Roman e3e11e2556 任务:编写玩法框架
1.制作障碍系统

(1.制作几种类型的障碍物的预制体
((*.编写障碍物基类,以下几种均继承自基类,含碰撞体,RememberY(生成障碍物时该有多大的Y)
((1.矮障碍,仅碰撞体
((2.高障碍,仅碰撞体
((3.可冲破障碍
(((1.除基本碰撞体外,额外包含一个触发器,比碰撞体先检测到马,同时获取马的x速度,大于阈值则给障碍做破碎,用马的力度决定破碎力,关闭碎块和马的碰撞
(((*.导入某2D破碎插件
((4.人马分离障碍
(((WAIT,需要等待人马分离系统先搭建

(2.编写障碍物生成系统
((1.每若干时间,生成一个随机一种障碍,若干的范围可控
(((1.设计协程,从预制体列表中随机出一种,并在计算好的位置实例化,随后等待范围内的若干时间,然后检查马的存活情况,若马仍存活,重新调用本协程
((2.生成的位置:x在相机右侧若干不变距离,y根据障碍物的不同而不同,需要计算保存。

(3.编写障碍物消亡系统
((1.每个障碍物和碎片都会在离开镜头后被删除
2022-07-30 00:47:44 +08:00

425 lines
12 KiB
C#

/*
* The author of this software is Steven Fortune. Copyright (c) 1994 by AT&T
* Bell Laboratories.
* Permission to use, copy, modify, and distribute this software for any
* purpose without fee is hereby granted, provided that this entire notice
* is included in all copies of any software which is or includes a copy
* or modification of this software and in all copies of the supporting
* documentation for such software.
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
*/
using UnityEngine;
using System;
using System.Collections.Generic;
using Delaunay.Geo;
using Delaunay.Utils;
using Delaunay.LR;
namespace Delaunay
{
public sealed class Voronoi: Utils.IDisposable
{
private SiteList _sites;
private Dictionary <Vector2,Site> _sitesIndexedByLocation;
private List<Triangle> _triangles;
private List<Edge> _edges;
// TODO generalize this so it doesn't have to be a rectangle;
// then we can make the fractal voronois-within-voronois
private Rect _plotBounds;
public Rect plotBounds {
get { return _plotBounds;}
}
public void Dispose ()
{
int i, n;
if (_sites != null) {
_sites.Dispose ();
_sites = null;
}
if (_triangles != null) {
n = _triangles.Count;
for (i = 0; i < n; ++i) {
_triangles [i].Dispose ();
}
_triangles.Clear ();
_triangles = null;
}
if (_edges != null) {
n = _edges.Count;
for (i = 0; i < n; ++i) {
_edges [i].Dispose ();
}
_edges.Clear ();
_edges = null;
}
// _plotBounds = null;
_sitesIndexedByLocation = null;
}
public Voronoi (List<Vector2> points, List<uint> colors, Rect plotBounds)
{
_sites = new SiteList ();
_sitesIndexedByLocation = new Dictionary <Vector2,Site> (); // XXX: Used to be Dictionary(true) -- weak refs.
AddSites (points, colors);
_plotBounds = plotBounds;
_triangles = new List<Triangle> ();
_edges = new List<Edge> ();
FortunesAlgorithm ();
}
private void AddSites (List<Vector2> points, List<uint> colors)
{
int length = points.Count;
for (int i = 0; i < length; ++i) {
AddSite (points [i], (colors != null) ? colors [i] : 0, i);
}
}
private void AddSite (Vector2 p, uint color, int index)
{
if (_sitesIndexedByLocation.ContainsKey (p))
return; // Prevent duplicate site! (Adapted from https://github.com/nodename/as3delaunay/issues/1)
float weight = UnityEngine.Random.value * 100f;
Site site = Site.Create (p, (uint)index, weight, color);
_sites.Add (site);
_sitesIndexedByLocation [p] = site;
}
public List<Edge> Edges ()
{
return _edges;
}
public List<Triangle> Triangles()
{
return _triangles;
}
public List<Vector2> Region (Vector2 p)
{
Site site = _sitesIndexedByLocation [p];
if (site == null) {
return new List<Vector2> ();
}
return site.Region (_plotBounds);
}
public SiteList Sites()
{
return _sites;
}
// TODO: bug: if you call this before you call region(), something goes wrong :(
public List<Vector2> NeighborSitesForSite (Vector2 coord)
{
List<Vector2> points = new List<Vector2> ();
Site site = _sitesIndexedByLocation [coord];
if (site == null) {
return points;
}
List<Site> sites = site.NeighborSites ();
Site neighbor;
for (int nIndex =0; nIndex<sites.Count; nIndex++) {
neighbor = sites [nIndex];
points.Add (neighbor.Coord);
}
return points;
}
public List<Circle> Circles ()
{
return _sites.Circles ();
}
public List<LineSegment> VoronoiBoundaryForSite (Vector2 coord)
{
return DelaunayHelpers.VisibleLineSegments (DelaunayHelpers.SelectEdgesForSitePoint (coord, _edges));
}
public List<LineSegment> DelaunayLinesForSite (Vector2 coord)
{
return DelaunayHelpers.DelaunayLinesForEdges (DelaunayHelpers.SelectEdgesForSitePoint (coord, _edges));
}
public List<LineSegment> VoronoiDiagram ()
{
return DelaunayHelpers.VisibleLineSegments (_edges);
}
public List<LineSegment> DelaunayTriangulation (/*BitmapData keepOutMask = null*/)
{
return DelaunayHelpers.DelaunayLinesForEdges (DelaunayHelpers.SelectNonIntersectingEdges (/*keepOutMask,*/_edges));
}
public List<LineSegment> Hull ()
{
return DelaunayHelpers.DelaunayLinesForEdges (HullEdges ());
}
private List<Edge> HullEdges ()
{
return _edges.FindAll (delegate (Edge edge) {
return (edge.IsPartOfConvexHull ());
});
}
public List<Vector2> HullPointsInOrder ()
{
List<Edge> hullEdges = HullEdges ();
List<Vector2> points = new List<Vector2> ();
if (hullEdges.Count == 0) {
return points;
}
EdgeReorderer reorderer = new EdgeReorderer (hullEdges, VertexOrSite.SITE);
hullEdges = reorderer.edges;
List<Side> orientations = reorderer.edgeOrientations;
reorderer.Dispose ();
Side orientation;
int n = hullEdges.Count;
for (int i = 0; i < n; ++i) {
Edge edge = hullEdges [i];
orientation = orientations [i];
points.Add (edge.Site (orientation).Coord);
}
return points;
}
public List<LineSegment> SpanningTree (KruskalType type = KruskalType.MINIMUM/*, BitmapData keepOutMask = null*/)
{
List<Edge> edges = DelaunayHelpers.SelectNonIntersectingEdges (/*keepOutMask,*/_edges);
List<LineSegment> segments = DelaunayHelpers.DelaunayLinesForEdges (edges);
return DelaunayHelpers.Kruskal (segments, type);
}
public List<List<Vector2>> Regions ()
{
return _sites.Regions (_plotBounds);
}
public List<uint> SiteColors (/*BitmapData referenceImage = null*/)
{
return _sites.SiteColors (/*referenceImage*/);
}
/**
*
* @param proximityMap a BitmapData whose regions are filled with the site index values; see PlanePointsCanvas::fillRegions()
* @param x
* @param y
* @return coordinates of nearest Site to (x, y)
*
*/
public Nullable<Vector2> NearestSitePoint (/*BitmapData proximityMap,*/float x, float y)
{
return _sites.NearestSitePoint (/*proximityMap,*/x, y);
}
public List<Vector2> SiteCoords ()
{
return _sites.SiteCoords ();
}
private Site fortunesAlgorithm_bottomMostSite;
private void FortunesAlgorithm ()
{
Site newSite, bottomSite, topSite, tempSite;
Vertex v, vertex;
Vector2 newintstar = Vector2.zero; //Because the compiler doesn't know that it will have a value - Julian
Side leftRight;
Halfedge lbnd, rbnd, llbnd, rrbnd, bisector;
Edge edge;
Rect dataBounds = _sites.GetSitesBounds ();
int sqrt_nsites = (int)(Mathf.Sqrt (_sites.Count + 4));
HalfedgePriorityQueue heap = new HalfedgePriorityQueue (dataBounds.y, dataBounds.height, sqrt_nsites);
EdgeList edgeList = new EdgeList (dataBounds.x, dataBounds.width, sqrt_nsites);
List<Halfedge> halfEdges = new List<Halfedge> ();
List<Vertex> vertices = new List<Vertex> ();
fortunesAlgorithm_bottomMostSite = _sites.Next ();
newSite = _sites.Next ();
for (;;) {
if (heap.Empty () == false) {
newintstar = heap.Min ();
}
if (newSite != null
&& (heap.Empty () || CompareByYThenX (newSite, newintstar) < 0)) {
/* new site is smallest */
//trace("smallest: new site " + newSite);
// Step 8:
lbnd = edgeList.EdgeListLeftNeighbor (newSite.Coord); // the Halfedge just to the left of newSite
//trace("lbnd: " + lbnd);
rbnd = lbnd.edgeListRightNeighbor; // the Halfedge just to the right
//trace("rbnd: " + rbnd);
bottomSite = FortunesAlgorithm_rightRegion (lbnd); // this is the same as leftRegion(rbnd)
// this Site determines the region containing the new site
//trace("new Site is in region of existing site: " + bottomSite);
// Step 9:
edge = Edge.CreateBisectingEdge (bottomSite, newSite);
//trace("new edge: " + edge);
_edges.Add (edge);
bisector = Halfedge.Create (edge, Side.LEFT);
halfEdges.Add (bisector);
// inserting two Halfedges into edgeList constitutes Step 10:
// insert bisector to the right of lbnd:
edgeList.Insert (lbnd, bisector);
// first half of Step 11:
if ((vertex = Vertex.Intersect (lbnd, bisector)) != null) {
vertices.Add (vertex);
heap.Remove (lbnd);
lbnd.vertex = vertex;
lbnd.ystar = vertex.y + newSite.Dist (vertex);
heap.Insert (lbnd);
}
lbnd = bisector;
bisector = Halfedge.Create (edge, Side.RIGHT);
halfEdges.Add (bisector);
// second Halfedge for Step 10:
// insert bisector to the right of lbnd:
edgeList.Insert (lbnd, bisector);
// second half of Step 11:
if ((vertex = Vertex.Intersect (bisector, rbnd)) != null) {
vertices.Add (vertex);
bisector.vertex = vertex;
bisector.ystar = vertex.y + newSite.Dist (vertex);
heap.Insert (bisector);
}
newSite = _sites.Next ();
} else if (heap.Empty () == false) {
/* intersection is smallest */
lbnd = heap.ExtractMin ();
llbnd = lbnd.edgeListLeftNeighbor;
rbnd = lbnd.edgeListRightNeighbor;
rrbnd = rbnd.edgeListRightNeighbor;
bottomSite = FortunesAlgorithm_leftRegion (lbnd);
topSite = FortunesAlgorithm_rightRegion (rbnd);
// these three sites define a Delaunay triangle
// (not actually using these for anything...)
_triangles.Add(new Triangle(bottomSite, topSite, FortunesAlgorithm_rightRegion(lbnd)));
v = lbnd.vertex;
v.SetIndex ();
lbnd.edge.SetVertex ((Side)lbnd.leftRight, v);
rbnd.edge.SetVertex ((Side)rbnd.leftRight, v);
edgeList.Remove (lbnd);
heap.Remove (rbnd);
edgeList.Remove (rbnd);
leftRight = Side.LEFT;
if (bottomSite.y > topSite.y) {
tempSite = bottomSite;
bottomSite = topSite;
topSite = tempSite;
leftRight = Side.RIGHT;
}
edge = Edge.CreateBisectingEdge (bottomSite, topSite);
_edges.Add (edge);
bisector = Halfedge.Create (edge, leftRight);
halfEdges.Add (bisector);
edgeList.Insert (llbnd, bisector);
edge.SetVertex (SideHelper.Other (leftRight), v);
if ((vertex = Vertex.Intersect (llbnd, bisector)) != null) {
vertices.Add (vertex);
heap.Remove (llbnd);
llbnd.vertex = vertex;
llbnd.ystar = vertex.y + bottomSite.Dist (vertex);
heap.Insert (llbnd);
}
if ((vertex = Vertex.Intersect (bisector, rrbnd)) != null) {
vertices.Add (vertex);
bisector.vertex = vertex;
bisector.ystar = vertex.y + bottomSite.Dist (vertex);
heap.Insert (bisector);
}
} else {
break;
}
}
// heap should be empty now
heap.Dispose ();
edgeList.Dispose ();
for (int hIndex = 0; hIndex<halfEdges.Count; hIndex++) {
Halfedge halfEdge = halfEdges [hIndex];
halfEdge.ReallyDispose ();
}
halfEdges.Clear ();
// we need the vertices to clip the edges
for (int eIndex = 0; eIndex<_edges.Count; eIndex++) {
edge = _edges [eIndex];
edge.ClipVertices (_plotBounds);
}
// but we don't actually ever use them again!
for (int vIndex = 0; vIndex<vertices.Count; vIndex++) {
vertex = vertices [vIndex];
vertex.Dispose ();
}
vertices.Clear ();
}
private Site FortunesAlgorithm_leftRegion (Halfedge he)
{
Edge edge = he.edge;
if (edge == null) {
return fortunesAlgorithm_bottomMostSite;
}
return edge.Site ((Side)he.leftRight);
}
private Site FortunesAlgorithm_rightRegion (Halfedge he)
{
Edge edge = he.edge;
if (edge == null) {
return fortunesAlgorithm_bottomMostSite;
}
return edge.Site (SideHelper.Other ((Side)he.leftRight));
}
public static int CompareByYThenX (Site s1, Site s2)
{
if (s1.y < s2.y)
return -1;
if (s1.y > s2.y)
return 1;
if (s1.x < s2.x)
return -1;
if (s1.x > s2.x)
return 1;
return 0;
}
public static int CompareByYThenX (Site s1, Vector2 s2)
{
if (s1.y < s2.y)
return -1;
if (s1.y > s2.y)
return 1;
if (s1.x < s2.x)
return -1;
if (s1.x > s2.x)
return 1;
return 0;
}
}
}