SAIMA/Assets/2D_Destruction/Scripts/ClipperHelper.cs
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

96 lines
3.2 KiB
C#

#pragma warning disable 0436
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using ClipperLib;
using Polygon = System.Collections.Generic.List<ClipperLib.IntPoint>;
using Polygons = System.Collections.Generic.List<System.Collections.Generic.List<ClipperLib.IntPoint>>;
using Delaunay;
public static class ClipperHelper {
private static float multiplier = 1000;
public static List<List<Vector2>> clip(List<Vector2> boundary, Triangle piece)
{
//create Boundary Polygon
Polygons boundaryPoly = createPolygons(boundary);
//create Polygon from the triangular piece
Polygons subjPoly = createPolygons(piece);
//clip triangular polygon against the boundary polygon
Polygons result = new Polygons();
//忽略warning
#pragma warning disable CS0436 // The variable 'result' is assigned but its value is never used
Clipper c = new Clipper();
c.AddPaths(subjPoly, PolyType.ptClip, true);
c.AddPaths(boundaryPoly, PolyType.ptSubject, true);
c.Execute(ClipType.ctIntersection, result, PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd);
List<List<Vector2>> clippedPolygons = new List<List<Vector2>>();
foreach (Polygon poly in result)
{
List<Vector2> clippedPoly = new List<Vector2>();
foreach (IntPoint p in poly)
{
clippedPoly.Add(new Vector2(p.X, p.Y) / multiplier);
}
clippedPolygons.Add(clippedPoly);
}
return clippedPolygons;
}
public static List<List<Vector2>> clip(List<Vector2> boundary, List<Vector2> region)
{
Polygons boundaryPoly = createPolygons(boundary);
Polygons regionPoly = createPolygons(region);
//clip triangular polygon against the boundary polygon
Polygons result = new Polygons();
Clipper c = new Clipper();
c.AddPaths(regionPoly, PolyType.ptClip, true);
c.AddPaths(boundaryPoly, PolyType.ptSubject, true);
c.Execute(ClipType.ctIntersection, result, PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd);
List<List<Vector2>> clippedPolygons = new List<List<Vector2>>();
foreach (Polygon poly in result)
{
List<Vector2> clippedPoly = new List<Vector2>();
foreach (IntPoint p in poly)
{
clippedPoly.Add(new Vector2(p.X, p.Y) / multiplier);
}
clippedPolygons.Add(clippedPoly);
}
return clippedPolygons;
}
private static Polygons createPolygons(List<Vector2> source)
{
Polygons poly = new Polygons(1);
poly.Add(new Polygon(source.Count));
foreach (Vector2 p in source)
{
poly[0].Add(new IntPoint(p.x * multiplier, p.y * multiplier));
}
return poly;
}
private static Polygons createPolygons(Triangle tri)
{
Polygons poly = new Polygons(1);
poly.Add(new Polygon(3));
for (int i = 0; i < 3; i++)
{
poly[0].Add(new IntPoint(tri.sites[i].x * multiplier, tri.sites[i].y * multiplier));
}
return poly;
}
}