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

147 lines
3.2 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using Delaunay.Utils;
namespace Delaunay
{
internal sealed class HalfedgePriorityQueue: Utils.IDisposable // also known as heap
{
private Halfedge[] _hash;
private int _count;
private int _minBucket;
private int _hashsize;
private float _ymin;
private float _deltay;
public HalfedgePriorityQueue (float ymin, float deltay, int sqrt_nsites)
{
_ymin = ymin;
_deltay = deltay;
_hashsize = 4 * sqrt_nsites;
Initialize ();
}
public void Dispose ()
{
// get rid of dummies
for (int i = 0; i < _hashsize; ++i) {
_hash [i].Dispose ();
_hash [i] = null;
}
_hash = null;
}
private void Initialize ()
{
int i;
_count = 0;
_minBucket = 0;
_hash = new Halfedge[_hashsize];
// dummy Halfedge at the top of each hash
for (i = 0; i < _hashsize; ++i) {
_hash [i] = Halfedge.CreateDummy ();
_hash [i].nextInPriorityQueue = null;
}
}
public void Insert (Halfedge halfEdge)
{
Halfedge previous, next;
int insertionBucket = Bucket (halfEdge);
if (insertionBucket < _minBucket) {
_minBucket = insertionBucket;
}
previous = _hash [insertionBucket];
while ((next = previous.nextInPriorityQueue) != null
&& (halfEdge.ystar > next.ystar || (halfEdge.ystar == next.ystar && halfEdge.vertex.x > next.vertex.x))) {
previous = next;
}
halfEdge.nextInPriorityQueue = previous.nextInPriorityQueue;
previous.nextInPriorityQueue = halfEdge;
++_count;
}
public void Remove (Halfedge halfEdge)
{
Halfedge previous;
int removalBucket = Bucket (halfEdge);
if (halfEdge.vertex != null) {
previous = _hash [removalBucket];
while (previous.nextInPriorityQueue != halfEdge) {
previous = previous.nextInPriorityQueue;
}
previous.nextInPriorityQueue = halfEdge.nextInPriorityQueue;
_count--;
halfEdge.vertex = null;
halfEdge.nextInPriorityQueue = null;
halfEdge.Dispose ();
}
}
private int Bucket (Halfedge halfEdge)
{
int theBucket = (int)((halfEdge.ystar - _ymin) / _deltay * _hashsize);
if (theBucket < 0)
theBucket = 0;
if (theBucket >= _hashsize)
theBucket = _hashsize - 1;
return theBucket;
}
private bool IsEmpty (int bucket)
{
return (_hash [bucket].nextInPriorityQueue == null);
}
/**
* move _minBucket until it contains an actual Halfedge (not just the dummy at the top);
*
*/
private void AdjustMinBucket ()
{
while (_minBucket < _hashsize - 1 && IsEmpty(_minBucket)) {
++_minBucket;
}
}
public bool Empty ()
{
return _count == 0;
}
/**
* @return coordinates of the Halfedge's vertex in V*, the transformed Voronoi diagram
*
*/
public Vector2 Min ()
{
AdjustMinBucket ();
Halfedge answer = _hash [_minBucket].nextInPriorityQueue;
return new Vector2 (answer.vertex.x, answer.ystar);
}
/**
* remove and return the min Halfedge
* @return
*
*/
public Halfedge ExtractMin ()
{
Halfedge answer;
// get the first real Halfedge in _minBucket
answer = _hash [_minBucket].nextInPriorityQueue;
_hash [_minBucket].nextInPriorityQueue = answer.nextInPriorityQueue;
_count--;
answer.nextInPriorityQueue = null;
return answer;
}
}
}