示例#1
0
            public DrawInfo(FogOfWarMap map, FogOfWarShape shape, float xradius, float yradius)
            {
                // convert size to fog space
                fogForward   = shape.foward;
                forwardAngle = FogOfWarUtils.ClockwiseAngle(Vector2.up, fogForward) * Mathf.Deg2Rad;
                float   sin            = Mathf.Sin(-forwardAngle);
                float   cos            = Mathf.Cos(-forwardAngle);
                Vector2 relativeoffset = new Vector2(shape.offset.x * cos - shape.offset.y * sin, shape.offset.x * sin + shape.offset.y * cos);

                fogCenterPos = FogOfWarConversion.WorldToFog(FogOfWarConversion.WorldToFogPlane(shape.eyePosition, map.plane) + relativeoffset, map.offset, map.resolution, map.size);
                fogEyePos    = new Vector2i(FogOfWarConversion.WorldToFog(shape.eyePosition, map.plane, map.offset, map.resolution, map.size));

                // find ranges
                if (shape.visibleCells == null)
                {
                    xMin = Mathf.Max(0, Mathf.RoundToInt(fogCenterPos.x - xradius));
                    xMax = Mathf.Min(map.resolution.x - 1, Mathf.RoundToInt(fogCenterPos.x + xradius));
                    yMin = Mathf.Max(0, Mathf.RoundToInt(fogCenterPos.y - yradius));
                    yMax = Mathf.Min(map.resolution.y - 1, Mathf.RoundToInt(fogCenterPos.y + yradius));
                }
                else
                {
                    fogCenterPos = FogOfWarConversion.SnapToNearestFogPixel(fogCenterPos);
                    fogEyePos    = new Vector2i(FogOfWarConversion.SnapToNearestFogPixel(FogOfWarConversion.WorldToFog(shape.eyePosition, map.offset, map.resolution, map.size)));

                    Vector2i pos = new Vector2i(Mathf.RoundToInt(fogCenterPos.x), Mathf.RoundToInt(fogCenterPos.y));
                    Vector2i rad = new Vector2i(Mathf.RoundToInt(xradius), Mathf.RoundToInt(yradius));
                    xMin = Mathf.Max(0, Mathf.RoundToInt(pos.x - rad.x));
                    xMax = Mathf.Min(map.resolution.x - 1, Mathf.RoundToInt(pos.x + rad.x));
                    yMin = Mathf.Max(0, Mathf.RoundToInt(pos.y - rad.y));
                    yMax = Mathf.Min(map.resolution.y - 1, Mathf.RoundToInt(pos.y + rad.y));
                }
            }
示例#2
0
        public void Unfog(Bounds bounds)
        {
            Rect rect = new Rect();

            rect.min = FogOfWarConversion.WorldToFog(bounds.min, plane, mapOffset, mapResolution, mapSize);
            rect.max = FogOfWarConversion.WorldToFog(bounds.max, plane, mapOffset, mapResolution, mapSize);
            Unfog(rect);
        }
示例#3
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        //void OnDrawGizmosSelected()
        void OnDrawGizmos()
        {
            Gizmos.color = Color.red;
            Vector3 offset = FogOfWarConversion.FogPlaneToWorld(mapOffset.x, mapOffset.y, 0, plane);
            Vector3 size   = FogOfWarConversion.FogPlaneToWorld(mapSize, mapSize, 0, plane);

            Gizmos.DrawWireCube(offset, size);

            Gizmos.color = new Color(1, 0, 0, 0.2f);
            Gizmos.DrawCube(offset, size);
        }
示例#4
0
        public Vector2i WorldPositionToFogPosition(Vector3 position)
        {
            Vector2 mappos = FogOfWarConversion.WorldToFogPlane(position, plane) - mapOffset;

            mappos.Scale(mapResolution.vector2 / mapSize);

            Vector2i mapposi = new Vector2i(mappos);

            mapposi += new Vector2i(mapResolution.x >> 1, mapResolution.y >> 1);
            return(mapposi);
        }
示例#5
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        public bool[] CalculateLineOfSightCells(FogOfWar fow, FogOfWarPhysics physicsmode, Vector3 eyepos)
        {
            if (physicsmode == FogOfWarPhysics.Physics3D)
            {
                Debug.LogWarning("Physics3D is not supported with cells!", this);
                return(null);
            }

            int rad   = Mathf.RoundToInt(radius);
            int width = rad + rad + 1;

            if (_visibleCells == null || _visibleCells.Length != width * width)
            {
                _visibleCells = new bool[width * width];
            }

            Vector2 cellsize  = (fow.mapResolution.vector2 * 1.1f) / fow.mapSize; // do 1.1 to bring it away from the collider a bit so the raycast won't hit it
            Vector2 playerpos = FogOfWarConversion.SnapWorldPositionToNearestFogPixel(fow, _transform.position, fow.mapOffset, fow.mapResolution, fow.mapSize);

            for (int y = -rad; y <= rad; ++y)
            {
                for (int x = -rad; x <= rad; ++x)
                {
                    Vector2i offset = new Vector2i(x, y);

                    // find the nearest point in the cell to the player and raycast to that point
                    Vector2 fogoffset   = offset.vector2 - new Vector2(Sign(offset.x) * cellsize.x, Sign(offset.y) * cellsize.y) * 0.5f;
                    Vector2 worldoffset = FogOfWarConversion.FogToWorldSize(fogoffset, fow.mapResolution, fow.mapSize);
                    Vector2 worldpos    = playerpos + worldoffset;

                    Debug.DrawLine(playerpos, worldpos);

                    int idx = (y + rad) * width + x + rad;

                    // if it is out of range
                    if (worldoffset.magnitude > radius)
                    {
                        _visibleCells[idx] = false;
                    }
                    else
                    {
                        _visibleCells[idx] = true;
                        RaycastHit2D hit = Physics2D.Raycast(playerpos, worldoffset.normalized, Mathf.Max(worldoffset.magnitude - lineOfSightPenetration, 0.00001f), lineOfSightMask);
                        _visibleCells[idx] = hit.collider == null;
                    }
                }
            }

            return(_visibleCells);
        }
示例#6
0
 void FillShape(FogOfWar fow, FogOfWarShape shape)
 {
     if (antiFlicker)
     {
         // snap to nearest fog pixel
         shape.eyePosition = FogOfWarConversion.SnapWorldPositionToNearestFogPixel(fow, FogOfWarConversion.WorldToFogPlane(_transform.position, fow.plane), fow.mapOffset, fow.mapResolution, fow.mapSize);
         shape.eyePosition = FogOfWarConversion.FogPlaneToWorld(shape.eyePosition.x, shape.eyePosition.y, _transform.position.y, fow.plane);
     }
     else
     {
         shape.eyePosition = _transform.position;
     }
     shape.foward = FogOfWarConversion.TransformFogPlaneForward(_transform, fow.plane);
     shape.offset = offset;
     shape.radius = radius;
 }
示例#7
0
        // Checks the visibility of an area, where a value of 0 is fully unfogged and 1 if fully fogged
        public float VisibilityOfArea(Bounds worldbounds)
        {
            Vector2 min = FogOfWarConversion.WorldToFog(worldbounds.min, plane, mapOffset, mapResolution, mapSize);
            Vector2 max = FogOfWarConversion.WorldToFog(worldbounds.max, plane, mapOffset, mapResolution, mapSize);

            int xmin = Mathf.Clamp(Mathf.RoundToInt(min.x), 0, mapResolution.x);
            int xmax = Mathf.Clamp(Mathf.RoundToInt(max.x), 0, mapResolution.x);
            int ymin = Mathf.Clamp(Mathf.RoundToInt(min.y), 0, mapResolution.y);
            int ymax = Mathf.Clamp(Mathf.RoundToInt(max.y), 0, mapResolution.y);

            float total = 0;
            int   count = 0;

            for (int y = ymin; y < ymax; ++y)
            {
                for (int x = xmin; x < xmax; ++x)
                {
                    ++count;
                    total += _fogValuesCopy[y * mapResolution.x + x] / 255.0f;
                }
            }

            return(total / count);
        }