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586 lines
22 KiB
586 lines
22 KiB
using UnityEngine; |
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using System.Collections; |
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using UnityEngine.UI; |
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using System; |
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using AX.TrackRecord; |
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using System.Text.RegularExpressions; |
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using System.Collections.Generic; |
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using UnityEngine.EventSystems; |
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using AX.MessageSystem; |
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public class FireDisasterSetting : MonoBehaviour |
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{ |
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public Button SaveButton; |
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public string FireName; |
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private OtherArrribute_Fire fireAttri; |
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private InputField Comburent;//燃烧物 |
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private InputField Position;//着火位置 |
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private Toggle StraightSpread;//直线蔓延 |
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private Toggle AreaSpread;//区域蔓延 |
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private Toggle AroundSpread;//四周蔓延 |
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private InputField StartTime;//开始蔓延时间 |
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private Text TiShiText;//提示信息 |
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public List<Vector3> PathPointList = new List<Vector3>(); |
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private RaycastHit hit; |
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private Ray ray; |
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public Vector3 startPosition = Vector3.zero;//定义一个Vector3,用来存储鼠标点击的位置 |
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private Vector3 endPosition = Vector3.zero;//定义一个Vector3,用来存储鼠标点击的位置 |
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public LayerMask layerMask = -1; |
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public GameObject lineObj; |
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private GameObject lineObjChild; |
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private GameObject linePrefab; |
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public Button CloseButton; |
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public Button ResetButton; |
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private Line line1 = new Line();//多边形最后一条边 |
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private Line line2 = new Line();//多边形除最后一条边的其他各边 |
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private Line line3 = new Line();//多边形倒数第二边 |
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public GameObject messageBox; |
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// Use this for initialization |
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void Start() |
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{ |
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SaveButton = this.transform.Find("SaveButton").GetComponent<Button>(); |
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SaveButton.onClick.AddListener(SaveFireProperties); |
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CloseButton = this.transform.Find("CloseButton").GetComponent<Button>(); |
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CloseButton.onClick.AddListener(CloseWindow); |
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ResetButton = this.transform.Find("ResetButton").GetComponent<Button>(); |
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ResetButton.onClick.AddListener(ResetPath); |
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Comburent = this.transform.Find("ComburentInputField").GetComponent<InputField>(); |
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Position = this.transform.Find("PosInputField").GetComponent<InputField>(); |
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StraightSpread = this.transform.Find("Image").Find("Toggle").GetComponent<Toggle>(); |
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AreaSpread = this.transform.Find("Image").Find("Toggle1").GetComponent<Toggle>(); |
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AroundSpread = this.transform.Find("Image").Find("Toggle2").GetComponent<Toggle>(); |
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StartTime = this.transform.Find("StartTimeInputField").GetComponent<InputField>(); |
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TiShiText = this.transform.Find("TiShiText").GetComponent<Text>(); |
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StraightSpread.onValueChanged.AddListener(CtrlStraightSpreadEdit); |
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AreaSpread.onValueChanged.AddListener(CtrlAreaSpreadEdit); |
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AroundSpread.onValueChanged.AddListener(CtrlAroundSpreadEdit); |
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linePrefab = Resources.Load<GameObject>("Prefabs/ToolPrefab/fireSpreadLine"); |
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messageBox = GameObject.Find("Canvas").transform.Find("MessageBox").gameObject; |
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} |
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private void ResetPath() |
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{ |
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PathPointList.Clear(); |
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DeleteFireSpreadWay(GameObject.Find("pfirespreadline").transform.Find(FireName)); |
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startPosition = GameObject.Find(FireName).transform.position; |
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//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 |
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Transform pfire = GameObject.Find("pfire").transform; |
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foreach (Transform child in pfire) |
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{ |
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if (child.GetComponent<SpreadedFire>() && child.GetComponent<SpreadedFire>().fireSourceName == FireName) |
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{ |
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Destroy(child.gameObject); |
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} |
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} |
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if (RecordManager.Instance.IsRecording)//记录火重置事件 |
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{ |
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MessageDispatcher.SendMessage("RecordResetFireEvent", (object)FireName); |
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} |
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} |
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private void CloseWindow() |
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{ |
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this.gameObject.SetActive(false); |
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if (!GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.StraightSpread |
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&& !GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.AreaSpread |
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&& !GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.AroundSpread) |
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{ |
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Destroy(GameObject.Find("pfirespreadline").transform.Find(FireName).gameObject); |
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} |
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else |
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{ |
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if (GameObject.Find("pfirespreadline").transform.Find(FireName)) |
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{ |
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GameObject.Find("pfirespreadline").transform.Find(FireName).gameObject.SetActive(false); |
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} |
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} |
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} |
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private void SaveFireProperties() |
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{ |
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if (StraightSpread.isOn || AreaSpread.isOn || AroundSpread.isOn) |
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{ |
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if (string.IsNullOrEmpty(StartTime.text)) |
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{ |
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TiShiText.text = "开始时间不能为空"; |
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return; |
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} |
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if (!string.IsNullOrEmpty(StartTime.text)) |
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{ |
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if (!Regex.Match(StartTime.text, "^[1-9]\\d*$").Success) |
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{ |
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TiShiText.text = "开始时间应为大于0的整数"; |
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return; |
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} |
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} |
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if (PathPointList.Count == 0) |
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{ |
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TiShiText.text = "请设置蔓延路径或区域"; |
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return; |
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} |
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if (AroundSpread.isOn) |
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{ |
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List<Vector2> PathPointList_xz = new List<Vector2>(); |
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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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Vector3 pos = GameObject.Find(FireName).transform.position; |
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Vector2 tempPos = new Vector2(pos.x,pos.z); |
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int wn = wn_PnPoly(PathPointList_xz, tempPos); |
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if (wn == 0) |
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{ |
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TiShiText.text = "四周蔓延需包围火"; |
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return; |
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} |
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} |
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if (FireName != null && FireName != "") |
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{ |
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if (GameObject.Find(FireName).GetComponent<FireSpreadCtrl>().isSpreading) |
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{ |
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TiShiText.text = "火已开始蔓延,不能保存"; |
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return; |
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} |
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} |
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} |
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if (FireName != null && FireName != "") |
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{ |
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fireAttri = GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri; |
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fireAttri.Comburent = Comburent.text; |
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fireAttri.Position = Position.text; |
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fireAttri.StraightSpread = StraightSpread.isOn; |
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fireAttri.AreaSpread = AreaSpread.isOn; |
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fireAttri.AroundSpread = AroundSpread.isOn; |
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if (StraightSpread.isOn || AreaSpread.isOn || AroundSpread.isOn) |
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{ |
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fireAttri.StartTime = int.Parse(StartTime.text); |
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fireAttri.PathPointList.Clear(); |
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fireAttri.PathPointList.AddRange(PathPointList); |
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} |
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fireAttri.isSpreadedBeforeRecord = false; |
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fireAttri.isStartSpread = false; |
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if (RecordManager.Instance.IsRecording) |
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{ |
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MessageDispatcher.SendMessage("RecordEditFireEvent", (object)FireName); |
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} |
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this.gameObject.SetActive(false); |
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if (GameObject.Find("pfirespreadline").transform.Find(FireName)) |
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{ |
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GameObject.Find("pfirespreadline").transform.Find(FireName).gameObject.SetActive(false); |
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} |
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//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 |
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GameObject.Find(FireName).GetComponent<FireSpreadCtrl>().flag = false; |
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//GameObject.Find(FireName).GetComponent<FireSpreadCtrl>().spreadSpeed = 4.0f; |
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//GameObject.Find(FireName).GetComponent<FireSpreadCtrl>().repeatRate = 4.0f; |
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//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 |
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MessageDispatcher.SendMessage(FireName, "SETFIRE", fireAttri); |
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} |
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} |
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private void CtrlStraightSpreadEdit(bool arg0) |
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{ |
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if (arg0) |
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{ |
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StartTime.interactable = true; |
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} |
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else |
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{ |
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StartTime.interactable = false; |
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} |
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if (arg0 != GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.StraightSpread) |
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{ |
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ResetPath(); |
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} |
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} |
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private void CtrlAreaSpreadEdit(bool arg0) |
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{ |
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if (arg0) |
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{ |
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StartTime.interactable = true; |
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} |
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else |
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{ |
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StartTime.interactable = false; |
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} |
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if (arg0 != GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.AreaSpread) |
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{ |
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ResetPath(); |
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} |
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} |
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private void CtrlAroundSpreadEdit(bool arg0) |
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{ |
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if (arg0) |
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{ |
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StartTime.interactable = true; |
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} |
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else |
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{ |
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StartTime.interactable = false; |
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} |
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if (arg0 != GameObject.Find(FireName).GetComponent<ShowFireSetWin>().FireAttri.AroundSpread) |
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{ |
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ResetPath(); |
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} |
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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 (this.gameObject.activeSelf) |
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{ |
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if (StraightSpread.isOn || AreaSpread.isOn || AroundSpread.isOn) |
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{ |
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if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject()) |
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{ |
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ray = Camera.main.ScreenPointToRay(Input.mousePosition); |
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if (Physics.Raycast(ray, out hit, Mathf.Infinity)) |
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{ |
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if (hit.transform.gameObject.layer == LayerMask.NameToLayer("dimian") |
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|| hit.transform.gameObject.layer == LayerMask.NameToLayer("shineiFloor")) |
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{ |
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if (PathPointList.Count == 0)//第一次设置或重置后再设置蔓延路径的情况 |
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{ |
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if (StraightSpread.isOn || AreaSpread.isOn) |
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{ |
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PathPointList.Add(startPosition); |
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} |
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else if (AroundSpread.isOn) |
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{ |
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startPosition = hit.point; |
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} |
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CloneFireSpreadPath(); |
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} |
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else |
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{ |
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startPosition = PathPointList[PathPointList.Count - 1]; |
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CloneFireSpreadPath(); |
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} |
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} |
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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 CloneFireSpreadPath() |
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{ |
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bool isintersection1 = false; |
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bool isintersection2 = false; |
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PathPointList.Add(hit.point); |
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endPosition = hit.point; |
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if (startPosition == endPosition) |
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{ |
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return; |
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} |
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Vector3 tempPos = (startPosition + endPosition) / 2; |
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lineObjChild = Instantiate(linePrefab, tempPos, Quaternion.identity) as GameObject; |
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lineObjChild.transform.parent = lineObj.transform; |
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lineObjChild.transform.up = (-(endPosition - startPosition)).normalized;//改变线条的朝向 |
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float distance = Vector3.Distance(startPosition, endPosition);//计算两点的距离 |
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lineObjChild.transform.localScale = new Vector3(5f, distance * 18, 5f);//延长线条,连接两点。 |
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if (StraightSpread.isOn) |
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{ |
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startPosition = endPosition; |
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} |
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//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 |
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if (AreaSpread.isOn || AroundSpread.isOn) |
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{ |
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if (PathPointList.Count > 2) |
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{ |
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line1.Start = new Vector2(endPosition.x, endPosition.z); |
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line1.End = new Vector2(PathPointList[0].x, PathPointList[0].z); |
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line3.Start = new Vector2(PathPointList[PathPointList.Count - 2].x, PathPointList[PathPointList.Count - 2].z); |
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line3.End = new Vector2(endPosition.x, endPosition.z); |
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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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line2.Start = new Vector2(PathPointList[i].x, PathPointList[i].z); |
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line2.End = new Vector2(PathPointList[i + 1].x, PathPointList[i + 1].z); |
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isintersection1 = CheckTwoLineCrose(line1, line2,PathPointList); |
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if (isintersection1) |
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{ |
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break; |
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} |
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} |
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} |
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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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line2.Start = new Vector2(PathPointList[i].x, PathPointList[i].z); |
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line2.End = new Vector2(PathPointList[i + 1].x, PathPointList[i + 1].z); |
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if ((line3.Start != line2.Start) && line3.End != line2.End)//排除line3和自己比 |
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{ |
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isintersection2 = CheckTwoLineCrose(line3, line2, PathPointList); |
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} |
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if (isintersection2) |
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{ |
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break; |
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} |
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} |
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} |
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if (!isintersection1 && !isintersection2) |
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{ |
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Vector3 tempPos1 = (endPosition + PathPointList[0]) / 2; |
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lineObjChild = Instantiate(linePrefab, tempPos1, Quaternion.identity) as GameObject; |
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lineObjChild.transform.parent = lineObj.transform; |
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lineObjChild.transform.up = (-(PathPointList[0] - endPosition)).normalized; |
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float distance1 = Vector3.Distance(endPosition, PathPointList[0]); |
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lineObjChild.transform.localScale = new Vector3(5f, distance1 * 18, 5f); |
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startPosition = endPosition; |
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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 |
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Destroy(lineObj.transform.GetChild(lineObj.transform.childCount - 3).gameObject); |
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} |
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else |
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{ |
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Destroy(lineObj.transform.GetChild(lineObj.transform.childCount - 1).gameObject); |
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PathPointList.RemoveAt(PathPointList.Count - 1); |
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messageBox.GetComponent<MessageTool>().showMessage(ShowMessageType.prompt,"提示信息","不能形成多边形"); |
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} |
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} |
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} |
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} |
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private void DeleteFireSpreadWay(Transform fireSpreadWay) |
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{ |
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foreach (Transform child in fireSpreadWay) |
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{ |
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Destroy(child.gameObject); |
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} |
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} |
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struct Line |
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{ |
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public Vector2 Start, End; |
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} |
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/// <summary> |
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/// 判断直线2的两点是否在直线1的两边。 |
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/// </summary> |
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/// <param name="line1">直线1</param> |
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/// <param name="line2">直线2</param> |
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/// <returns></returns> |
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private bool CheckCrose(Line line1, Line line2) |
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{ |
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Vector2 v1 = new Vector2(); |
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Vector2 v2 = new Vector2(); |
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Vector2 v3 = new Vector2(); |
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v1.x = line2.Start.x - line1.End.x; |
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v1.y = line2.Start.y - line1.End.y; |
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v2.x = line2.End.x - line1.End.x; |
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v2.y = line2.End.y - line1.End.y; |
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v3.x = line1.Start.x - line1.End.x; |
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v3.y = line1.Start.y - line1.End.y; |
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return (CrossMul(v1, v3) * CrossMul(v2, v3) <= 0); |
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} |
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/// <summary> |
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/// 判断两条线段是否相交,若相交且交点不是端点。 |
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/// </summary> |
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/// <param name="line1">线段1</param> |
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/// <param name="line2">线段2</param> |
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/// <returns>相交返回真,否则返回假。</returns> |
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private bool CheckTwoLineCrose(Line line1, Line line2, List<Vector3> PathPointList) |
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{ |
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//return CheckCrose(line1, line2) && CheckCrose(line2, line1); |
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bool isintersection = CheckCrose(line1, line2) && CheckCrose(line2, line1); |
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Vector2 intersection = GetIntersection(line1.Start,line1.End,line2.Start,line2.End); |
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bool dengYuDuanDian = true; |
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if (intersection != line1.Start |
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&& intersection != line1.End |
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&& intersection != line2.Start |
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&& intersection != line2.End) |
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{ |
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dengYuDuanDian = false; |
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} |
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if (isintersection && !dengYuDuanDian) |
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{ |
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return true; |
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} |
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else |
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{ |
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return false; |
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} |
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} |
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/// <summary> |
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/// 计算两个向量的叉乘。 |
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/// </summary> |
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/// <param name="pt1"></param> |
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/// <param name="pt2"></param> |
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/// <returns></returns> |
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private float CrossMul(Vector2 pt1, Vector2 pt2) |
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{ |
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return pt1.x * pt2.y - pt1.y * pt2.x; |
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} |
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/// <summary> |
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/// 求两条线段的交点 |
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/// </summary> |
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/// <param name="a">线段1起点坐标</param> |
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/// <param name="b">线段1终点坐标</param> |
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/// <param name="c">线段2起点坐标</param> |
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/// <param name="d">线段2终点坐标</param> |
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/// <param name="intersection">相交点坐标</param> |
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private Vector2 GetIntersection(Vector2 a, Vector2 b, Vector2 c, Vector2 d) |
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{ |
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Vector2 intersection = new Vector2(); |
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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)) |
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/ ((b.y - a.y) * (c.x - d.x) - (b.x - a.x) * (c.y - d.y)); |
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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)) |
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/ ((b.x - a.x) * (c.y - d.y) - (b.y - a.y) * (c.x - d.x)); |
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if ((intersection.x - a.x) * (intersection.x - b.x) <= 0 |
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&& (intersection.x - c.x) * (intersection.x - d.x) <= 0 |
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&& (intersection.y - a.y) * (intersection.y - b.y) <= 0 |
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&& (intersection.y - c.y) * (intersection.y - d.y) <= 0) |
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{ |
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Debug.Log("线段相交于点(" + intersection.x + "," + intersection.y + ")!"); |
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return intersection; //相交 |
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} |
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else |
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{ |
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return Vector2.zero; |
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} |
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} |
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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> polygon, Vector2 point) |
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{ |
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//polygon顶点的X,Y数组 |
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float[] polyline = new float[2 * polygon.Count]; |
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for (int i = 0; i < polygon.Count; i++) |
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{ |
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polyline[i + i] = polygon[i].x; |
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polyline[i + i + 1] = polygon[i].y; |
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} |
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float maxx = 0, minx = 0, maxy = 0, miny = 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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maxy = miny = 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]) |
|
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)); |
|
} |
|
}
|
|
|