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474 lines
18 KiB
474 lines
18 KiB
4 years ago
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using AX.MessageSystem;
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using Newtonsoft.Json;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class SpreadEndData//蔓延结束
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{
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public long gameObjectId;
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}
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[Serializable]
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public class FireSpreadData : RecordObjectBase
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{
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public string name;
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public bool straightSpread;
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public bool areaSpread;
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public bool aroundSpread;
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public int startTime;//单位为分钟
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public float spreadSpeed = 4.0f;//蔓延速度
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public float repeatRate = 4.0f;
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public List<Vector3> spreadFirePositions;
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public List<spdData> spdFirePositions;
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public List<Vector3> hasSpreadPos;
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public int index;
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public bool isSpreading;
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public string temperature;
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public string radiation;
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public string rsw;
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public string pos;
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}
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[Serializable]
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public class spdData
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{
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public List<Vector3> postions;
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}
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public class FireSpreadCtrl : MonoBehaviour
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{
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public bool straightSpread;
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public bool areaSpread;
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public bool aroundSpread;
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public int startTime;//单位为分钟
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public List<Vector3> pathPointList = new List<Vector3>();
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public GameObject fire;
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public float spreadSpeed = 4.0f;//蔓延速度
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public float repeatRate = 4.0f;
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public float distance;
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public float spreadDis = 5.0f;
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public int result;
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public List<Vector3> spreadFirePositions = new List<Vector3>();//直线蔓延火点数组
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public int index = 0;
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public List<List<Vector3>> spdFirePositions = new List<List<Vector3>>();//区域或四周蔓延火点数组
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public bool flag = false;
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public bool isSpreading = false;//是否正在蔓延
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public List<Vector3> hasSpreadList = new List<Vector3>();
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public void Start()
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{
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MessageDispatcher.AddListener("ReplayEvent", ReplayEventSpreadFire);
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}
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private void ReplayEventSpreadFire(IMessage obj)
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{
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var eventData = (EventData)obj.Data;
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if (eventData.eventType == RecordEventType.FireSpread)
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{
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FireSpreadData data = JsonUtility.FromJson<FireSpreadData>(eventData.json);
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if (data.name == gameObject.name)
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{
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straightSpread = data.straightSpread;
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areaSpread = data.areaSpread;
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aroundSpread = data.aroundSpread;
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startTime = data.startTime;
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spreadSpeed = data.spreadSpeed;
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repeatRate = data.repeatRate;
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spreadFirePositions = data.spreadFirePositions;
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if (data.spdFirePositions.Count > 0)
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{
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spdFirePositions.Clear();
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foreach (var item in data.spdFirePositions)
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{
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spdFirePositions.Add(item.postions);
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}
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}
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isSpreading = data.isSpreading;
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index = data.index;
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if (data.hasSpreadPos.Count > 0)
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{
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if (fire == null)
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{
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fire = Resources.Load<GameObject>("Prefab/Diaster/FireSpread");
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}
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GameObject spreadFire = Instantiate(fire, data.hasSpreadPos[data.hasSpreadPos.Count - 1], Quaternion.identity,
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GameObject.Find("P_AllParent").transform.Find("P_Disaster/P_SpreadFire")) as GameObject;
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var spreadedFire = spreadFire.GetComponent<SpreadFire>();
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spreadedFire.SourceId = GetComponent<CloneGameObjInfo>().GameObjID;
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if (data.straightSpread)
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spreadFire.name = "straightSpread" + (index - 1);
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else if (data.areaSpread)
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spreadFire.name = "areaSpread" + (index - 1);
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else
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spreadFire.name = "aroundSpread" + (index - 1);
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}
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if (data.straightSpread && data.index == data.spreadFirePositions.Count
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|| (data.areaSpread && data.index == data.spdFirePositions.Count)
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|| (data.aroundSpread && data.index == data.spdFirePositions.Count))
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{
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ResourceLoadWindow.Instance.LoadTextHintWindow("蔓延已经完成!", 0.5f);
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}
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}
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}
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}
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public void OnDestroy()
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{
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MessageDispatcher.RemoveListener("ReplayEvent", ReplayEventSpreadFire);
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}
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public void Reset()
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{
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CancelInvoke();
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index = 0;
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straightSpread = false;
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areaSpread = false;
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aroundSpread = false;
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pathPointList.Clear();
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spreadFirePositions.Clear();
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spdFirePositions.Clear();
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isSpreading = false;
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}
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public FireSpreadData GetSpreadData()
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{
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FireSpreadData data = new FireSpreadData();
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data.name = gameObject.name;
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data.straightSpread = this.straightSpread;
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data.areaSpread = this.areaSpread;
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data.aroundSpread = this.aroundSpread;
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data.startTime = this.startTime;//单位为分钟
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data.spreadSpeed = this.spreadSpeed;//蔓延速度
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data.repeatRate = this.repeatRate;
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data.spreadFirePositions = this.spreadFirePositions;
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data.spdFirePositions = new List<spdData>();
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if (this.spdFirePositions.Count > 0)
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{
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foreach (var item in this.spdFirePositions)
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{
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spdData sdata = new spdData();
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sdata.postions = item;
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data.spdFirePositions.Add(sdata);
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}
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}
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data.isSpreading = this.isSpreading;
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data.index = this.index;
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if (data.hasSpreadPos == null)
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data.hasSpreadPos = new List<Vector3>();
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foreach (Transform item in GameObject.Find("P_AllParent").transform.Find("P_Disaster/P_SpreadFire"))
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{
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if (item.GetComponent<SpreadFire>().SourceId == GetComponent<CloneGameObjInfo>().gameObjID)
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{
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data.hasSpreadPos.Add(item.localPosition);
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}
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}
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return data;
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}
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public void Spread(FireSettingData data)
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{
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CancelInvoke();
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index = 0;
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straightSpread = data.type == 1;
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areaSpread = data.type == 2;
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aroundSpread = data.type == 3;
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pathPointList = data.pathPointList;
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GetSpreadFirePositions();
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StartCoroutine(WaitForStart(data.time));
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}
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public void AddSpreadEndRecordData()
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{
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if (ReplaySetting.PlayStatus == PlayStatus.isEditor && RecordManager.Instance.recordStatus == RecordStatus.normal)
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{
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SpreadEndData data = new SpreadEndData();
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data.gameObjectId = GetComponent<BaseGameObjInfo>().gameObjID;
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var eventData = new EventData();
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eventData.time = RecordManager.Instance.RecordTimer;
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eventData.cloneObjType = CloneObjType.None;
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eventData.eventType = RecordEventType.FireSpreadEnd;
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eventData.json = JsonConvert.SerializeObject(data);
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RecordManager.Instance.jsonData.eventDataList.Add(eventData);
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}
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}
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public IEnumerator WaitForStart(float time)
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{
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yield return new WaitForSeconds(time * 60 / ReplayManager.playSpeed);
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InvokeRepeating("CtrlFireSpread", spreadSpeed, repeatRate);
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isSpreading = true;
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}
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// Update is called once per frame
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public void AddRecordEventSpreadFire(GameObject obj, FireSpreadData data)
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{
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if (ReplaySetting.PlayStatus == PlayStatus.isEditor && RecordManager.Instance.recordStatus == RecordStatus.normal)
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{
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var eventData = new EventData();
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eventData.time = RecordManager.Instance.RecordTimer;
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eventData.cloneObjType = obj.GetComponent<CloneGameObjInfo>().gameObjType;
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eventData.eventType = RecordEventType.FireSpread;
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eventData.json = JsonUtility.ToJson(data);
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RecordManager.Instance.jsonData.eventDataList.Add(eventData);
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}
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}
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//
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private void CtrlFireSpread()
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{
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if (fire == null)
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{
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fire = Resources.Load<GameObject>("Prefab/Diaster/FireSpread");
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}
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if (!(GameSettings.othersSettings.isReplayMode && GameSettings.othersSettings.isReplayPause))
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{
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if (straightSpread)
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{
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if (spreadFirePositions.Count == 0)
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{
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CancelInvoke("CtrlFireSpread");
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isSpreading = false;
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ResourceLoadWindow.Instance.LoadTextHintWindow("路径过窄请重新规划!", 3f);
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}
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if (index < spreadFirePositions.Count)
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{
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GameObject spreadFire = Instantiate(fire, spreadFirePositions[index++], Quaternion.identity,
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GameObject.Find("P_AllParent").transform.Find("P_Disaster/P_SpreadFire")) as GameObject;
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var spreadedFire = spreadFire.GetComponent<SpreadFire>();
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spreadedFire.SourceId = GetComponent<CloneGameObjInfo>().GameObjID;
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spreadFire.name = "straightSpread" + (index - 1);
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spreadedFire.AddRecordDataCreat(gameObject);
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// AddRecordEventSpreadFire(gameObject, GetSpreadData());
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if (index == spreadFirePositions.Count)
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{
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CancelInvoke("CtrlFireSpread");
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isSpreading = false;
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AddSpreadEndRecordData();
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ResourceLoadWindow.Instance.LoadTextHintWindow("蔓延已经完成!", 0.5f);
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}
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}
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}
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if (areaSpread || aroundSpread)
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{
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if (spdFirePositions.Count == 0)
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{
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CancelInvoke("CtrlFireSpread");
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isSpreading = false;
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ResourceLoadWindow.Instance.LoadTextHintWindow("路径过窄请重新规划!", 3f);
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}
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if (index < spdFirePositions.Count)
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{
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List<Vector3> tempFirePosList = spdFirePositions[index++];
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for (int j = 0; j < tempFirePosList.Count; j++)
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{
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if (gameObject.GetComponent<CloneGameObjInfo>().gameObjType==CloneObjType.FireHuge)
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{
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tempFirePosList[j] = tempFirePosList[j] + Vector3.down * 2.5f;
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}
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GameObject spreadFire = Instantiate(fire, tempFirePosList[j], Quaternion.identity,
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GameObject.Find("P_AllParent").transform.Find("P_Disaster/P_SpreadFire")) as GameObject;
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//var spreadedFire = spreadFire.AddComponent<SpreadedFire>();
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var spreadedFire = spreadFire.GetComponent<SpreadFire>();
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spreadedFire.SourceId = GetComponent<CloneGameObjInfo>().gameObjID;
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if (areaSpread)
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spreadFire.name = "areaSpread" + (index - 1);
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else
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spreadFire.name = "aroundSpread" + (index - 1);
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spreadedFire.AddRecordDataCreat(gameObject);
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}
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//AddRecordEventSpreadFire(gameObject, GetSpreadData());
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if (index == spdFirePositions.Count)
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{
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CancelInvoke("CtrlFireSpread");
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isSpreading = false;
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AddSpreadEndRecordData();
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ResourceLoadWindow.Instance.LoadTextHintWindow("蔓延已经完成!", 0.5f);
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}
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}
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}
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}
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}
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private void GetSpreadFirePositions()
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{
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//获取蔓延路径上需要克隆火的位置
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if (straightSpread)
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{
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spreadFirePositions.Clear();
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for (int i = 0; i < pathPointList.Count; i++)
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{
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if ((i + 1) <= (pathPointList.Count - 1))
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{
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distance = Vector3.Distance(pathPointList[i], pathPointList[i + 1]);
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result = (int)(distance / spreadDis);
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for (int j = 1; j <= result; j++)
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{
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spreadFirePositions.Add(Vector3.MoveTowards(pathPointList[i], pathPointList[i + 1], spreadDis * j));
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}
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spreadFirePositions.Add(pathPointList[i + 1]);
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}
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}
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}
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if (areaSpread || aroundSpread)
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{
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//找出多边形xz平面包围盒
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float[] polyline = new float[2 * pathPointList.Count];
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for (int i = 0; i < pathPointList.Count; i++)
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{
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polyline[i + i] = pathPointList[i].x;
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polyline[i + i + 1] = pathPointList[i].z;
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}
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float maxx = 0, minx = 0, maxz = 0, minz = 0;
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int pointcount = 0;
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if (polyline != null)
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{
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pointcount = polyline.Length / 2;
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maxx = minx = polyline[0];
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maxz = minz = polyline[1];
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for (int i = 0; i < pointcount; i++)
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{
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if (maxx < polyline[i + i])
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maxx = polyline[i + i];
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if (minx > polyline[i + i])
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minx = polyline[i + i];
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if (maxz < polyline[i + i + 1])
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maxz = polyline[i + i + 1];
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if (minz > polyline[i + i + 1])
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minz = polyline[i + i + 1];
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}
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}
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int count_z = (int)((maxz - minz) / spreadDis);
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int count_x = (int)((maxx - minx) / spreadDis);
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List<Vector2> temp = new List<Vector2>();//包围盒内按spreadDis等距分割的所有点
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for (int i = 0; i <= count_x; i++)
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{
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for (int j = 0; j <= count_z; j++)
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{
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temp.Add(new Vector2(minx + spreadDis * i, minz + spreadDis * j));
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}
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}
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List<Vector2> pathPointList_xz = new List<Vector2>();//xz平面多边形
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for (int i = 0; i < pathPointList.Count; i++)
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{
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pathPointList_xz.Add(new Vector2(pathPointList[i].x, pathPointList[i].z));
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}
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List<Vector2> spreadFirePositions_xz = new List<Vector2>();//xz平面多边形内部的点
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for (int i = 0; i < temp.Count; i++)
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{
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int wn = wn_PnPoly(pathPointList_xz, temp[i]);
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if (wn != 0)
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{
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spreadFirePositions_xz.Add(new Vector3(temp[i].x, temp[i].y));
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}
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}
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//分批次构建火点数据结构
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Vector2 firePos_xz = new Vector2(this.transform.position.x, this.transform.position.z);
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float maxFanWei = Vector2.Distance(temp[0], temp[temp.Count - 1]);
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int pici = (int)(maxFanWei / spreadDis);//蔓延批次
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pici = pici + 1;
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spdFirePositions.Clear();
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for (int i = 1; i <= pici; i++)
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{
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List<Vector2> tempList1 = new List<Vector2>();
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List<Vector3> tempList = new List<Vector3>();
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for (int j = 0; j < spreadFirePositions_xz.Count; j++)
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{
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float dis = Vector2.Distance(firePos_xz, spreadFirePositions_xz[j]);
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if (dis != 0 && dis <= i * spreadDis)
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{
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tempList1.Add(spreadFirePositions_xz[j]);
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}
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}
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for (int n = 0; n < tempList1.Count; n++)
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{
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tempList.Add(new Vector3(tempList1[n].x, this.transform.position.y, tempList1[n].y));
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}
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spdFirePositions.Add(tempList);
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for (int m = 0; m < tempList1.Count; m++)
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{
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if (spreadFirePositions_xz.Contains(tempList1[m]))
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{
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spreadFirePositions_xz.Remove(tempList1[m]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//因为批次是按包围盒最大点到最小点的距离除以一个批次的蔓延距离,所以可能出现没有点的批次,需要去除
|
||
|
for (int i = spdFirePositions.Count - 1; i >= 0; i--)
|
||
|
{
|
||
|
if (spdFirePositions[i].Count == 0)
|
||
|
{
|
||
|
spdFirePositions.RemoveAt(i);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
/// <summary>
|
||
|
/// 判断点是否在多边形内
|
||
|
/// </summary>
|
||
|
/// <param name="pathPointList">多边形顶点数组</param>
|
||
|
/// <param name="point">多边形包围盒内按spreadDis等距分割的各点</param>
|
||
|
/// <returns></returns>
|
||
|
// wn_PnPoly(): winding number test for a point in a polygon
|
||
|
// Input: point = a point,
|
||
|
// polygon = anticlockwise vertex points of a polygon polygon[n]
|
||
|
// Return: wn = the winding number (=0 only when P is outside)
|
||
|
// See:"http://geomalgorithms.com/a03-_inclusion.html"
|
||
|
int wn_PnPoly(List<Vector2> pathPointList, Vector2 point)
|
||
|
{
|
||
|
int n = pathPointList.Count;
|
||
|
int wn = 0; // the winding number counter
|
||
|
|
||
|
// loop through all edges of the polygon
|
||
|
for (int i = 0; i < n; i++)
|
||
|
{ // edge from polygon[i] to polygon[i+1]
|
||
|
if (pathPointList[i].y <= point.y)
|
||
|
{ // start y <= P.y
|
||
|
if (pathPointList[(i + 1) % n].y > point.y) // an upward crossing
|
||
|
if (isLeft(pathPointList[i], pathPointList[(i + 1) % n], point) > 0) // P left of edge
|
||
|
++wn; // have a valid up intersect
|
||
|
}
|
||
|
else
|
||
|
{ // start y > P.y (no test needed)
|
||
|
if (pathPointList[(i + 1) % n].y <= point.y) // a downward crossing
|
||
|
if (isLeft(pathPointList[i], pathPointList[(i + 1) % n], point) < 0) // P right of edge
|
||
|
--wn; // have a valid down intersect
|
||
|
}
|
||
|
}
|
||
|
return wn;
|
||
|
}
|
||
|
|
||
|
//isLeft(): tests if a point is Left|On|Right of an infinite line.
|
||
|
//Input: three points P0, P1, and P2
|
||
|
//Return: >0 for P2 left of the line through P0 and P1
|
||
|
// =0 for P2 on the line
|
||
|
// <0 for P2 right of the line
|
||
|
// See:"http://geomalgorithms.com/a03-_inclusion.html":Algorithm 1 "Area of Triangles and Polygons"
|
||
|
// Or "http://geomalgorithms.com/a01-_area.html"
|
||
|
float isLeft(Vector2 P0, Vector2 P1, Vector2 P2)
|
||
|
{
|
||
|
return ((P1.x - P0.x) * (P2.y - P0.y)
|
||
|
- (P2.x - P0.x) * (P1.y - P0.y));
|
||
|
}
|
||
|
|
||
|
}
|