using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RouteCtr : MonoBehaviour
{
///
/// 路径子物体
///
public GameObject RouteItem;
///
/// 所有路线
///
public List list_route;
[SerializeField]
private CalMap m_CalMap;
private Dictionary> m_RoutePoints;
private List m_CurrentPoints;
public List CurrentPoints
{
get { return m_CurrentPoints; }
}
private void Start()
{
oninit();
}
public void oninit()
{
list_route = new List();
m_RoutePoints = new Dictionary>();
m_CurrentPoints = new List();
}
public List List_route
{
get { return list_route; }
}
///
/// 设置路线数据
///
///
public void SetRouteValue(List navLines)
{
m_RoutePoints.Clear();
for (int i = 0; i < navLines.Count; i++)
{
List points = new List();
SettingLuJing(navLines[i], navLines[i].routerMod - 1, out points);
// 小地图显示路径
m_CalMap.SetLines(navLines[i]);
m_RoutePoints.Add(i, points);
}
}
public Dictionary> lineoldlist = new Dictionary>();
public Material[] mats;
///
/// 设置路径
///
///
/// 线段样式
private void SettingLuJing(NavLinesItem data, int routerMod, out List points)
{
points = new List();
GameObject routes = new GameObject(data.name);
routes.transform.parent = transform;
routes.transform.localPosition = Vector3.zero;
routes.transform.localEulerAngles = Vector3.zero;
LineRenderer linerender = routes.AddComponent();
routes.AddComponent();
linerender.positionCount = data.lines.Count*2;
linerender.startWidth = 0.05f;// (,0.35f);
linerender.endWidth = 0.05f;// (,0.35f);
linerender.material = mats[routerMod];
if(!lineoldlist.ContainsKey(data.name))
{
lineoldlist.Add(data.name, new List());
}
else
{
lineoldlist[data.name] =new List();
}
for (int j = 0; j < data.lines.Count; j++)
{
var line = data.lines[j];
/*
GameObject route = GameObject.Instantiate(RouteItem, routes.transform);
route.name = line._index.ToString();*/
Vector3 startPos = new Vector3((float)line.x1 / GameManager.Instance.WebMapSize.x * GameManager.Instance.MapSize.x, 0, (GameManager.Instance.WebMapSize.y - (float)line.y1) / GameManager.Instance.WebMapSize.y * GameManager.Instance.MapSize.y);
lineoldlist[data.name].Add(startPos);
linerender.SetPosition(j*2, transform.TransformPoint(startPos));
Vector3 endPos = new Vector3((float)line.x2 / GameManager.Instance.WebMapSize.x * GameManager.Instance.MapSize.x, 0, (GameManager.Instance.WebMapSize.y - (float)line.y2) / GameManager.Instance.WebMapSize.y * GameManager.Instance.MapSize.y);
/* route.GetComponent().SetRoute(endPos, startPos, routerMod);
route.SetActive(true);
points.Add(startPos);
if (j == data.lines.Count - 1)
{
points.Add(endPos);
}*/
lineoldlist[data.name].Add(endPos);
linerender.SetPosition(j*2+1, transform.TransformPoint(endPos));
}
list_route.Add(routes);
//routes.SetActive(false);
}
float MaxL;
private void Update()
{
for (int i = 0; i < list_route.Count; i++)
{
if(lineoldlist[list_route[i].name]!=null)
{
LineRenderer lr = list_route[i].GetComponent();
/*
if(lineoldlist[list_route[i].name].Count>=3)
{
List v3 = new List();
for (int j = 2; j < lineoldlist[list_route[i].name].Count; j++)
{
v3.Add(lineoldlist[list_route[i].name][j - 2]);
v3.AddRange( DrawCurve(GetPos(lineoldlist[list_route[i].name][j - 1], lineoldlist[list_route[i].name][j - 2]), lineoldlist[list_route[i].name][j - 1], GetPos(lineoldlist[list_route[i].name][j - 1], lineoldlist[list_route[i].name][i])));
v3.Add(lineoldlist[list_route[i].name][j]);
}
lr.positionCount = v3.Count;
for (int z = 0; z < v3.Count; z++)
{
lr.SetPosition(z, transform.TransformPoint(v3[z]));
}
MaxL = 0;
for (int m = 1; m < v3.Count; m++)
{
MaxL += Vector3.Distance(v3[m - 1], v3[m]);
}
lr.materials[0].SetTextureScale("_MainTex", new Vector2(MaxL * 10 , 1));
}
else
{*/
for (int j = 0; j < lineoldlist[list_route[i].name].Count; j++)
{
lr.SetPosition(j, transform.TransformPoint(lineoldlist[list_route[i].name][j]));
}
MaxL = 0;
for (int m = 1; m < lineoldlist[list_route[i].name].Count; m++)
{
MaxL += Vector3.Distance(lineoldlist[list_route[i].name][m - 1], lineoldlist[list_route[i].name][m]);
}
lr.materials[0].SetTextureScale("_MainTex", new Vector2(MaxL * 10, 1));
//}
}
}
}
public Vector3 GetPos(Vector3 post1, Vector3 post2)
{
Vector3 pos = Vector3.zero;
float dis = Vector3.Distance(post1, post2);//计算距离
Vector3 vector = (post2 - post1).normalized; //向量单位化
float rand = 0.2f;//随机距离
pos = vector * rand; //得到新坐标
pos += post1; //使新的坐标点在 post1与 post2之间
return pos;
}
private int _segmentNum = 3;
List DrawCurve(Vector3 pos1, Vector3 pos2, Vector3 pos3)
{
List listPos = new List();
for (int i = 1; i <= _segmentNum; i++)
{
float t = i / (float)_segmentNum;
int nodeIndex = 0;
Vector3 pixel = CalculateCubicBezierPoint(t, pos1,
pos2, pos3);
listPos.Add(pixel);
}
return listPos;
}
Vector3 CalculateCubicBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2)
{
float u = 1 - t;
float tt = t * t;
float uu = u * u;
Vector3 p = uu * p0;
p += 2 * u * t * p1;
p += tt * p2;
return p;
}
///
/// 选择路线
///
///
public void SettingLuJing(int Index, bool isshow)
{
if (list_route == null || list_route.Count <= 0)
{
Debug.LogError(" 未初始化路径 或 所选的路径不存在 ");
return;
}
list_route[Index].SetActive(isshow);
m_CurrentPoints = isshow ? m_RoutePoints[Index] : m_RoutePoints[0];
}
}