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1021 lines
42 KiB
1021 lines
42 KiB
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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using UnityEngine.AI; |
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using AX.MessageSystem; |
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using AX.InputSystem; |
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using UnityEngine.UI; |
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public class LayWaterHose : MonoBehaviour |
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{ |
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private string parentName; |
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public GameObject WaterHoses; |
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private string bandtype = "OrdinaryHose"; |
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// public GameObject waterhose; |
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private int num = 1; |
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private Dictionary<int, GameObject> hoseDic = new Dictionary<int, GameObject>(); |
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private Dictionary<int, float> lengthDic = new Dictionary<int, float>(); |
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private NavMeshAgent agent; |
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private bool flag = false; |
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private List<Vector3> allInits = new List<Vector3>(); |
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private Vector3[] path = null; |
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private Dictionary<int, Vector3[]> pathCorners = new Dictionary<int, Vector3[]>(); |
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private float time = 0; |
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//private FireManMessage fireManMessage; |
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private NavMeshPath NavMeshPath; |
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private Vector3 InitPoint; |
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private Vector3 endPoint; //记录水带用完的点 |
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private Vector3 checkPoint; |
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private int pathIndex = 0; |
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private Dictionary<int, List<int>> pathMap = new Dictionary<int, List<int>>(); //第几次路线包含哪几段 |
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private Transform shuiqiang; |
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private bool spraying = false; |
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//private List<MyEquipObject> equips; //保存消防员所有的装备 |
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// private MyEquipObject equipedHoses; //保存消防员装备的水带 |
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private GameObject group; |
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private List<GameObject> groupMembers; |
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private bool canreinit = true; |
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private int groupEquipedNum = 0; //保存组内一共装备的盘数 |
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private int groupConsumedNum = 0; //保存组内一共消耗的盘数 |
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private int selfEquipedNum = 0; //保存个人携带的盘数 |
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private int selfConsumedNum = 0; //保存个人消耗的盘数 |
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// public float LayLenght;//本次铺设长度 |
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public float remainlenght;//该消防员剩余水带 |
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public GameObject ParentLayHosePrefabs; |
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/// <summary> |
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///铺设水带的父物体 |
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/// </summary> |
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public GameObject ParentLayHose; |
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/// <summary> |
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/// 是否是捡起来继续铺 |
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/// </summary> |
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public bool IsTackUp; |
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/// <summary> |
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/// 捡起的水带 |
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/// </summary> |
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public GameObject TackHose; |
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/// <summary> |
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/// 如果是本客户端 |
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/// </summary> |
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public bool IsselfCurrent = true; |
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private int creatnum = 1; |
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// private bool setInitpoint; |
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// public float LastLenght; |
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//private float LastLayLenght; |
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// Use this for initialization |
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void Start() |
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{ |
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NavMeshPath = new NavMeshPath(); |
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agent = GetComponent<NavMeshAgent>(); |
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//fireManMessage = GetComponent<FireManMessage>(); |
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shuiqiang = TransformHelper.FindChild(transform, "shuiqiang"); |
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//生成所有水带的父物体 |
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parentName = name;//GetComponent<BaseGameObjInfo>().gameObjID.ToString(); |
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GameObject AllParent = GameObject.Find("P_AllParent/P_FireSkill/P_FollowFireHose"); |
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if (!AllParent.transform.Find(parentName)) |
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{ |
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WaterHoses = Instantiate(Resources.Load<GameObject>("Lines/WaterHoses")); |
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WaterHoses.transform.parent = AllParent.transform; |
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WaterHoses.name = parentName; |
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} |
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else |
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{ |
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WaterHoses = AllParent.transform.Find(parentName).gameObject; |
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} |
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if (ParentLayHosePrefabs == null) |
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{ |
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ParentLayHosePrefabs = Resources.Load<GameObject>("LineParent/ParentLayWaterHose"); |
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} |
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} |
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/// <summary> |
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/// 获取组内总装备数,没有组就获取自己的装备数 |
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/// </summary> |
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private int GetEquipedNum() |
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{ |
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selfEquipedNum = GetComponent<FireManWaterHoseManager>().NowRemainWaterHose; |
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return selfEquipedNum; |
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} |
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/// <summary> |
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/// 获取组内已被占用的水带盘数,如果没有组就获取自己占用的盘数 |
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/// </summary> |
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/// <returns>自己或所在组占用的水带盘数</returns> |
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private int GetConsumedNum() |
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{ |
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selfConsumedNum = GetSelfConsumedNum(); |
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// if (UpdateEquipedHoses()) |
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{ |
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//equipedHoses.conNum = selfConsumedNum; //设置自己背包中水带的消耗量 |
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} |
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return selfConsumedNum; |
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} |
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/// <summary> |
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/// 获取自己还可以铺设的长度 |
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/// </summary> |
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/// <returns>自己或所在组剩余的水带长度</returns> |
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private float GetRestAvailableLength() |
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{ |
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// GetConsumedNum(); //更新自己的消耗数 |
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return GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain;//GetEquipedNum() * 20 - GetSelfConsumedLength(); |
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} |
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/// <summary> |
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/// 获取自己铺设水带的长度, lengthDic.Clear()清空后该长度会清0 |
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/// </summary> |
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/// <returns></returns> |
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private float GetSelfConsumedLength() |
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{ |
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float length = 0; |
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if (lengthDic.Count > 0) |
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{ |
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foreach (float l in lengthDic.Values) |
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{ |
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length += l; |
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} |
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} |
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return length; |
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} |
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/// <summary> |
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/// 获取自己消耗的盘数 |
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/// </summary> |
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/// <returns></returns> |
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public int GetSelfConsumedNum() |
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{ |
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float consumedlength = GetSelfConsumedLength(); |
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int consumednum = (int)(consumedlength / 20); |
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if (consumedlength % 20 > 0) |
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{ |
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consumednum += 1; |
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} |
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return consumednum; |
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} |
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// Update is called once per frame |
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void Update() |
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{ |
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if (!flag) |
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{ |
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return; |
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} |
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//Debug.Log(flag+"//"+ agent.velocity.magnitude ); |
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if (flag && agent.velocity.magnitude > 0) //开启“铺设水带”,并且开始寻路时才会执行 |
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{ |
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remainlenght = GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain; |
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if (remainlenght<=0) |
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{ |
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return; |
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} |
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endPoint = transform.position; |
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//LayLenght= GetSelfConsumedLength(); |
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if (remainlenght > 0 && remainlenght <= 0.5f) //临界带 |
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{ |
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agent.SetDestination(transform.position); |
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endPoint = transform.position; |
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if (IsselfCurrent) |
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{ |
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LoadPromptWin.Instance.LoadTextPromptWindow("水带用完", 1f); |
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} |
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} |
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DrawByTimespan();//按更新的铺设路线画一次水带 |
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} |
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if (flag) |
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{ |
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if (spraying) //&& agent.velocity.magnitude==0) |
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{ |
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DrawTail(); |
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} |
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else |
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{ |
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DestroyTail(); |
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} |
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} |
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} |
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/// <summary> |
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/// 画线方法 |
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/// </summary> |
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/// <param name="position1">画线起始位置</param> |
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/// <param name="position2">画线结束位置</param> |
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/// <param name="number">线的名称序号</param> |
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private void DrawHoseLine(Vector3 position1, Vector3 position2, int number) |
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{ |
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Vector3 midPosition = (position1 + position2) / 2; |
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midPosition = new Vector3(midPosition.x, midPosition.y + 0.1f, midPosition.z); |
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string linename = "waterhose-" + number; |
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GameObject hose; |
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if (!ParentLayHose.transform.Find(linename)) |
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{ |
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hose = Instantiate(Resources.Load<GameObject>("Lines/" + bandtype), midPosition, Quaternion.identity) as GameObject; |
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hose.name = linename; |
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} |
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else |
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{ |
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hose = ParentLayHose.transform.Find(linename).gameObject; |
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hose.transform.position = midPosition; |
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} |
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hose.transform.parent = ParentLayHose.transform; |
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hose.transform.forward = (position2 - position1).normalized;//改变朝向 |
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if (!hose.GetComponent<BoxCollider>()) |
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{ |
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hose.AddComponent<BoxCollider>(); |
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} |
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float distance = Vector3.Distance(position2, position1); |
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hose.transform.localScale = new Vector3(25, 25, distance * 107);//延长线条,连接两点 |
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// hose.transform.position = hose.transform.position + Vector3.up * 0.5f; |
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SetHoseFloorInfo(hose.transform.parent.gameObject, position2); |
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UpdateHoseDic(number, hose); |
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UpdateLength(position1, position2, number); |
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List<int> intlist = pathMap[pathIndex]; |
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if (!intlist.Contains(number)) |
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{ |
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pathMap[pathIndex].Add(number); //第pathIndex条路线包括水带段number |
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} |
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} |
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/// <summary> |
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/// 更新已用水带的长度 |
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/// </summary> |
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/// <param name="position1"></param> |
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/// <param name="position2"></param> |
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/// <param name="number"></param> |
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private void UpdateLength(Vector3 position1, Vector3 position2, int number) |
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{ |
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if (lengthDic.ContainsKey(number)) //如果字典里已包含此序号段水带的长度 |
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{ |
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lengthDic[number] = Vector3.Distance(position1, position2);//就更新长度 |
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} |
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else //如果不包含此序号段水带的长度 |
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{ |
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lengthDic.Add(number, Vector3.Distance(position1, position2));//就添加长度 |
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} |
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} |
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/// <summary> |
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/// 更新消防员装备的水带物体 |
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/// </summary> |
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//private bool UpdateEquipedHoses() |
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//{ |
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// equips = GetComponent<Bag>().equips; |
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// if (equips.Count > 0) |
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// { |
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// foreach (MyEquipObject equip in equips) |
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// { |
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// if (equip.equipName == "消防高压水带") |
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// { |
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// equipedHoses = equip; |
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// return true; |
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// } |
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// } |
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// return false; |
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// } |
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// return false; |
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//} |
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/// <summary> |
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/// 保存新生成的水带段 |
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/// </summary> |
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/// <param name="number"></param> |
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/// <param name="hose"></param> |
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private void UpdateHoseDic(int number, GameObject hose) |
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{ |
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if (hoseDic.ContainsKey(number)) |
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{ |
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hoseDic[number] = hose; |
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} |
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else |
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{ |
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hoseDic.Add(number, hose); |
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} |
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} |
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/// <summary> |
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/// 检测水带是否还有剩余 |
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/// </summary> |
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/// <returns></returns> |
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private void HasHose() |
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{ |
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float remain = GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain; |
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if (remain > 0.5f) |
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{ |
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endPoint = transform.position; //记录末点位置 |
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canreinit = true; //可以更新InitPoint |
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return; |
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} |
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else if (remain > 0 && remain <= 0.5f) //临界带 |
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{ |
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canreinit = false; |
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if (IsselfCurrent) |
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{ |
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LoadPromptWin.Instance.LoadTextPromptWindow("水带用完", 1f); |
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} |
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return; |
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} |
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/* else |
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{ |
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if(agent.velocity.magnitude > 0) |
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{ |
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ResourceLoadWindow.Instance.LoadTextHintWindow("已无可用水带", 1); |
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} |
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transform.position = endPoint; |
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agent.SetDestination(endPoint); |
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canreinit = false; //即时超过20也不更新InitPoint |
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return; |
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}*/ |
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} |
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/// <summary> |
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/// 开始铺设水带 |
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/// </summary> |
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public void StartLay(bool issync = false) |
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{ |
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agent.SetDestination(transform.position); |
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//if (GetComponent<FireManWaterHoseManager>().OverLenght > 0) |
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//{ |
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// GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain = |
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// GetComponent<FireManWaterHoseManager>().NowRemainWaterHose * 20 + GetComponent<FireManWaterHoseManager>().OverLenght; |
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//} |
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//如果当前起始位置与上一次铺设的末点距离较近,则认为此次铺设是上一次铺设的继续 |
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if (endPoint != Vector3.zero && Vector3.Distance(transform.position, endPoint) < 5) |
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{ |
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if (ParentLayHose) |
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{ |
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//如果放下期间已经被别人捡起,重新铺设 |
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if (ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectFireman != null) |
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{ |
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lengthDic.Clear(); |
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if (GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain <= 0) |
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{ |
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if (IsselfCurrent) |
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{ |
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LoadPromptWin.Instance.LoadTextPromptWindow("未装备水带或水带已用完", 1f); |
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} |
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return; |
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} |
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//ParentLayHose = EntitiesManager.Instance.CreateObj(ParentLayHosePrefabs, Vector3.zero, |
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// WaterHoses.transform, EntitiesManager.Instance.CreateObjID(CurrentUserInfo.mySelf.Id)); // Instantiate(ParentLayHosePrefabs, WaterHoses.transform); |
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ParentLayHose = Instantiate(ParentLayHosePrefabs, WaterHoses.transform); |
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//ParentLayHose.GetComponent<BaseGameObjInfo>().gameObjID = EntitiesManager.Instance.CreateObjID(CurrentUserInfo.mySelf.Id); |
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ParentLayHose.name = "LayWaterHose" + creatnum; |
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creatnum++; |
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ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectFireman = gameObject; |
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allInits.Clear(); |
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AddInit(); |
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endPoint = transform.position; |
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if (!GetComponent<AgentController>().pathFindEnable) |
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{ |
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GetComponent<AgentController>().pathFindEnable = true; |
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} |
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flag = true; |
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} |
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//如果放下期间没有被别人捡起,继续铺设 |
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else |
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{ |
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//更新消防员可用水带 |
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if (ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().RemainLenght > 0) |
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{ |
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//if((GetComponent<FireManWaterHoseManager>().OverLenght==0)) |
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{ |
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//GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain = |
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// GetComponent<FireManWaterHoseManager>().NowRemainWaterHose * 20 + ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().RemainLenght+GetComponent<FireManWaterHoseManager>().OverLenght; |
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//GetComponent<FireManWaterHoseManager>().NowRemainWaterHose = GetComponent<FireManWaterHoseManager>().NowRemainWaterHose + ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().UseNum; |
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GetComponent<FireManWaterHoseManager>().CalculateBeforelay(ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().RemainLenght, ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().UseNum); |
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} |
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} |
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//更新消防员水源信息 |
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if (ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().WaterSource != null) |
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{ |
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if (issync == false) |
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{ |
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gameObject.GetComponent<FireManWaterHoseManager>().ResetWaterSourceConnectInfo |
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(true, ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectWater, |
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ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectFoam, ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().WaterSource, |
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ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectWaterHose); |
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if (/*FindObjectOfType<FireManSkillPanelController>()*/FireManSkillPanelController.Instance) |
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{ |
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FireManSkillPanelController.Instance.SprayWater.GetComponent<Toggle>().interactable = true; |
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} |
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} |
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} |
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else |
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{ |
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if (issync == false) |
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{ |
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gameObject.GetComponent<FireManWaterHoseManager>().ResetWaterSourceConnectInfo(false, false, false, null, null); |
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} |
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} |
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if (!GetComponent<AgentController>().pathFindEnable) |
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{ |
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GetComponent<AgentController>().pathFindEnable = true; |
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} |
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flag = true; |
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ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectFireman = gameObject; |
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} |
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//AddInit(); |
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} |
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} |
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//如果当前起始位置与上一次铺设的末点距离较远,则认为开始一段新的铺设,不会收回上一次铺设的管线 |
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else |
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{ |
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lengthDic.Clear(); |
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if (GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain <= 0) |
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{ |
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if (IsselfCurrent) |
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{ |
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LoadPromptWin.Instance.LoadTextPromptWindow("未装备水带或水带已用完", 1f); |
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} |
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GetComponent<AgentController>().pathFindEnable = false; |
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allInits.Clear(); |
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AddInit(); |
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endPoint = Vector3.zero; |
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flag = false; |
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return; |
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} |
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else |
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{ |
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ParentLayHose = Instantiate(ParentLayHosePrefabs, WaterHoses.transform); |
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ParentLayHose.name = "LayWaterHose" + creatnum; |
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creatnum++; |
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ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectFireman = gameObject; |
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//GetComponent<FireManWaterHoseManager>().TackUpLenght = 0; |
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//如果铺设时消防员被管线连接,给该水带赋值水源信息 |
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if (GetComponent<FireManWaterHoseManager>().IsConnentWaterLine) |
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{ |
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FireManWaterHoseManager thisFireman = GetComponent<FireManWaterHoseManager>(); |
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ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().BindWaterSource(thisFireman.hasWaterConnect, thisFireman.hasFoamConnect, thisFireman.ConnentSource, thisFireman.WaterLineConnent); |
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} |
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allInits.Clear(); |
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AddInit(); |
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endPoint = transform.position; |
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if (!GetComponent<AgentController>().pathFindEnable) |
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{ |
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GetComponent<AgentController>().pathFindEnable = true; |
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} |
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flag = true; |
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} |
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} |
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} |
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/// <summary> |
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/// 有水源后,设置喷水起始点 |
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/// </summary> |
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public void SetInitPoint() |
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{ |
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allInits.Clear(); //与之前铺设的水带切断联系 |
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AddInit(); //将当前位置作为起点 |
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endPoint = Vector3.zero;//transform.position; |
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//setInitpoint = true; |
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} |
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/// <summary> |
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/// 消防员喷水、泡沫时铺设水带 |
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/// </summary> |
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public void StartSprayingLay(bool issync = false) |
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{ |
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agent.SetDestination(transform.position); |
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//if (!GetComponent<AgentController>().pathFindEnable) |
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{ |
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GetComponent<AgentController>().pathFindEnable = true; |
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} |
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if (GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain <= 0) |
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{ |
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if (IsselfCurrent) |
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{ |
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if (!(GetComponent<FireManControl>().workType == FireManSkills.SprayFoam|| |
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GetComponent<FireManControl>().workType == FireManSkills.SprayWater)) |
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{ |
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LoadPromptWin.Instance.LoadTextPromptWindow("还未装备水带", 1); |
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} |
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} |
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} |
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if (endPoint != Vector3.zero && Vector3.Distance(transform.position, endPoint) < 5) |
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{ |
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if (ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().RemainLenght > 0) |
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{ |
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//if((GetComponent<FireManWaterHoseManager>().OverLenght==0)) |
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{ |
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//GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain = |
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// GetComponent<FireManWaterHoseManager>().NowRemainWaterHose * 20 + ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().RemainLenght+GetComponent<FireManWaterHoseManager>().OverLenght; |
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//GetComponent<FireManWaterHoseManager>().NowRemainWaterHose = GetComponent<FireManWaterHoseManager>().NowRemainWaterHose + ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().UseNum; |
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GetComponent<FireManWaterHoseManager>().CalculateBeforelay(ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().RemainLenght, ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().UseNum); |
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} |
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} |
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if (ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().WaterSource != null) |
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{ |
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if (issync == false) |
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{ |
|
gameObject.GetComponent<FireManWaterHoseManager>().ResetWaterSourceConnectInfo |
|
(true, ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectWater, |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectFoam, ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().WaterSource, |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectWaterHose); |
|
} |
|
|
|
if (/*FindObjectOfType<FireManSkillPanelController>()*/FireManSkillPanelController.Instance) |
|
{ |
|
FireManSkillPanelController.Instance.SprayWater.GetComponent<Toggle>().interactable = true; |
|
} |
|
} |
|
else |
|
{ |
|
if (issync == false) |
|
{ |
|
gameObject.GetComponent<FireManWaterHoseManager>().ResetWaterSourceConnectInfo(false, false, false, null, null); |
|
} |
|
} |
|
//GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain = |
|
// GetComponent<FireManWaterHoseManager>().NowRemainWaterHose * 20 + ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().RemainLenght;//+ GetComponent<FireManWaterHoseManager>().OverLenght; |
|
// GetComponent<FireManWaterHoseManager>().NowRemainWaterHose = GetComponent<FireManWaterHoseManager>().NowRemainWaterHose + ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().UseNum; |
|
GetComponent<FireManWaterHoseManager>().CalculateBeforelay(ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().RemainLenght, ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().UseNum); |
|
flag = true; |
|
GetComponent<AgentController>().pathFindEnable = true; |
|
} |
|
else |
|
{ |
|
ParentLayHose = Instantiate(ParentLayHosePrefabs, WaterHoses.transform); |
|
ParentLayHose.name = "LayWaterHose" + creatnum; |
|
creatnum++; |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectFireman = gameObject; |
|
allInits.Clear(); //与之前铺设的水带切断联系 |
|
AddInit(); //将当前位置作为起点 |
|
endPoint = transform.position; |
|
lengthDic.Clear(); |
|
remainlenght = GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain; |
|
if (remainlenght <= 0) |
|
{ |
|
GetComponent<AgentController>().pathFindEnable = false; |
|
} |
|
else |
|
{ |
|
GetComponent<AgentController>().pathFindEnable = true; |
|
} |
|
} |
|
// GetComponent<AgentController>().pathFindEnable = true; |
|
canreinit = false; |
|
flag = true; |
|
spraying = true; |
|
} |
|
/// <summary> |
|
/// 结束铺设,放下水带 |
|
/// </summary> |
|
public void EndLay(bool issync = false, bool isstoplayskill = true) |
|
{ |
|
//endlay(); |
|
if (flag) |
|
{ |
|
|
|
flag = false; |
|
agent.SetDestination(transform.position); //停止移动 |
|
SetLayHoseInfo(issync,isstoplayskill); |
|
//lengthDic.Clear();//清空本次绘制存储的线 |
|
//IsTackUp = false; |
|
//TackHose = null; |
|
} |
|
if (spraying) |
|
{ |
|
spraying = false; |
|
DestroyTail(); |
|
} |
|
// Debug.Log(endPoint+"//"+transform.position); |
|
} |
|
|
|
/// <summary> |
|
/// 结束铺设时设置该铺设管线信息 |
|
/// </summary> |
|
void SetLayHoseInfo(bool issync = false,bool isstoplayskill=true) |
|
{ |
|
// LastLenght = GetSelfConsumedLength() - ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().LineLenght; |
|
|
|
|
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().LineLenght = GetSelfConsumedLength(); |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().UseNum = Mathf.CeilToInt(GetSelfConsumedLength() / 20); |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().CreatFireman = gameObject; |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().RemainLenght = Mathf.CeilToInt(GetSelfConsumedLength() / 20) * 20 - GetSelfConsumedLength(); |
|
GetComponent<FireManWaterHoseManager>().UpdateRemain(GetSelfConsumedLength()); |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectWaterHose = GetComponent<FireManWaterHoseManager>().WaterLineConnent; |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().EndPoint = transform.position; |
|
|
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectFireman = null; |
|
|
|
//如果结束铺设时消防员被管线连接,更新水带水源信息,防止在铺设过程中消防员连接的管线被删除,造成的信息更改 |
|
if (GetComponent<FireManWaterHoseManager>().IsConnentWaterSource) |
|
{ |
|
FireManWaterHoseManager thisFireman = GetComponent<FireManWaterHoseManager>(); |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().BindWaterSource(thisFireman.hasWaterConnect, thisFireman.hasFoamConnect, thisFireman.ConnentSource, thisFireman.WaterLineConnent); |
|
} |
|
else |
|
{ |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().BindWaterSource(false, false, null, null); |
|
} |
|
if (GetComponent<FireManControl>().workType == FireManSkills.SprayFoam || |
|
GetComponent<FireManControl>().workType == FireManSkills.SprayWater) |
|
{ |
|
GetComponent<AgentController>().pathFindEnable = false; |
|
remainlenght = GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain; |
|
if (remainlenght <= 0&& GetSelfConsumedLength()<1f) |
|
{ |
|
allInits.Clear(); //与之前铺设的水带切断联系 |
|
AddInit(); //将当前位置作为起点 |
|
endPoint = Vector3.zero; |
|
lengthDic.Clear(); |
|
} |
|
} |
|
// StartCoroutine(closespraytoggle()); |
|
//if (!(endPoint != Vector3.zero && Vector3.Distance(transform.position, endPoint) < 5)) |
|
//{ |
|
// if (FireManSkillPanelController.Instance) |
|
// { |
|
// FireManSkillPanelController.Instance.SprayWater.GetComponent<Toggle>().isOn = false; |
|
// FireManSkillPanelController.Instance.SprayWater.GetComponent<Toggle>().interactable = false; |
|
// } |
|
//} |
|
if (issync==false) |
|
{ |
|
GetComponent<FireManWaterHoseManager>().Resert(); |
|
} |
|
|
|
} |
|
IEnumerator closespraytoggle() |
|
{ |
|
Debug.Log("closespraytoggle----"+false); |
|
yield return new WaitForSeconds(0.2f); |
|
if (GetComponent<FireManControl>().WorkType!=FireManSkills.SprayFoam&& |
|
GetComponent<FireManControl>().WorkType != FireManSkills.SprayWater || |
|
!FireManSkillPanelController.Instance.extinguishantSelect.gameObject.activeSelf) |
|
{ |
|
//if (FireManSkillPanelController.Instance) |
|
{ |
|
FireManSkillPanelController.Instance.SprayWater.GetComponent<Toggle>().isOn = false; |
|
FireManSkillPanelController.Instance.SprayWater.GetComponent<Toggle>().interactable = false; |
|
} |
|
} |
|
} |
|
/// <summary> |
|
/// 收起水带 |
|
/// </summary> |
|
public void Pack() |
|
{ |
|
foreach (GameObject hose in hoseDic.Values) |
|
{ |
|
Destroy(hose);//删除所有已生成的水带段 |
|
} |
|
hoseDic.Clear(); //水带段字典清空 |
|
lengthDic.Clear(); //已用水带长度清空 |
|
pathMap.Clear(); |
|
num = 1; |
|
path = null; |
|
pathIndex = 0; |
|
flag = false; |
|
spraying = false; |
|
InitPoint = default(Vector3); |
|
endPoint = default(Vector3); |
|
checkPoint = default(Vector3); |
|
canreinit = true; |
|
//if (equipedHoses != null) |
|
{ |
|
//equipedHoses.conNum = 0; |
|
} |
|
allInits.Clear(); |
|
pathCorners.Clear(); |
|
GetConsumedNum(); |
|
DestroyTail(); |
|
|
|
} |
|
public void DeleteParent() |
|
{ |
|
if (WaterHoses) |
|
{ |
|
Destroy(WaterHoses); |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// 从起始点到角色当前位置获取铺设路线 |
|
/// </summary> |
|
private void GetPath() |
|
{ |
|
NavMesh.CalculatePath(InitPoint, transform.position, -1, NavMeshPath); |
|
path = NavMeshPath.corners; |
|
//path = CheckPath(path); |
|
if (pathCorners.ContainsKey(pathIndex)) |
|
{ |
|
pathCorners[pathIndex] = path; |
|
} |
|
else |
|
{ |
|
pathCorners.Add(pathIndex, path); |
|
} |
|
List<int> intList = pathMap[pathIndex]; |
|
num = intList[0]; |
|
int endnum = intList[intList.Count - 1]; |
|
if (lengthDic.Count > 0 && hoseDic.Count > 0) //删除第pathIndex段水带上一次生成的所有子段 |
|
{ |
|
for (int i = num; i <= endnum; i++) |
|
{ |
|
lengthDic.Remove(i); |
|
} |
|
} |
|
float thispartlength = 0; //记录此次路线生成水带的长度,如果超出20,就更新InitPoint |
|
if (path.Length > 1) |
|
{ |
|
for (int i = 1; i < path.Length; i++) |
|
{ |
|
DrawHoseLine(path[i - 1], path[i], num); |
|
thispartlength += lengthDic[num]; |
|
num += 1; |
|
} |
|
} |
|
if (num - 1 < hoseDic.Count) //删除多余的水带段 |
|
{ |
|
for (int i = hoseDic.Count; i > num - 1; i--) |
|
{ |
|
if (hoseDic.ContainsKey(i)) |
|
{ |
|
Destroy(hoseDic[i]); |
|
hoseDic.Remove(i); |
|
} |
|
} |
|
} |
|
//此次路线生成水带的长度如果超出20,或者就更新InitPoint |
|
//if (GetComponent<FireManWaterHoseManager>().OverLenght == 0) |
|
{ |
|
if (canreinit && path.Length > 1 && Vector3.Distance(transform.position, path[path.Length - 2]) > 0.5f && (thispartlength > 20)) |
|
{ |
|
AddInit(); |
|
} |
|
} |
|
//if (GetComponent<FireManWaterHoseManager>().OverLenght > 0) |
|
//{ |
|
// if (canreinit && path.Length > 1 && Vector3.Distance(transform.position, path[path.Length - 2]) > 0.5f && (thispartlength > GetComponent<FireManWaterHoseManager>().OverLenght)) |
|
// { |
|
// AddInit(); |
|
// } |
|
//} |
|
|
|
} |
|
|
|
|
|
/// <summary> |
|
/// 每帧更新铺设路线 |
|
/// </summary> |
|
private void DrawByTimespan() |
|
{ |
|
GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain = GetComponent<FireManWaterHoseManager>().NowRemainWaterHose * 20 - GetSelfConsumedLength();// + GetComponent<FireManWaterHoseManager>().OverLenght; |
|
if (GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain > 0) //如果装备了水带,并且有水带可用 |
|
{ |
|
HasHose(); |
|
GetBackCheck(); |
|
GetPath(); |
|
} |
|
//else if (GetEquipedNum() > 0 && GetRestAvailableLength() <= 0) //装备了水带,但无水带可用,别人都用完了 |
|
//{ |
|
// transform.position = endPoint; |
|
// if (agent.destination != transform.position) |
|
// { |
|
// //ResourceLoadWindow.Instance.LoadTextHintWindow("已无可用水带", 1); |
|
// agent.SetDestination(endPoint); |
|
// } |
|
// canreinit = false; //即时超过20也不更新InitPoint |
|
// GetBackCheck(); |
|
// GetPath(); |
|
//} |
|
else //没装备就原地不动 |
|
{ |
|
transform.position = endPoint; |
|
if (agent.destination != transform.position) |
|
{ |
|
//ResourceLoadWindow.Instance.LoadTextHintWindow("已无可用水带", 1); |
|
agent.SetDestination(endPoint); |
|
} |
|
canreinit = false; //即时超过20也不更新InitPoint |
|
GetBackCheck(); |
|
GetPath(); |
|
} |
|
// GetComponent<FireManWaterHoseManager>().WaterHoseLenghtRemain-=GetConsumedNum(); |
|
} |
|
|
|
/// <summary> |
|
/// 喷水、喷泡沫时创建水带末端到消防员手上水枪部位的连接段 |
|
/// </summary> |
|
private void DrawTail() |
|
{ |
|
Vector3 midPosition = (transform.position + shuiqiang.position) / 2; |
|
midPosition = new Vector3(midPosition.x, midPosition.y + 0.1f, midPosition.z); |
|
string linename = "waterhose-tail"; |
|
GameObject hose; |
|
if (!WaterHoses.transform.Find(linename)) |
|
{ |
|
hose = Instantiate(Resources.Load<GameObject>("Lines/" + bandtype), midPosition, Quaternion.identity) as GameObject; |
|
hose.name = linename; |
|
} |
|
else |
|
{ |
|
hose = WaterHoses.transform.Find(linename).gameObject; |
|
hose.transform.position = midPosition; |
|
} |
|
hose.transform.parent = WaterHoses.transform; |
|
hose.transform.forward = (shuiqiang.position - transform.position).normalized;//改变朝向 |
|
float distance = Vector3.Distance(transform.position, shuiqiang.position); |
|
hose.transform.localScale = new Vector3(25,25, distance * 78);//延长线条,连接两点 |
|
} |
|
|
|
/// <summary> |
|
/// 不喷水、泡沫时删除水带末端到消防员手上水枪部位的连接段 |
|
/// </summary> |
|
private void DestroyTail() |
|
{ |
|
if (WaterHoses.transform.Find("waterhose-tail")) |
|
{ |
|
Destroy(WaterHoses.transform.Find("waterhose-tail").gameObject); |
|
} |
|
} |
|
/// <summary> |
|
/// 根据组内已用盘数设置组员水带设备的已消耗数量 |
|
/// </summary> |
|
/// <param name="consumedlength">组内已经消耗的水带长度</param> |
|
//private void SetGroupConsumed(int groupconsumednum) |
|
//{ |
|
// for (int i = 0; i < groupMembers.Count; i++) //查找每一个组员的背包 |
|
// { |
|
// List<MyEquipObject> memberEquips = groupMembers[i].GetComponent<Bag>().equips; //获取该组员背包里的装备 |
|
// if (memberEquips != null && memberEquips.Count > 0) |
|
// { |
|
// foreach (MyEquipObject equip in memberEquips) |
|
// { |
|
// if (equip.equipName == "消防高压水带" && equip.selNum > 0) //找到装备中的水带装备 |
|
// { |
|
// if (groupconsumednum > 0) //如果消耗量还没设置完,就继续在该组员身上设置消耗量 |
|
// { |
|
// if (groupconsumednum > equip.selNum) //总消耗量 > 该组员携带量 |
|
// { |
|
// equip.conNum = equip.selNum; //该组员的携带量全用完 |
|
// groupconsumednum -= equip.selNum; |
|
// } |
|
// else //consumednum <= equip.selNum //总消耗量 <= 该组员携带量 |
|
// { |
|
// equip.conNum = groupconsumednum; //设置该组员消耗量为总消耗量 |
|
// groupconsumednum = 0; //总共消耗量为0 |
|
// } |
|
// } |
|
// else if (groupconsumednum == 0) //如果消耗量已经全部设置完 |
|
// { |
|
// equip.conNum = 0; //则该组员的水带装备消耗量为0 |
|
// } |
|
// break; //不用再翻该组员的背包了,直接跳回for循环开始查找下一个组员的背包 |
|
// } |
|
// } |
|
// } |
|
// } |
|
//} |
|
private void GetBackCheck() |
|
{ |
|
if (allInits.Count > 1) |
|
{ |
|
int i = allInits.Count - 1; |
|
if (pathCorners.ContainsKey(pathIndex - 1)) |
|
{ |
|
Vector3[] lastPath = pathCorners[pathIndex - 1]; |
|
if (lastPath.Length > 1) |
|
{ |
|
checkPoint = lastPath[lastPath.Length - 2]; //上一段路线的倒数第二点 |
|
float dc1 = Vector3.Distance(checkPoint, allInits[i]); |
|
float dcp = Vector3.Distance(checkPoint, transform.position); |
|
Vector3 _ic = checkPoint - allInits[i]; |
|
Vector3 _ip = transform.position - allInits[i]; |
|
float angle = Vector3.Angle(_ic, _ip); |
|
if (angle < 15 || dcp < dc1) |
|
{ |
|
//删除最后一个InitPoint为起点画的线,即第pathIndex段水带 |
|
List<int> intlist = pathMap[pathIndex]; |
|
foreach (int k in intlist) |
|
{ |
|
if (hoseDic.ContainsKey(k)) |
|
{ |
|
Destroy(hoseDic[k]); |
|
hoseDic.Remove(k); |
|
} |
|
lengthDic.Remove(k); |
|
} |
|
pathMap.Remove(pathIndex); |
|
pathCorners.Remove(pathIndex); |
|
pathIndex -= 1; |
|
InitPoint = allInits[i - 1]; //InitPoint退回上一个点 |
|
allInits.RemoveAt(i); //删除最后一个InitPoint |
|
canreinit = false; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
private void AddInit() |
|
{ |
|
InitPoint = transform.position; |
|
allInits.Add(InitPoint); |
|
pathIndex += 1; |
|
pathMap.Add(pathIndex, new List<int> { num }); |
|
} |
|
private Vector3[] CheckPath(Vector3[] path) |
|
{ |
|
List<Vector3> corners = new List<Vector3>(); |
|
foreach (Vector3 point in path) |
|
{ |
|
corners.Add(point); |
|
} |
|
for (int i = 0; i < corners.Count - 1; i++) |
|
{ |
|
for (int k = corners.Count - 2; k > i; k--) |
|
{ |
|
float distance = Vector3.Distance(corners[i], corners[k]);//计算两点的距离 |
|
if (distance < 0.3f) |
|
{ |
|
for (int j = k; j > i; j--) |
|
{ |
|
corners.RemoveAt(j); |
|
} |
|
break; |
|
} |
|
} |
|
} |
|
Vector3[] newpath = new Vector3[corners.Count]; |
|
for (int j = 0; j < newpath.Length; j++) |
|
{ |
|
newpath[j] = corners[j]; |
|
} |
|
return newpath; |
|
} |
|
/// <summary> |
|
/// 获取自己手中持有的水带数量,包括已铺设的数量和携带的未消耗的数量 |
|
/// </summary> |
|
/// <returns></returns> |
|
public int SelfGotNum() |
|
{ |
|
int selfallnum = 0; |
|
//if (UpdateEquipedHoses()) |
|
{ |
|
//selfallnum += equipedHoses.selNum - equipedHoses.conNum; //计算自己携带的剩余可用的数量 |
|
} |
|
selfallnum += GetSelfConsumedNum(); //加上自己已铺设的数量 |
|
return selfallnum; //自己手中一共拥有的数量,解组时重新设定自己的selNum |
|
} |
|
|
|
/// <summary> |
|
/// 根据管线所在位置设定管线的层信息 |
|
/// </summary> |
|
/// <param name="hose"></param> |
|
public void SetHoseFloorInfo(GameObject hose, Vector3 pos2) |
|
{ |
|
Vector3 adPos2 = new Vector3(pos2.x, pos2.y + 0.2f, pos2.z); |
|
Ray ray = new Ray(adPos2, -Vector3.up); |
|
RaycastHit hit = new RaycastHit(); |
|
if (Physics.Raycast(ray, out hit, LayerMask.NameToLayer("PathFinding"))) |
|
{ |
|
if (hit.transform.gameObject.GetComponent<CloneGameObjInfo>() && hit.transform.gameObject.GetComponent<CloneGameObjInfo>().gameObjType == CloneObjType.staticGameObject) |
|
{ |
|
CloneGameObjInfo hoseinfo = hose.GetComponent<CloneGameObjInfo>(); |
|
CloneGameObjInfo hitinfo = hit.transform.gameObject.GetComponent<CloneGameObjInfo>(); |
|
|
|
hoseinfo.buildNum = hitinfo.buildNum; |
|
hoseinfo.floorNum = hitinfo.floorNum; |
|
hoseinfo.interlayerNum = hitinfo.interlayerNum; |
|
//hoseinfo.UpdateFloorEnabled(GlobalVariable.CurrentFloor); |
|
return; |
|
} |
|
} |
|
} |
|
public void ResertEndPoint() |
|
{ |
|
endPoint = Vector3.zero; |
|
} |
|
public void SetWaterInfoWhileSpray() |
|
{ |
|
if (ParentLayHose!=null&& ParentLayHose.GetComponent<ParentLayWaterHoseMsg>()!=null) |
|
{ |
|
if (ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().WaterSource != null) |
|
{ |
|
if ((endPoint != Vector3.zero && Vector3.Distance(transform.position, endPoint) < 5)) |
|
{ |
|
gameObject.GetComponent<FireManWaterHoseManager>().ResetWaterSourceConnectInfo |
|
(true, ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectWater, |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectFoam, ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().WaterSource, |
|
ParentLayHose.GetComponent<ParentLayWaterHoseMsg>().ConnectWaterHose); |
|
if (/*FindObjectOfType<FireManSkillPanelController>()*/FireManSkillPanelController.Instance) |
|
{ |
|
FireManSkillPanelController.Instance.SprayWater.GetComponent<Toggle>().interactable = true; |
|
DrawByTimespan(); |
|
} |
|
} |
|
else |
|
{ |
|
// LoadPromptWin.Instance.LoadTextPromptWindow("距离放下水带太远,无法自动拿起管线,请靠近当前放下管线或者重新连接水源", 1f); |
|
} |
|
|
|
} |
|
} |
|
} |
|
} |