格子划分正常
This commit is contained in:
501
Assets/Scripts/Map/GridSelector.cs
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501
Assets/Scripts/Map/GridSelector.cs
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using UnityEngine;
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using UnityEngine.EventSystems;
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using System.Runtime.InteropServices;
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using System.Collections.Generic;
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using System;
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//[ExecuteAlways]
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public class GridSelector : MonoBehaviour
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{
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public struct RenderData
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{
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public int barrier; //阻隔点,高度值
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public float isSelected;
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public float r;
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public float g;
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public float b;
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}
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[Space]
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[Range(0f, 1f)]
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[Header("调整透明度")]
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public float gridAlpha = 1;
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private MeshRenderer mapRenderer;
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private MeshCollider mapCollider;
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private Map map;
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public int horizontalNumber { get { return Mathf.CeilToInt(map.width / map.sideWidth); } }
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public int verticalNumber { get { return Mathf.CeilToInt(map.height / map.sideHeight); } }
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public int totalNumber { get { return horizontalNumber * verticalNumber; } }
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private ComputeBuffer inputbuffer;
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private RenderData[] dataArray;
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private List<int> selectedGridIndex = new List<int>();
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private int shiftBeginIndex;
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private List<Vector2> lassoPos = new List<Vector2>();
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private LineRenderer lassoLine;
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public CellType CellType { set; get; }
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public void OnMapCreated(Map map)
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{
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this.map = map;
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mapRenderer.material.SetVector("_Size", new Vector4(horizontalNumber, verticalNumber));
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mapRenderer.material.SetFloat("_UserInput", 1);
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inputbuffer = new ComputeBuffer(totalNumber, Marshal.SizeOf(typeof(RenderData)));
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dataArray = new RenderData[totalNumber];
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//创建新的地图默认为全部是可行走区域
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for (int i = 0; i < totalNumber; i++)
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{
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dataArray[i].barrier = (int)CellType.None;
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}
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RefreshPlaneRender();
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}
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public RenderData[] GetGridData()
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{
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return dataArray;
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}
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public void setdataArrayIndex(int index,float cellheight, int barrier)
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{
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if (index >= dataArray.Length)
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return;
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int height = (int)(cellheight * 100);
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height += 10000;
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int mask = dataArray[index].barrier & 0xFFFF;
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//去除之前的8-16位
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//mask &= 0xFF;
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//移除之前的信息值再加新的
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mask &= ~(int)CellType.Move;
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mask &= ~(int)CellType.Obstacle;
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mask |= barrier;
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//先取出之前的高度值
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dataArray[index].barrier = height << 16;
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dataArray[index].barrier |= mask;
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setDataColor(index);
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}
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public int getdataByPos(Vector3 pos)
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{
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int hitIndex = Mathf.FloorToInt(pos.x / map.sideLength) + Mathf.FloorToInt(pos.z / map.sideLength) * horizontalNumber;
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return hitIndex;
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}
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private void Awake()
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{
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mapRenderer = GetComponent<MeshRenderer>();
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mapCollider = GetComponent<MeshCollider>();
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GameObject go = GameObject.Instantiate(MapManager.Instance.line.gameObject);
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go.transform.SetParent(transform);
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lassoLine = go.GetComponent<LineRenderer>();
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lassoLine.positionCount = 0;
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lassoLine.startWidth = 0.1f;
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lassoLine.endWidth = 0.1f;
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lassoLine.gameObject.SetActive(false);
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}
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private void OnDestroy()
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{
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if (inputbuffer != null)
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{
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inputbuffer.Release();
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}
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}
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private int GetIndexByXY(int x, int y) {
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int index = x + y * horizontalNumber;
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return index;
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}
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/// <summary>
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/// 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
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/// *************
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/// *****678*****
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/// *****4*5*****
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/// *****123*****
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/// *************
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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private int FindMapHeight(int index) {
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GetXyByIndex(index, out int oldx, out int oldy);
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//像外扩展,找到一个邻近的高度值
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int maxR = 1000;
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int stepI;
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for (int r = 1; r < maxR; r++)
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{
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for (int j = -r; j <= r; j++)
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{
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if (j == -r || j == r)
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{
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stepI = 1;
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}
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else
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{
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stepI = r * 2;
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}
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for (int i = -r; i <= r; i += stepI)
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{
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int x = oldx + i;
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int y = oldy + j;
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if (x < 0 || x >= horizontalNumber || y < 0 || y >= verticalNumber) {
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continue;
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}
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int neighborIndex = x + y * horizontalNumber;
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int neighborValue = dataArray[neighborIndex].barrier;
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if (neighborValue != 0)
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{
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return neighborValue;
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}
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}
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}
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}
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return 1;
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}
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float lastAlpha = 1;
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private void Update()
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{
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if (lastAlpha != gridAlpha)
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{
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map.ChangeGridAlpha(gridAlpha);
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lastAlpha = gridAlpha;
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}
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//先处理移动区域,要先处理之前的区域数据
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if (Input.GetKeyDown(KeyCode.C))
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{
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for (int i = 0, length = selectedGridIndex.Count; i < length; i++)
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{
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int index = selectedGridIndex[i];
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//if ((dataArray[index].barrier & (int)CellType.Obstacle) != 0)
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//{
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// dataArray[index].barrier &= ~(int)CellType.Obstacle;
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//}
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//dataArray[index].barrier |= (int)CellType.Move;
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setDataCellType(index, true);
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}
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RefreshPlaneRender();
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}
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if (Input.GetKeyDown(KeyCode.X))
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{
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for (int i = 0, length = selectedGridIndex.Count; i < length; i++)
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{
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int index = selectedGridIndex[i];
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//if ((dataArray[index].barrier & (int)CellType.Move) != 0)
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//{
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// dataArray[index].barrier &= ~(int)CellType.Move;
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//}
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//dataArray[index].barrier |= (int)CellType.Obstacle;
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setDataCellType(index, false);
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}
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RefreshPlaneRender();
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}
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if (Input.GetKeyUp(KeyCode.Z))
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{
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lassoPos.Clear();
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lassoLine.gameObject.SetActive(false);
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lassoLine.positionCount = 0;
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}
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if (Input.GetMouseButtonDown(0))
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{
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if (mapCollider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, float.PositiveInfinity))
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{
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Vector2 hitUv = hit.textureCoord;
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int hitIndex = Mathf.FloorToInt(hitUv.x * horizontalNumber) + Mathf.FloorToInt(hitUv.y * verticalNumber) * horizontalNumber;
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if (!Input.GetKey(KeyCode.LeftShift))
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{
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if (Input.GetKey(KeyCode.LeftControl))
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{
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shiftBeginIndex = hitIndex;
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SetGridIndexSelected(hitIndex, dataArray[hitIndex].isSelected != 1f);
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RefreshPlaneRender();
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}
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else if (Input.GetKey(KeyCode.Z))
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{
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Vector2 hitPos = GetCenterPosByIndex(hitIndex);
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if (lassoPos.Count == 0 || lassoPos[0] != hitPos)
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{
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if (lassoPos.Count == 0)
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{
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SetAllUnselected();
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}
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SetGridIndexSelected(hitIndex, true);
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lassoLine.gameObject.SetActive(true);
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lassoLine.positionCount++;
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lassoLine.SetPosition(lassoLine.positionCount - 1, new Vector3(hitPos.x,transform.position.y + 0.1f, hitPos.y));
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lassoPos.Add(hitPos);
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}
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else
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{
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lassoLine.positionCount++;
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lassoLine.SetPosition(lassoLine.positionCount - 1, new Vector3(hitPos.x,transform.position.y + 0.1f, hitPos.y));
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lassoPos.Add(hitPos);
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for (int i = 0; i < totalNumber; i++)
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{
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Vector2 gridPos = GetCenterPosByIndex(i);
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bool isSelected = false;
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for (int j = 0, length = lassoPos.Count - 1; j < length; j++)
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{
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Vector2 pos0 = lassoPos[j];
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Vector2 pos1 = lassoPos[j + 1];
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if (Pnpoly(gridPos, pos0, pos1))
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{
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isSelected = !isSelected;
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}
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}
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SetGridIndexSelected(i, isSelected);
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}
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}
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if (lassoLine.positionCount == 2)
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{
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//CSSMoveMgr.Instance.FindPath(lassoPos[0], lassoPos[1]);
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//在这里寻找路径
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}
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RefreshPlaneRender();
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}
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else if (!Input.GetKey(KeyCode.LeftAlt)) //左alt键涉及到镜头操作,所以屏蔽掉
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{
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shiftBeginIndex = hitIndex;
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SetAllUnselected();
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SetGridIndexSelected(hitIndex, true);
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RefreshPlaneRender();
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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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SetAllUnselected();
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RefreshPlaneRender();
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}
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}
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else if (Input.GetMouseButton(0))
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{
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if (mapCollider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, float.PositiveInfinity))
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{
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if (Input.GetKey(KeyCode.LeftShift))
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{
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Vector2 hitUv = hit.textureCoord;
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int hitIndex = Mathf.FloorToInt(hitUv.x * horizontalNumber) + Mathf.FloorToInt(hitUv.y * verticalNumber) * horizontalNumber;
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int beginX, beginY;
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GetXyByIndex(shiftBeginIndex, out beginX, out beginY);
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int hitX, hitY;
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GetXyByIndex(hitIndex, out hitX, out hitY);
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beginPos.x = beginX;
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beginPos.z = beginY;
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endPos.x = hitX;
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endPos.z = hitY;
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//CSSMoveMgr.Instance.FindPath(new Vector3(beginX,0,beginY),new Vector3(hitX,0,hitY));
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ShiftKeySelect(hitIndex);
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RefreshPlaneRender();
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}
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}
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}
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}
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private Vector3 beginPos = new Vector3();
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private Vector3 endPos = new Vector3();
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private void OnGUI()
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{
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GUIStyle style = new GUIStyle() { fontSize = 30 };
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style.normal.textColor = Color.red;
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int width = Screen.width;
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int height = Screen.height;
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GUI.Label(new Rect(width - 320, height - 150, 400, 50), "按住Shift按钮多选", style);
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GUI.Label(new Rect(width - 320, height - 100, 400, 50), "选中后C键取消格子信息", style);
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GUI.Label(new Rect(width - 320, height - 50, 400, 50), "选中后X键确定格子信息", style);
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style.normal.textColor = Color.green;
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if (selectedGridIndex.Count == 0)
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{
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return;
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}
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else if (selectedGridIndex.Count == 1)
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{
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int beginIndex = selectedGridIndex[0];
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GetXyByIndex(beginIndex, out int x, out int y);
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string labelText = string.Format(
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"所选点XY序列:({0},{1})",
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x, y);
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Vector2 labelSize = style.CalcSize(new GUIContent(labelText));
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GUI.Label(
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new Rect(Screen.width - labelSize.x - 20, 20, labelSize.x, labelSize.y),
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labelText,
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style
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);
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//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));
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}
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else
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{
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int beginIndex = selectedGridIndex[0];
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int endIndex = selectedGridIndex[selectedGridIndex.Count - 1];
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GetXyByIndex(beginIndex, out int x0, out int y0);
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GetXyByIndex(endIndex, out int x1, out int y1);
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GUI.Label(new Rect(width - 420, 20, 400, 50), string.Format("所选起点XY序列:({0},{1})", x0, y0), style);
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GUI.Label(new Rect(width - 420, 90, 400, 50), string.Format("所选终点XY序列:({0},{1})", x1, y1), style);
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}
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}
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private void SetGridIndexSelected(int index, bool isSelected)
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{
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if (isSelected)
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{
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if (!selectedGridIndex.Contains(index))
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{
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selectedGridIndex.Add(index);
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dataArray[index].isSelected = 1f;
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}
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}
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else
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{
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selectedGridIndex.Remove(index);
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dataArray[index].isSelected = 0f;
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}
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}
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private void setDataColor(int index) {
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Color color = CellTypeColors.GetColor((CellType)dataArray[index].barrier);
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dataArray[index].r = color.r;
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dataArray[index].g = color.g;
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dataArray[index].b = color.b;
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}
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private void setDataCellType(int index,bool IsCancel)
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{
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if (true)
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{
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if (IsCancel)
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{
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if ((dataArray[index].barrier & (int)CellType.Obstacle) != 0)
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{
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dataArray[index].barrier &= ~(int)CellType.Obstacle;
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}
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dataArray[index].barrier |= (int)CellType.Move;
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}
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else
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{
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if ((dataArray[index].barrier & (int)CellType.Move) != 0)
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{
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dataArray[index].barrier &= ~(int)CellType.Move;
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}
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dataArray[index].barrier |= (int)CellType.Obstacle;
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}
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}
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else if (true)
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{
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if (IsCancel)
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{
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if ((dataArray[index].barrier & (int)CellType.Safe) != 0)
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{
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dataArray[index].barrier &= ~(int)CellType.Safe;
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}
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}
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else
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{
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dataArray[index].barrier |= (int)CellType.Safe;
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}
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}
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else if (true)
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{
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if (IsCancel)
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{
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if ((dataArray[index].barrier & (int)CellType.Stall) != 0)
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{
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dataArray[index].barrier &= ~(int)CellType.Stall;
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}
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}
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else
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{
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dataArray[index].barrier |= (int)CellType.Stall;
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}
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}
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}
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public void RefreshPlaneRender()
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{
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int runNum = 0;
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for (int i = 0; i < dataArray.Length; i++) {
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//int barrier = dataArray[i].barrier;
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setDataColor(i);
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CellType cell = (CellType)dataArray[i].barrier;
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if (cell.HasFlag(CellType.Move))
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{
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runNum++;
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}
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}
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inputbuffer.SetData(dataArray);
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mapRenderer.material.SetBuffer("_InputData", inputbuffer);
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}
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private void GetXyByIndex(int index,out int x,out int y)
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{
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x = index % horizontalNumber;
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y = index / horizontalNumber;
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}
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private Vector2 GetCenterPosByIndex(int index)
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{
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GetXyByIndex(index, out int x, out int y);
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return new Vector2(x + 0.5f, y + 0.5f) * map.sideLength;
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}
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private bool Pnpoly(Vector2 gridPos, Vector2 pos0, Vector2 pos1)
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{
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bool tmp0 = (gridPos.y < pos1.y) != (gridPos.y < pos0.y);
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bool tmp1 = gridPos.x <= (pos0.x - pos1.x) * (gridPos.y - pos1.y) / (pos0.y - pos1.y) + pos1.x;
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return tmp0 && tmp1;
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}
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private void SetAllUnselected()
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{
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for (int i = selectedGridIndex.Count - 1; i >= 0; i--)
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{
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SetGridIndexSelected(selectedGridIndex[i], false);
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}
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}
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private void ShiftKeySelect(int hitIndex)
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{
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int beginX, beginY;
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GetXyByIndex(shiftBeginIndex, out beginX, out beginY);
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int hitX, hitY;
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GetXyByIndex(hitIndex, out hitX, out hitY);
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int minX = Mathf.Min(beginX, hitX);
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int maxX = Mathf.Max(beginX, hitX);
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int minY = Mathf.Min(beginY, hitY);
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int maxY = Mathf.Max(beginY, hitY);
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shiftBeginIndex = hitIndex;
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for (int y = 0; y < verticalNumber; y++)
|
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{
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for (int x = 0; x < horizontalNumber; x++)
|
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{
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bool isWithin = x >= minX && x <= maxX && y >= minY && y <= maxY;
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|
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if (isWithin)
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{
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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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user