示例#1
0
 /// <summary>
 /// 删除一个 AOI 对象 ,同时有可能触发它相对其它 AOI 对象的离开消息。
 /// </summary>
 /// <param name="self"></param>
 /// <param name="unit"></param>
 public static void RemoveUnit(this AOISceneComponent self, AOIUnitComponent unit)
 {
     Log.Info("RemoveUnit:" + unit.Id);
     unit.Scene = null;
     if (unit.Cell != null)
     {
         using (var ListenerGrids = unit.Cell.GetNearbyGrid(unit.Range))
         {
             for (int i = 0; i < ListenerGrids.Count; i++)
             {
                 var item = ListenerGrids[i];
                 item.RemoveListener(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 AOIRemoveUnit()
                             {
                                 Receive = unit,
                                 Unit    = t
                             });
                         }
                     }
                 }
             }
         }
         unit.Cell.Remove(unit);
     }
 }
示例#2
0
        /// <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
                                });
                            }
                        }
                    }
                }
            }
        }
示例#3
0
        /// <summary>
        /// 找到指定位置所在的Grid
        /// </summary>
        /// <param name="self"></param>
        /// <param name="pos"></param>
        /// <param name="create">没有是否创建</param>
        public static AOICell GetAOIGrid(this AOISceneComponent self, Vector3 pos, bool create = true)
        {
            int xIndex = (int)Math.Floor(pos.x / self.gridLen);
            int yIndex = (int)Math.Floor(pos.z / self.gridLen);

            return(self.GetCell(xIndex, yIndex, create));
        }
示例#4
0
        /// <summary>
        /// 获取指定位置为中心指定圈数的所有格子
        /// </summary>
        /// <param name="self"></param>
        /// <param name="turnNum"></param>
        /// <param name="posx"></param>
        /// <param name="posy"></param>
        /// <returns></returns>
        public static ListComponent <AOICell> GetNearbyGrid(this AOISceneComponent self, int turnNum, int posx, int posy)
        {
            ListComponent <AOICell> res = ListComponent <AOICell> .Create();

            for (int i = 0; i <= turnNum * 2 + 1; i++)
            {
                var x = posx - turnNum + i;
                for (int j = 0; j <= turnNum * 2 + 1; j++)
                {
                    var y = posy - turnNum + j;
                    res.Add(self.GetCell(x, y));
                }
            }
            return(res);
        }
示例#5
0
        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);
        }
示例#6
0
 //todo:
 private static RaycastHit[] RaycastAll(AOISceneComponent scene, Ray ray, UnitType[] type = null)
 {
     return(null);
 }
示例#7
0
        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);
        }