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473 lines
18 KiB
473 lines
18 KiB
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]); |
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} |
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} |
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} |
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//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 |
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for (int i = spdFirePositions.Count - 1; i >= 0; i--) |
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{ |
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if (spdFirePositions[i].Count == 0) |
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{ |
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spdFirePositions.RemoveAt(i); |
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} |
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} |
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} |
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} |
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/// <summary> |
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/// 判断点是否在多边形内 |
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/// </summary> |
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/// <param name="pathPointList">多边形顶点数组</param> |
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/// <param name="point">多边形包围盒内按spreadDis等距分割的各点</param> |
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/// <returns></returns> |
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// wn_PnPoly(): winding number test for a point in a polygon |
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// Input: point = a point, |
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// polygon = anticlockwise vertex points of a polygon polygon[n] |
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// Return: wn = the winding number (=0 only when P is outside) |
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// See:"http://geomalgorithms.com/a03-_inclusion.html" |
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int wn_PnPoly(List<Vector2> pathPointList, Vector2 point) |
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{ |
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int n = pathPointList.Count; |
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int wn = 0; // the winding number counter |
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// loop through all edges of the polygon |
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for (int i = 0; i < n; i++) |
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{ // edge from polygon[i] to polygon[i+1] |
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if (pathPointList[i].y <= point.y) |
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{ // start y <= P.y |
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if (pathPointList[(i + 1) % n].y > point.y) // an upward crossing |
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if (isLeft(pathPointList[i], pathPointList[(i + 1) % n], point) > 0) // P left of edge |
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++wn; // have a valid up intersect |
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} |
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else |
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{ // start y > P.y (no test needed) |
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if (pathPointList[(i + 1) % n].y <= point.y) // a downward crossing |
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if (isLeft(pathPointList[i], pathPointList[(i + 1) % n], point) < 0) // P right of edge |
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--wn; // have a valid down intersect |
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} |
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} |
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return wn; |
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} |
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//isLeft(): tests if a point is Left|On|Right of an infinite line. |
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//Input: three points P0, P1, and P2 |
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//Return: >0 for P2 left of the line through P0 and P1 |
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// =0 for P2 on the line |
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// <0 for P2 right of the line |
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// See:"http://geomalgorithms.com/a03-_inclusion.html":Algorithm 1 "Area of Triangles and Polygons" |
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// Or "http://geomalgorithms.com/a01-_area.html" |
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float isLeft(Vector2 P0, Vector2 P1, Vector2 P2) |
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{ |
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return ((P1.x - P0.x) * (P2.y - P0.y) |
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- (P2.x - P0.x) * (P1.y - P0.y)); |
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} |
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}
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