天津23维预案
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
using AX.TrackRecord;
using System.Text.RegularExpressions;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using AX.MessageSystem;
public class FireDisasterSetting : MonoBehaviour
{
public Button SaveButton;
public string FireName;
private OtherArrribute_Fire fireAttri;
private InputField Comburent;//燃烧物
private InputField Position;//着火位置
private Toggle StraightSpread;//直线蔓延
private Toggle AreaSpread;//区域蔓延
private Toggle AroundSpread;//四周蔓延
private InputField StartTime;//开始蔓延时间
private Text TiShiText;//提示信息
public List<Vector3> PathPointList = new List<Vector3>();
private RaycastHit hit;
private Ray ray;
public Vector3 startPosition = Vector3.zero;//定义一个Vector3,用来存储鼠标点击的位置
private Vector3 endPosition = Vector3.zero;//定义一个Vector3,用来存储鼠标点击的位置
public LayerMask layerMask = -1;
public GameObject lineObj;
private GameObject lineObjChild;
private GameObject linePrefab;
public Button CloseButton;
public Button ResetButton;
private Line line1 = new Line();//多边形最后一条边
private Line line2 = new Line();//多边形除最后一条边的其他各边
private Line line3 = new Line();//多边形倒数第二边
public GameObject messageBox;
// Use this for initialization
void Start()
{
SaveButton = this.transform.Find("SaveButton").GetComponent<Button>();
SaveButton.onClick.AddListener(SaveFireProperties);
CloseButton = this.transform.Find("CloseButton").GetComponent<Button>();
CloseButton.onClick.AddListener(CloseWindow);
ResetButton = this.transform.Find("ResetButton").GetComponent<Button>();
ResetButton.onClick.AddListener(ResetPath);
Comburent = this.transform.Find("ComburentInputField").GetComponent<InputField>();
Position = this.transform.Find("PosInputField").GetComponent<InputField>();
StraightSpread = this.transform.Find("Image").Find("Toggle").GetComponent<Toggle>();
AreaSpread = this.transform.Find("Image").Find("Toggle1").GetComponent<Toggle>();
AroundSpread = this.transform.Find("Image").Find("Toggle2").GetComponent<Toggle>();
StartTime = this.transform.Find("StartTimeInputField").GetComponent<InputField>();
TiShiText = this.transform.Find("TiShiText").GetComponent<Text>();
StraightSpread.onValueChanged.AddListener(CtrlStraightSpreadEdit);
AreaSpread.onValueChanged.AddListener(CtrlAreaSpreadEdit);
AroundSpread.onValueChanged.AddListener(CtrlAroundSpreadEdit);
linePrefab = Resources.Load<GameObject>("Prefabs/ToolPrefab/fireSpreadLine");
messageBox = GameObject.Find("Canvas").transform.Find("MessageBox").gameObject;
}
private void ResetPath()
{
PathPointList.Clear();
DeleteFireSpreadWay(GameObject.Find("pfirespreadline").transform.Find(FireName));
startPosition = GameObject.Find(FireName).transform.position;
//重置路径时,如果是已经蔓延过一次及存在蔓延出来的火,重置删除蔓延路径的同时,删除蔓延出来的火
Transform pfire = GameObject.Find("pfire").transform;
foreach (Transform child in pfire)
{
if (child.GetComponent<SpreadedFire>() && child.GetComponent<SpreadedFire>().fireSourceName == FireName)
{
Destroy(child.gameObject);
}
}
if (RecordManager.Instance.IsRecording)//记录火重置事件
{
MessageDispatcher.SendMessage("RecordResetFireEvent", (object)FireName);
}
}
private void CloseWindow()
{
this.gameObject.SetActive(false);
if (!GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.StraightSpread
&& !GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.AreaSpread
&& !GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.AroundSpread)
{
Destroy(GameObject.Find("pfirespreadline").transform.Find(FireName).gameObject);
}
else
{
if (GameObject.Find("pfirespreadline").transform.Find(FireName))
{
GameObject.Find("pfirespreadline").transform.Find(FireName).gameObject.SetActive(false);
}
}
}
private void SaveFireProperties()
{
if (StraightSpread.isOn || AreaSpread.isOn || AroundSpread.isOn)
{
if (string.IsNullOrEmpty(StartTime.text))
{
TiShiText.text = "开始时间不能为空";
return;
}
if (!string.IsNullOrEmpty(StartTime.text))
{
if (!Regex.Match(StartTime.text, "^[1-9]\\d*$").Success)
{
TiShiText.text = "开始时间应为大于0的整数";
return;
}
}
if (PathPointList.Count == 0)
{
TiShiText.text = "请设置蔓延路径或区域";
return;
}
if (AroundSpread.isOn)
{
List<Vector2> PathPointList_xz = new List<Vector2>();
for (int i = 0; i < PathPointList.Count; i++)
{
PathPointList_xz.Add(new Vector2(PathPointList[i].x,PathPointList[i].z));
}
Vector3 pos = GameObject.Find(FireName).transform.position;
Vector2 tempPos = new Vector2(pos.x,pos.z);
int wn = wn_PnPoly(PathPointList_xz, tempPos);
if (wn == 0)
{
TiShiText.text = "四周蔓延需包围火";
return;
}
}
if (FireName != null && FireName != "")
{
if (GameObject.Find(FireName).GetComponent<FireSpreadCtrl>().isSpreading)
{
TiShiText.text = "火已开始蔓延,不能保存";
return;
}
}
}
if (FireName != null && FireName != "")
{
fireAttri = GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri;
fireAttri.Comburent = Comburent.text;
fireAttri.Position = Position.text;
fireAttri.StraightSpread = StraightSpread.isOn;
fireAttri.AreaSpread = AreaSpread.isOn;
fireAttri.AroundSpread = AroundSpread.isOn;
if (StraightSpread.isOn || AreaSpread.isOn || AroundSpread.isOn)
{
fireAttri.StartTime = int.Parse(StartTime.text);
fireAttri.PathPointList.Clear();
fireAttri.PathPointList.AddRange(PathPointList);
}
fireAttri.isSpreadedBeforeRecord = false;
fireAttri.isStartSpread = false;
if (RecordManager.Instance.IsRecording)
{
MessageDispatcher.SendMessage("RecordEditFireEvent", (object)FireName);
}
this.gameObject.SetActive(false);
if (GameObject.Find("pfirespreadline").transform.Find(FireName))
{
GameObject.Find("pfirespreadline").transform.Find(FireName).gameObject.SetActive(false);
}
//已经蔓延过一次,蔓延完成后,若再次设置并保存,需要重置此标识才能再次按F5启动蔓延
GameObject.Find(FireName).GetComponent<FireSpreadCtrl>().flag = false;
//GameObject.Find(FireName).GetComponent<FireSpreadCtrl>().spreadSpeed = 4.0f;
//GameObject.Find(FireName).GetComponent<FireSpreadCtrl>().repeatRate = 4.0f;
//设置过程中,保存后,也按设置的属性等待时间到后开始蔓延
MessageDispatcher.SendMessage(FireName, "SETFIRE", fireAttri);
}
}
private void CtrlStraightSpreadEdit(bool arg0)
{
if (arg0)
{
StartTime.interactable = true;
}
else
{
StartTime.interactable = false;
}
if (arg0 != GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.StraightSpread)
{
ResetPath();
}
}
private void CtrlAreaSpreadEdit(bool arg0)
{
if (arg0)
{
StartTime.interactable = true;
}
else
{
StartTime.interactable = false;
}
if (arg0 != GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.AreaSpread)
{
ResetPath();
}
}
private void CtrlAroundSpreadEdit(bool arg0)
{
if (arg0)
{
StartTime.interactable = true;
}
else
{
StartTime.interactable = false;
}
if (arg0 != GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.AroundSpread)
{
ResetPath();
}
}
// Update is called once per frame
void Update()
{
if (this.gameObject.activeSelf)
{
if (StraightSpread.isOn || AreaSpread.isOn || AroundSpread.isOn)
{
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, Mathf.Infinity))
{
if (hit.transform.gameObject.layer == LayerMask.NameToLayer("dimian")
|| hit.transform.gameObject.layer == LayerMask.NameToLayer("shineiFloor"))
{
if (PathPointList.Count == 0)//第一次设置或重置后再设置蔓延路径的情况
{
if (StraightSpread.isOn || AreaSpread.isOn)
{
PathPointList.Add(startPosition);
}
else if (AroundSpread.isOn)
{
startPosition = hit.point;
}
CloneFireSpreadPath();
}
else
{
startPosition = PathPointList[PathPointList.Count - 1];
CloneFireSpreadPath();
}
}
}
}
}
}
}
private void CloneFireSpreadPath()
{
bool isintersection1 = false;
bool isintersection2 = false;
PathPointList.Add(hit.point);
endPosition = hit.point;
if (startPosition == endPosition)
{
return;
}
Vector3 tempPos = (startPosition + endPosition) / 2;
lineObjChild = Instantiate(linePrefab, tempPos, Quaternion.identity) as GameObject;
lineObjChild.transform.parent = lineObj.transform;
lineObjChild.transform.up = (-(endPosition - startPosition)).normalized;//改变线条的朝向
float distance = Vector3.Distance(startPosition, endPosition);//计算两点的距离
lineObjChild.transform.localScale = new Vector3(5f, distance * 18, 5f);//延长线条,连接两点。
if (StraightSpread.isOn)
{
startPosition = endPosition;
}
//如果是区域蔓延方式或四周蔓延,在顶点数大于2的情况下,画出终点与起始点连接成的边
if (AreaSpread.isOn || AroundSpread.isOn)
{
if (PathPointList.Count > 2)
{
line1.Start = new Vector2(endPosition.x, endPosition.z);
line1.End = new Vector2(PathPointList[0].x, PathPointList[0].z);
line3.Start = new Vector2(PathPointList[PathPointList.Count - 2].x, PathPointList[PathPointList.Count - 2].z);
line3.End = new Vector2(endPosition.x, endPosition.z);
for (int i = 0; i < PathPointList.Count; i++)
{
if ((i + 1) <= (PathPointList.Count - 1))
{
line2.Start = new Vector2(PathPointList[i].x, PathPointList[i].z);
line2.End = new Vector2(PathPointList[i + 1].x, PathPointList[i + 1].z);
isintersection1 = CheckTwoLineCrose(line1, line2,PathPointList);
if (isintersection1)
{
break;
}
}
}
for (int i = 0; i < PathPointList.Count; i++)
{
if ((i + 1) <= (PathPointList.Count - 1))
{
line2.Start = new Vector2(PathPointList[i].x, PathPointList[i].z);
line2.End = new Vector2(PathPointList[i + 1].x, PathPointList[i + 1].z);
if ((line3.Start != line2.Start) && line3.End != line2.End)//排除line3和自己比
{
isintersection2 = CheckTwoLineCrose(line3, line2, PathPointList);
}
if (isintersection2)
{
break;
}
}
}
if (!isintersection1 && !isintersection2)
{
Vector3 tempPos1 = (endPosition + PathPointList[0]) / 2;
lineObjChild = Instantiate(linePrefab, tempPos1, Quaternion.identity) as GameObject;
lineObjChild.transform.parent = lineObj.transform;
lineObjChild.transform.up = (-(PathPointList[0] - endPosition)).normalized;
float distance1 = Vector3.Distance(endPosition, PathPointList[0]);
lineObjChild.transform.localScale = new Vector3(5f, distance1 * 18, 5f);
startPosition = endPosition;
if(PathPointList.Count > 3)//如果是区域蔓延方式或四周蔓延,要删除前一次终点到起始点的边
Destroy(lineObj.transform.GetChild(lineObj.transform.childCount - 3).gameObject);
}
else
{
Destroy(lineObj.transform.GetChild(lineObj.transform.childCount - 1).gameObject);
PathPointList.RemoveAt(PathPointList.Count - 1);
messageBox.GetComponent<MessageTool>().showMessage(ShowMessageType.prompt,"提示信息","不能形成多边形");
}
}
}
}
private void DeleteFireSpreadWay(Transform fireSpreadWay)
{
foreach (Transform child in fireSpreadWay)
{
Destroy(child.gameObject);
}
}
struct Line
{
public Vector2 Start, End;
}
/// <summary>
/// 判断直线2的两点是否在直线1的两边。
/// </summary>
/// <param name="line1">直线1</param>
/// <param name="line2">直线2</param>
/// <returns></returns>
private bool CheckCrose(Line line1, Line line2)
{
Vector2 v1 = new Vector2();
Vector2 v2 = new Vector2();
Vector2 v3 = new Vector2();
v1.x = line2.Start.x - line1.End.x;
v1.y = line2.Start.y - line1.End.y;
v2.x = line2.End.x - line1.End.x;
v2.y = line2.End.y - line1.End.y;
v3.x = line1.Start.x - line1.End.x;
v3.y = line1.Start.y - line1.End.y;
return (CrossMul(v1, v3) * CrossMul(v2, v3) <= 0);
}
/// <summary>
/// 判断两条线段是否相交,若相交且交点不是端点。
/// </summary>
/// <param name="line1">线段1</param>
/// <param name="line2">线段2</param>
/// <returns>相交返回真,否则返回假。</returns>
private bool CheckTwoLineCrose(Line line1, Line line2, List<Vector3> PathPointList)
{
//return CheckCrose(line1, line2) && CheckCrose(line2, line1);
bool isintersection = CheckCrose(line1, line2) && CheckCrose(line2, line1);
Vector2 intersection = GetIntersection(line1.Start,line1.End,line2.Start,line2.End);
bool dengYuDuanDian = true;
if (intersection != line1.Start
&& intersection != line1.End
&& intersection != line2.Start
&& intersection != line2.End)
{
dengYuDuanDian = false;
}
if (isintersection && !dengYuDuanDian)
{
return true;
}
else
{
return false;
}
}
/// <summary>
/// 计算两个向量的叉乘。
/// </summary>
/// <param name="pt1"></param>
/// <param name="pt2"></param>
/// <returns></returns>
private float CrossMul(Vector2 pt1, Vector2 pt2)
{
return pt1.x * pt2.y - pt1.y * pt2.x;
}
/// <summary>
/// 求两条线段的交点
/// </summary>
/// <param name="a">线段1起点坐标</param>
/// <param name="b">线段1终点坐标</param>
/// <param name="c">线段2起点坐标</param>
/// <param name="d">线段2终点坐标</param>
/// <param name="intersection">相交点坐标</param>
private Vector2 GetIntersection(Vector2 a, Vector2 b, Vector2 c, Vector2 d)
{
Vector2 intersection = new Vector2();
intersection.x = ((b.x - a.x) * (c.x - d.x) * (c.y - a.y) - c.x * (b.x - a.x) * (c.y - d.y) + a.x * (b.y - a.y) * (c.x - d.x))
/ ((b.y - a.y) * (c.x - d.x) - (b.x - a.x) * (c.y - d.y));
intersection.y = ((b.y - a.y) * (c.y - d.y) * (c.x - a.x) - c.y * (b.y - a.y) * (c.x - d.x) + a.y * (b.x - a.x) * (c.y - d.y))
/ ((b.x - a.x) * (c.y - d.y) - (b.y - a.y) * (c.x - d.x));
if ((intersection.x - a.x) * (intersection.x - b.x) <= 0
&& (intersection.x - c.x) * (intersection.x - d.x) <= 0
&& (intersection.y - a.y) * (intersection.y - b.y) <= 0
&& (intersection.y - c.y) * (intersection.y - d.y) <= 0)
{
Debug.Log("线段相交于点(" + intersection.x + "," + intersection.y + ")!");
return intersection; //相交
}
else
{
return Vector2.zero;
}
}
// wn_PnPoly(): winding number test for a point in a polygon
// Input: point = a point,
// polygon = anticlockwise vertex points of a polygon polygon[n]
// Return: wn = the winding number (=0 only when P is outside)
// See:"http://geomalgorithms.com/a03-_inclusion.html"
int wn_PnPoly(List<Vector2> polygon, Vector2 point)
{
//polygon顶点的X,Y数组
float[] polyline = new float[2 * polygon.Count];
for (int i = 0; i < polygon.Count; i++)
{
polyline[i + i] = polygon[i].x;
polyline[i + i + 1] = polygon[i].y;
}
float maxx = 0, minx = 0, maxy = 0, miny = 0;
int pointcount = 0;
if (polyline != null)
{
pointcount = polyline.Length / 2;
maxx = minx = polyline[0];
maxy = miny = polyline[1];
for (int i = 0; i < pointcount; i++)
{
if (maxx < polyline[i + i])
maxx = polyline[i + i];
if (minx > polyline[i + i])
minx = polyline[i + i];
if (maxy < polyline[i + i + 1])
maxy = polyline[i + i + 1];
if (miny > polyline[i + i + 1])
miny = polyline[i + i + 1];
}
}
int n = polygon.Count;
int wn = 0; // the winding number counter
//首先判断是否在多边形的外框范围内
if (point.x < minx || point.x > maxx
|| point.y < miny || point.y > maxy)
{
return 0;
}
else
{
// loop through all edges of the polygon
for (int i = 0; i < n; i++)
{ // edge from polygon[i] to polygon[i+1]
if (polygon[i].y <= point.y)
{ // start y <= P.y
if (polygon[(i + 1) % n].y > point.y) // an upward crossing
if (isLeft(polygon[i], polygon[(i + 1) % n], point) > 0) // P left of edge
++wn; // have a valid up intersect
}
else
{ // start y > P.y (no test needed)
if (polygon[(i + 1) % n].y <= point.y) // a downward crossing
if (isLeft(polygon[i], polygon[(i + 1) % n], point) < 0) // P right of edge
--wn; // have a valid down intersect
}
}
return wn;
}
}
//isLeft(): tests if a point is Left|On|Right of an infinite line.
//Input: three points P0, P1, and P2
//Return: >0 for P2 left of the line through P0 and P1
// =0 for P2 on the line
// <0 for P2 right of the line
// See:"http://geomalgorithms.com/a03-_inclusion.html":Algorithm 1 "Area of Triangles and Polygons"
// Or "http://geomalgorithms.com/a01-_area.html"
float isLeft(Vector2 P0, Vector2 P1, Vector2 P2)
{
return ((P1.x - P0.x) * (P2.y - P0.y)
- (P2.x - P0.x) * (P1.y - P0.y));
}
}