }
                }
                else
                {
                    positions[2] = new Vector2(localLimit.HasValue ? localLimit.Value.x : -MarginLineDistance * 5, positions[1].y);
                    positions[3] = new Vector2(localLimit.HasValue ? localLimit.Value.x : -MarginLineDistance * 5, positions[5].y);
                    positions[4] = new Vector2(float.NaN, 0);
                }

                if (Limit != null)
                {
                    GizmoLines.Add(new KeyValuePair <Vector2, ColoredVector>(new Vector2(Limit.GetWidthLimits().x, transform.position.y), new ColoredVector(new Vector2(Limit.GetWidthLimits().y, transform.position.y), Color.yellow)));
                    GizmoLines.Add(new KeyValuePair <Vector2, ColoredVector>(new Vector2(localLimit.Value.x + transform.position.x, transform.position.y - 10), new ColoredVector(new Vector2(localLimit.Value.y + transform.position.x, transform.position.y - 10), Color.magenta)));
                }
            }
            else
            {
                float minX = positions[1].x;
                if (Math.Abs(ExitDirection.x) < 0.0001f)                  //Если выходит снизу
                {
                    if (localLimit.HasValue && localLimit.Value.y > minX) // Есть ограничение и правое ограничение больше точки выхода
                    {
                        minX = localLimit.Value.y;                        //Сдвигаем Х вправо до ограничения
                    }
                }
                else if (ExitDirection.x > 0)                             //Выходит справа
                {
                    if (localLimit.HasValue && localLimit.Value.y > minX) // Есть ограничение и правое ограничение больше точки выхода
                    {
                        minX = localLimit.Value.y;                        //Сдвигаем Х вправо до ограничения
                    }

                    if (positions[6].x > minX) //Если точка входа правее точки выхода
                    {
                        minX = positions[6].x; //Сдвигаем Х до точки входа
                    }
                }
                else //Выходит слева
                {
                    if (localLimit.HasValue && localLimit.Value.x < minX)//Если ограничение слева левее точки выхода
                    {
                        minX = localLimit.Value.x; //Сдвигаем Х до левого ограничения
                    }
                    if (positions[6].x < minX)     //Если точка входа левее точки выхода
                    {
                        minX = positions[6].x;     //Сдвигаем Х до точки входа
                    }
                }
                positions[2] = new Vector2(minX, positions[1].y);
                positions[3] = new Vector2(minX, positions[5].y);
                positions[4] = new Vector2(float.NaN, 0);
            }
        }

        positions = positions.Where(p => !float.IsNaN(p.x)).ToArray();
        //clean up
        for (int i = 1; i < positions.Length - 1; i++)
        {
            if ((Math.Abs(positions[i].x - positions[i - 1].x) < Tolerance && Math.Abs(positions[i].x - positions[i + 1].x) < Tolerance) || (Math.Abs(positions[i].y - positions[i - 1].y) < Tolerance && Math.Abs(positions[i].y - positions[i + 1].y) < Tolerance))
            {
                positions[i] = Utils.NanVector2;
            }
        }

        positions = positions.Where(p => !float.IsNaN(p.x)).Select(x => transform.TransformPoint(x)).ToArray();
        if (Pathfinding)
        {
            List <Vector3> corrected     = new List <Vector3>(positions);
            bool           uncorrectable = false;
            for (int i = corrected.Count - 2; i > 0; i--)
            {
                RaycastHit2D hit;
                Node         node;
                int          c = 0;
                do
                {
                    hit = Physics2D.Raycast(corrected[i], Vector2.up, 1, UIController.NodesMask);
                    if (hit.transform != null && (node = hit.transform.GetComponent <Node>()) != null)
                    {
                        GizmoPoints.Add(new ColoredVector(hit.point, Color.red));
                        GizmoLines.Add(new KeyValuePair <Vector2, ColoredVector>(corrected[i], new ColoredVector(corrected[i + 1], Color.red)));
                        if (i == corrected.Count - 2 || i == 1)
                        {
                            uncorrectable = true;
                            break;
                        }

                        var bound = node.GetBound(corrected[i + 1] - corrected[i]);
                        corrected[i] = (Vector2)node.transform.position + bound + bound.normalized * MarginLineDistance;
                        if (!CorrectWay(corrected, i, i + 1))
                        {
                            corrected[i] = (Vector2)node.transform.position - (bound + bound.normalized * MarginLineDistance);
                            CorrectWay(corrected, i, i + 1);
                        }
                    }
                } while (hit.transform != null && hit.transform.GetComponent <Node>() != null && c++ < 5);
            }


            if (!uncorrectable && CorrectWay(corrected, 1, corrected.Count - 2))
            {
                positions = corrected.ToArray();
            }
        }
        if (UIController.Attach)
        {
            Attached = null;
            for (int i = 0; i < positions.Length; i++)
            {
                AttachLine?check = CastToAttach(positions[i]);
                if (check != null)
                {
                    Array.Resize(ref positions, i + 2);
                    positions[i + 1] = check.Value.ConnectPoint;
                    Attached         = check.Value.Link;
                    break;
                }
            }
        }


        positions = positions.Select(x => transform.InverseTransformPoint(x)).ToArray();
        for (int i = 0; i < positions.Length; i++)
        {
            positions[i].z = 0;
        }
        lineRenderer.positionCount = positions.Length;
        lineRenderer.SetPositions(positions);
        if (edgeCollider2D != null)
        {
            edgeCollider2D.points = positions.Select(x => (Vector2)x).ToArray();
        }
    }