Files
HX_MapEditor/Assets/Scripts/Map/GridSelector.cs

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using UnityEngine;
using UnityEngine.EventSystems;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System;
//[ExecuteAlways]
public class GridSelector : MonoBehaviour
{
public struct RenderData
{
public int barrier; //阻隔点,高度值
public float isSelected;
public float r;
public float g;
public float b;
}
[Space]
[Range(0f, 1f)]
[Header("调整透明度")]
public float gridAlpha = 1;
private MeshRenderer mapRenderer;
private MeshCollider mapCollider;
private Map map;
public int horizontalNumber { get { return Mathf.CeilToInt(map.width / map.sideWidth); } }
public int verticalNumber { get { return Mathf.CeilToInt(map.height / map.sideHeight); } }
public int totalNumber { get { return horizontalNumber * verticalNumber; } }
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public int moveNum;
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private ComputeBuffer inputbuffer;
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public RenderData[] dataArray;
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public List<int> selectedGridIndex = new List<int>();
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private int shiftBeginIndex;
private List<Vector2> lassoPos = new List<Vector2>();
private LineRenderer lassoLine;
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public CellType getCellType(int index)
{
return (CellType)dataArray[index].barrier;
}
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public CellType CellType { set; get; }
public void OnMapCreated(Map map)
{
this.map = map;
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moveNum = 0;
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mapRenderer.material.SetVector("_Size", new Vector4(horizontalNumber, verticalNumber));
mapRenderer.material.SetFloat("_UserInput", 1);
inputbuffer = new ComputeBuffer(totalNumber, Marshal.SizeOf(typeof(RenderData)));
dataArray = new RenderData[totalNumber];
//创建新的地图默认为全部是可行走区域
for (int i = 0; i < totalNumber; i++)
{
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dataArray[i].barrier = (int)CellType.Move;
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}
RefreshPlaneRender();
}
public RenderData[] GetGridData()
{
return dataArray;
}
public void setdataArrayIndex(int index,float cellheight, int barrier)
{
if (index >= dataArray.Length)
return;
int height = (int)(cellheight * 100);
height += 10000;
int mask = dataArray[index].barrier & 0xFFFF;
//去除之前的8-16位
//mask &= 0xFF;
//移除之前的信息值再加新的
mask &= ~(int)CellType.Move;
mask &= ~(int)CellType.Obstacle;
mask |= barrier;
//先取出之前的高度值
dataArray[index].barrier = height << 16;
dataArray[index].barrier |= mask;
setDataColor(index);
}
public int getdataByPos(Vector3 pos)
{
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int hitIndex = Mathf.FloorToInt(pos.x / map.sideWidth) + Mathf.FloorToInt(pos.z / map.sideHeight) * horizontalNumber;
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return hitIndex;
}
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public Vector2Int getMapGrid(Vector3 pos)
{
return getMapGrid(new Vector2(pos.x,pos.y));
}
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public Vector2Int getMapGrid(Vector2 pos)
{
var grid = new Vector2Int();
grid.x = Mathf.FloorToInt(pos.x / map.sideWidth);
grid.y = Mathf.FloorToInt(pos.y / map.sideHeight);
return grid;
}
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public Vector2 getPosByGrid(Vector2Int grid)
{
return new Vector2(grid.x * map.sideWidth + map.sideWidth/2, grid.y * map.sideHeight + map.sideHeight / 2);
}
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private void Awake()
{
mapRenderer = GetComponent<MeshRenderer>();
mapCollider = GetComponent<MeshCollider>();
GameObject go = GameObject.Instantiate(MapManager.Instance.line.gameObject);
go.transform.SetParent(transform);
lassoLine = go.GetComponent<LineRenderer>();
lassoLine.positionCount = 0;
lassoLine.startWidth = 0.1f;
lassoLine.endWidth = 0.1f;
lassoLine.gameObject.SetActive(false);
}
private void OnDestroy()
{
if (inputbuffer != null)
{
inputbuffer.Release();
}
}
private int GetIndexByXY(int x, int y) {
int index = x + y * horizontalNumber;
return index;
}
/// <summary>
/// 这里采用的算法是每行从左到右的算法,但是过滤了已经重复过的格子
/// *************
/// *****678*****
/// *****4*5*****
/// *****123*****
/// *************
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
private int FindMapHeight(int index) {
GetXyByIndex(index, out int oldx, out int oldy);
//像外扩展,找到一个邻近的高度值
int maxR = 1000;
int stepI;
for (int r = 1; r < maxR; r++)
{
for (int j = -r; j <= r; j++)
{
if (j == -r || j == r)
{
stepI = 1;
}
else
{
stepI = r * 2;
}
for (int i = -r; i <= r; i += stepI)
{
int x = oldx + i;
int y = oldy + j;
if (x < 0 || x >= horizontalNumber || y < 0 || y >= verticalNumber) {
continue;
}
int neighborIndex = x + y * horizontalNumber;
int neighborValue = dataArray[neighborIndex].barrier;
if (neighborValue != 0)
{
return neighborValue;
}
}
}
}
return 1;
}
float lastAlpha = 1;
private void Update()
{
if (lastAlpha != gridAlpha)
{
map.ChangeGridAlpha(gridAlpha);
lastAlpha = gridAlpha;
}
//先处理移动区域,要先处理之前的区域数据
if (Input.GetKeyDown(KeyCode.C))
{
for (int i = 0, length = selectedGridIndex.Count; i < length; i++)
{
int index = selectedGridIndex[i];
//if ((dataArray[index].barrier & (int)CellType.Obstacle) != 0)
//{
// dataArray[index].barrier &= ~(int)CellType.Obstacle;
//}
//dataArray[index].barrier |= (int)CellType.Move;
setDataCellType(index, true);
}
RefreshPlaneRender();
}
if (Input.GetKeyDown(KeyCode.X))
{
for (int i = 0, length = selectedGridIndex.Count; i < length; i++)
{
int index = selectedGridIndex[i];
//if ((dataArray[index].barrier & (int)CellType.Move) != 0)
//{
// dataArray[index].barrier &= ~(int)CellType.Move;
//}
//dataArray[index].barrier |= (int)CellType.Obstacle;
setDataCellType(index, false);
}
RefreshPlaneRender();
}
if (Input.GetKeyUp(KeyCode.Z))
{
lassoPos.Clear();
lassoLine.gameObject.SetActive(false);
lassoLine.positionCount = 0;
}
if (Input.GetMouseButtonDown(0))
{
if (mapCollider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, float.PositiveInfinity))
{
Vector2 hitUv = hit.textureCoord;
int hitIndex = Mathf.FloorToInt(hitUv.x * horizontalNumber) + Mathf.FloorToInt(hitUv.y * verticalNumber) * horizontalNumber;
if (!Input.GetKey(KeyCode.LeftShift))
{
if (Input.GetKey(KeyCode.LeftControl))
{
shiftBeginIndex = hitIndex;
SetGridIndexSelected(hitIndex, dataArray[hitIndex].isSelected != 1f);
RefreshPlaneRender();
}
else if (Input.GetKey(KeyCode.Z))
{
Vector2 hitPos = GetCenterPosByIndex(hitIndex);
if (lassoPos.Count == 0 || lassoPos[0] != hitPos)
{
if (lassoPos.Count == 0)
{
SetAllUnselected();
}
SetGridIndexSelected(hitIndex, true);
lassoLine.gameObject.SetActive(true);
lassoLine.positionCount++;
lassoLine.SetPosition(lassoLine.positionCount - 1, new Vector3(hitPos.x,transform.position.y + 0.1f, hitPos.y));
lassoPos.Add(hitPos);
}
else
{
lassoLine.positionCount++;
lassoLine.SetPosition(lassoLine.positionCount - 1, new Vector3(hitPos.x,transform.position.y + 0.1f, hitPos.y));
lassoPos.Add(hitPos);
for (int i = 0; i < totalNumber; i++)
{
Vector2 gridPos = GetCenterPosByIndex(i);
bool isSelected = false;
for (int j = 0, length = lassoPos.Count - 1; j < length; j++)
{
Vector2 pos0 = lassoPos[j];
Vector2 pos1 = lassoPos[j + 1];
if (Pnpoly(gridPos, pos0, pos1))
{
isSelected = !isSelected;
}
}
SetGridIndexSelected(i, isSelected);
}
}
if (lassoLine.positionCount == 2)
{
//CSSMoveMgr.Instance.FindPath(lassoPos[0], lassoPos[1]);
//在这里寻找路径
}
RefreshPlaneRender();
}
else if (!Input.GetKey(KeyCode.LeftAlt)) //左alt键涉及到镜头操作所以屏蔽掉
{
shiftBeginIndex = hitIndex;
SetAllUnselected();
SetGridIndexSelected(hitIndex, true);
RefreshPlaneRender();
}
}
}
else
{
SetAllUnselected();
RefreshPlaneRender();
}
}
else if (Input.GetMouseButton(0))
{
if (mapCollider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, float.PositiveInfinity))
{
if (Input.GetKey(KeyCode.LeftShift))
{
Vector2 hitUv = hit.textureCoord;
int hitIndex = Mathf.FloorToInt(hitUv.x * horizontalNumber) + Mathf.FloorToInt(hitUv.y * verticalNumber) * horizontalNumber;
int beginX, beginY;
GetXyByIndex(shiftBeginIndex, out beginX, out beginY);
int hitX, hitY;
GetXyByIndex(hitIndex, out hitX, out hitY);
beginPos.x = beginX;
beginPos.z = beginY;
endPos.x = hitX;
endPos.z = hitY;
//CSSMoveMgr.Instance.FindPath(new Vector3(beginX,0,beginY),new Vector3(hitX,0,hitY));
ShiftKeySelect(hitIndex);
RefreshPlaneRender();
}
}
}
}
private Vector3 beginPos = new Vector3();
private Vector3 endPos = new Vector3();
private void OnGUI()
{
GUIStyle style = new GUIStyle() { fontSize = 30 };
style.normal.textColor = Color.red;
int width = Screen.width;
int height = Screen.height;
GUI.Label(new Rect(width - 320, height - 150, 400, 50), "按住Shift按钮多选", style);
GUI.Label(new Rect(width - 320, height - 100, 400, 50), "选中后C键取消格子信息", style);
GUI.Label(new Rect(width - 320, height - 50, 400, 50), "选中后X键确定格子信息", style);
style.normal.textColor = Color.green;
if (selectedGridIndex.Count == 0)
{
return;
}
else if (selectedGridIndex.Count == 1)
{
int beginIndex = selectedGridIndex[0];
GetXyByIndex(beginIndex, out int x, out int y);
string labelText = string.Format(
"所选点XY序列({0},{1})",
x, y);
Vector2 labelSize = style.CalcSize(new GUIContent(labelText));
GUI.Label(
new Rect(Screen.width - labelSize.x - 20, 20, labelSize.x, labelSize.y),
labelText,
style
);
//GUI.Label(new Rect(width - 820, 20, 400, 50), string.Format("所选点XY序列({0},{1}) 高度{2} 点类型 {3}", x, y, ((dataArray[beginIndex].barrier >> 16) - 10000)/100.0f, CellTypeColors.GetAreaStr((dataArray[beginIndex].barrier)), style));
}
else
{
int beginIndex = selectedGridIndex[0];
int endIndex = selectedGridIndex[selectedGridIndex.Count - 1];
GetXyByIndex(beginIndex, out int x0, out int y0);
GetXyByIndex(endIndex, out int x1, out int y1);
GUI.Label(new Rect(width - 420, 20, 400, 50), string.Format("所选起点XY序列({0},{1})", x0, y0), style);
GUI.Label(new Rect(width - 420, 90, 400, 50), string.Format("所选终点XY序列({0},{1})", x1, y1), style);
}
}
private void SetGridIndexSelected(int index, bool isSelected)
{
if (isSelected)
{
if (!selectedGridIndex.Contains(index))
{
selectedGridIndex.Add(index);
dataArray[index].isSelected = 1f;
}
}
else
{
selectedGridIndex.Remove(index);
dataArray[index].isSelected = 0f;
}
}
private void setDataColor(int index) {
Color color = CellTypeColors.GetColor((CellType)dataArray[index].barrier);
dataArray[index].r = color.r;
dataArray[index].g = color.g;
dataArray[index].b = color.b;
}
private void setDataCellType(int index,bool IsCancel)
{
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if (UICellEditor.Instance == null) return;
if (UICellEditor.Instance.editorGrid == CellType.Move ||
UICellEditor.Instance.editorGrid == CellType.Obstacle)
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{
if (IsCancel)
{
if ((dataArray[index].barrier & (int)CellType.Obstacle) != 0)
{
dataArray[index].barrier &= ~(int)CellType.Obstacle;
}
dataArray[index].barrier |= (int)CellType.Move;
}
else
{
if ((dataArray[index].barrier & (int)CellType.Move) != 0)
{
dataArray[index].barrier &= ~(int)CellType.Move;
}
dataArray[index].barrier |= (int)CellType.Obstacle;
}
}
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else if (UICellEditor.Instance.editorGrid == CellType.Safe)
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{
if (IsCancel)
{
if ((dataArray[index].barrier & (int)CellType.Safe) != 0)
{
dataArray[index].barrier &= ~(int)CellType.Safe;
}
}
else
{
dataArray[index].barrier |= (int)CellType.Safe;
}
}
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else if (UICellEditor.Instance.editorGrid == CellType.Stall)
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{
if (IsCancel)
{
if ((dataArray[index].barrier & (int)CellType.Stall) != 0)
{
dataArray[index].barrier &= ~(int)CellType.Stall;
}
}
else
{
dataArray[index].barrier |= (int)CellType.Stall;
}
}
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else if (UICellEditor.Instance.editorGrid == CellType.Hide)
{
if (IsCancel)
{
if ((dataArray[index].barrier & (int)CellType.Hide) != 0)
{
dataArray[index].barrier &= ~(int)CellType.Hide;
}
}
else
{
dataArray[index].barrier |= (int)CellType.Hide;
}
}
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}
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public void FullAllArea()
{
for (int i = 0; i < dataArray.Length; i++)
{
CellType cell = (CellType)dataArray[i].barrier;
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if (cell.HasFlag(CellType.Move))
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{
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dataArray[i].barrier &= ~(int)CellType.Move;
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}
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dataArray[i].barrier |= (int)CellType.Obstacle;
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}
RefreshPlaneRender();
}
public void ClearSelectArea()
{
for (int i = 0; i < dataArray.Length; i++)
{
CellType cell = (CellType)dataArray[i].barrier;
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if (cell.HasFlag(CellType.Obstacle))
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{
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dataArray[i].barrier &= ~(int)CellType.Obstacle;
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}
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dataArray[i].barrier |= (int)CellType.Move;
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}
RefreshPlaneRender();
}
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public void RefreshPlaneRender()
{
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moveNum = 0;
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for (int i = 0; i < dataArray.Length; i++) {
setDataColor(i);
CellType cell = (CellType)dataArray[i].barrier;
if (cell.HasFlag(CellType.Move))
{
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moveNum++;
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}
}
inputbuffer.SetData(dataArray);
mapRenderer.material.SetBuffer("_InputData", inputbuffer);
}
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public void GetXyByIndex(int index,out int x,out int y)
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{
x = index % horizontalNumber;
y = index / horizontalNumber;
}
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//TODO 这里有改动,应该是对的
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private Vector2 GetCenterPosByIndex(int index)
{
GetXyByIndex(index, out int x, out int y);
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return new Vector2((x + 0.5f)*map.sideWidth, (y + 0.5f) * map.sideHeight);
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}
private bool Pnpoly(Vector2 gridPos, Vector2 pos0, Vector2 pos1)
{
bool tmp0 = (gridPos.y < pos1.y) != (gridPos.y < pos0.y);
bool tmp1 = gridPos.x <= (pos0.x - pos1.x) * (gridPos.y - pos1.y) / (pos0.y - pos1.y) + pos1.x;
return tmp0 && tmp1;
}
private void SetAllUnselected()
{
for (int i = selectedGridIndex.Count - 1; i >= 0; i--)
{
SetGridIndexSelected(selectedGridIndex[i], false);
}
}
private void ShiftKeySelect(int hitIndex)
{
int beginX, beginY;
GetXyByIndex(shiftBeginIndex, out beginX, out beginY);
int hitX, hitY;
GetXyByIndex(hitIndex, out hitX, out hitY);
int minX = Mathf.Min(beginX, hitX);
int maxX = Mathf.Max(beginX, hitX);
int minY = Mathf.Min(beginY, hitY);
int maxY = Mathf.Max(beginY, hitY);
shiftBeginIndex = hitIndex;
for (int y = 0; y < verticalNumber; y++)
{
for (int x = 0; x < horizontalNumber; x++)
{
bool isWithin = x >= minX && x <= maxX && y >= minY && y <= maxY;
if (isWithin)
{
int index = x + y * horizontalNumber;
SetGridIndexSelected(index, true);
}
}
}
}
public Vector2Int GetMouseByCell()
{
Vector2Int cell = new Vector2Int();
if (mapCollider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, float.PositiveInfinity))
{
Vector2 hitUv = hit.textureCoord;
cell.x = Mathf.FloorToInt(hitUv.x * horizontalNumber);
cell.y = Mathf.FloorToInt(hitUv.y * verticalNumber);
}
return cell;
}
public Vector2Int GetMouseByCell(Vector3 mousePositon)
{
Vector2Int cell = new Vector2Int();
if (mapCollider.Raycast(Camera.main.ScreenPointToRay(mousePositon), out RaycastHit hit, float.PositiveInfinity))
{
Vector2 hitUv = hit.textureCoord;
cell.x = Mathf.FloorToInt(hitUv.x * horizontalNumber);
cell.y = Mathf.FloorToInt(hitUv.y * verticalNumber);
}
return cell;
}
}