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5.24BuYu/Assets/MyGame/Scripts/Characters/Monster/MonsterMoveLine.cs
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#region AI优化
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using System.Collections;
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using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
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using System;
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using System.Globalization;
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[Serializable]
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public class MonsterMoveLine
{
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public static Dictionary<string, BezierCurveData> dic_BezierCurveDatas = new Dictionary<string, BezierCurveData>();
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public static List<BezierCurveData> curves = new List<BezierCurveData>();
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// ----------------------------------------------------------------
// ⭐ 性能优化:曲线点数组静态缓存
// 每条曲线的 [start, controlPoints..., end] 预组装成 Vector2[],
// 所有鱼共享同一份数组,避免每帧每鱼 new List + ToArray 的 GC 分配。
// 加载时构建,卸载时清理。
// ----------------------------------------------------------------
private static readonly Dictionary<string, Vector2[]> _curvePointsArrays
= new Dictionary<string, Vector2[]>();
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/// <summary>⭐ B样条节点向量缓存(曲线名 → 节点数组,与点数组同步构建/清理)</summary>
private static readonly Dictionary<string, float[]> _curveKnotArrays
= new Dictionary<string, float[]>();
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[Serializable]
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public class BezierCurveData
{
public string name;
public Vector2 start;
public List<Vector2> controlPoints = new List<Vector2>();
public Vector2 end;
}
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public static async Task LoadBezier()
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{
await LoadBezierTxtAsync("MoveLine");
}
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public static async Task UnLoadBezier()
{
await UnLoadBezierTxtAsync("MoveLine");
}
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public static async Task LoadSingleBezierTxtAsync(string path)
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{
AsyncOperationHandle<TextAsset> handle = Addressables.LoadAssetAsync<TextAsset>(path);
await handle.Task;
var lines = handle.Result.text.Split('\n');
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foreach (var line in lines)
{
if (string.IsNullOrWhiteSpace(line)) continue;
var parts = line.Split(';');
BezierCurveData curve = new BezierCurveData();
curve.name = parts[0];
List<Vector2> points = new List<Vector2>();
for (int i = 1; i < parts.Length; i++)
{
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if (string.IsNullOrWhiteSpace(parts[i]))
continue;
// ⭐ 单点格式错误只跳过该点并告警,不能让整条路线(乃至进房加载流程)中断
if (TryParseVector(parts[i], out var p))
points.Add(p);
else
Debug.LogWarning($"[MonsterMoveLine] 坐标格式非法已跳过: '{parts[i]}'({handle.Result.name} 曲线 {curve.name})");
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}
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if (points.Count == 0) continue;
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curve.start = points[0];
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if (points.Count > 1)
curve.end = points[points.Count - 1];
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for (int i = 1; i < points.Count - 1; i++)
curve.controlPoints.Add(points[i]);
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// ⭐ 座位镜像:本端在上方座位时路线整条上下翻转(写入字典/建缓存前,只翻一次)
FlipCurveYForMirror(curve);
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curves.Add(curve);
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dic_BezierCurveDatas.Add(curve.name, curve);
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// ⭐ 同步构建点数组缓存(单条加载路径)
BuildCurvePointsArray(curve);
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}
}
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/// <summary>
/// ⭐ 座位镜像:路线整条上下翻转(所有点 y 关于画布中心取反,画布坐标以中心为原点)。
/// B样条求值(de Boor)是逐点线性插值,对控制点 y 取反后求样条 ≡ 原样条求值后 y 取反,
/// 曲线形状严格镜像不形变。必须在写入 dic_BezierCurveDatas / BuildCurvePointsArray
/// 之前调用(curves 列表与字典引用同一实例,只翻一次)。
/// 下游自动适应:取点/移动/朝向切线/鱼阵 700 起点/翻面/分布角全部基于翻转后数据;
/// 仅 701 环形阵写死的"固定向上"需在 MonsterContral 里随镜像取反。
/// </summary>
private static void FlipCurveYForMirror(BezierCurveData curve)
{
if (!SeatMirror.IsMirrored) return;
curve.start.y = -curve.start.y;
curve.end.y = -curve.end.y;
for (int i = 0; i < curve.controlPoints.Count; i++)
{
Vector2 p = curve.controlPoints[i];
p.y = -p.y;
curve.controlPoints[i] = p;
}
}
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/// <summary>
/// ⭐ 将曲线的 [start, controlPoints..., end] 组装成 Vector2[] 并缓存。
/// 所有引用此曲线的鱼共享同一份数组,避免每帧每鱼 new List + ToArray 的 GC。
/// </summary>
private static void BuildCurvePointsArray(BezierCurveData curve)
{
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// ⭐ 无条件覆盖重建:同名曲线被覆盖时,点数组/节点缓存必须同步重建,
// 否则字典指向新曲线、缓存还是旧曲线的点 → 路线错乱
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int total = 2 + curve.controlPoints.Count; // start + controls + end
Vector2[] arr = new Vector2[total];
arr[0] = curve.start;
for (int i = 0; i < curve.controlPoints.Count; i++)
arr[1 + i] = curve.controlPoints[i];
arr[total - 1] = curve.end;
_curvePointsArrays[curve.name] = arr;
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// ⭐ 同步构建 B样条节点向量缓存
_curveKnotArrays[curve.name] = BuildKnotVector(total);
}
/// <summary>
/// ⭐ 构建钳位(clamped)均匀 B样条节点向量。
/// 首尾各重复 p+1 个 0/1 → 曲线严格过首末控制点(start/end),鱼的出入屏位置与路线数据一致;
/// 内部节点在 (0,1) 均匀分布。度数 p = min(3, 控制点数-1),点不足时自动降阶。
/// </summary>
private static float[] BuildKnotVector(int controlPointCount)
{
int p = Mathf.Min(3, controlPointCount - 1);
int knotCount = controlPointCount + p + 1;
float[] knots = new float[knotCount];
// 首尾钳位:前 p+1 个 0,后 p+1 个 1
for (int i = 0; i <= p; i++) knots[i] = 0f;
for (int i = controlPointCount; i < knotCount; i++) knots[i] = 1f;
// 内部节点:i = p+1 .. N-1,均匀分布在 (0,1)
float denom = controlPointCount - p;
for (int i = p + 1; i < controlPointCount; i++)
knots[i] = (i - p) / denom;
return knots;
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}
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public static async Task LoadBezierTxtAsync(string path)
{
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// ⭐ 加载前先全量清空上一场的路线缓存:
// 各玩法普通路线/鱼阵曲线名完全重名(曲线1~N、鱼阵N)但坐标不同,
// 不清场会把上一玩法的同名坐标带进本场 → 路线错乱(如 HHWK 残留导致 FLZY 鱼按旧路线游);
// 旧玩法独有的 Boss 路线也会残留越积越多。进游戏只需要当前玩法的路线。
ClearAllBezierCache();
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List<string> keys = new List<string>();
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keys.Add(path);
keys.Add(GameManager.Instance.gameData.currGameType.ToString());
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AsyncOperationHandle<IList<TextAsset>> handles = Addressables.LoadAssetsAsync<TextAsset>(
keys, null, Addressables.MergeMode.Intersection);
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await handles.Task;
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// ⭐ 没有资源 → 直接跳出,不报错(缓存已清空,保持干净状态)
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if (handles.Result == null || handles.Result.Count == 0)
{
Debug.LogWarning($"Bezier 曲线加载跳过:未找到标签 {path} + {GameManager.Instance.gameData.currGameType}");
Addressables.Release(handles);
return;
}
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foreach (var text in handles.Result)
{
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var lines = text.text.Split('\n');
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foreach (var line in lines)
{
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if (string.IsNullOrWhiteSpace(line))
continue;
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var parts = line.Split(';');
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if (parts.Length < 2)
continue;
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BezierCurveData curve = new BezierCurveData();
curve.name = parts[0];
List<Vector2> points = new List<Vector2>();
for (int i = 1; i < parts.Length; i++)
{
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if (!string.IsNullOrWhiteSpace(parts[i]))
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{
// ⭐ 单点格式错误只跳过该点并告警,不能让整条路线(乃至进房加载流程)中断
if (TryParseVector(parts[i], out var p))
{
points.Add(p);
}
else
{
Debug.LogWarning($"[MonsterMoveLine] 坐标格式非法已跳过: '{parts[i]}'({text.name} 曲线 {curve.name})");
}
}
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}
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if (points.Count == 0)
continue;
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curve.start = points[0];
if (points.Count > 1)
curve.end = points[points.Count - 1];
for (int i = 1; i < points.Count - 1; i++)
curve.controlPoints.Add(points[i]);
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// ⭐ 座位镜像:本端在上方座位时路线整条上下翻转(写入字典/建缓存前,只翻一次)
FlipCurveYForMirror(curve);
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curves.Add(curve);
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// ⭐ 同名直接覆盖(清场后理论上无重复,防御性覆盖确保永远用当前玩法数据)
dic_BezierCurveDatas[curve.name] = curve;
// ⭐ 同步构建点数组缓存(批量加载路径)
BuildCurvePointsArray(curve);
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}
}
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Addressables.Release(handles);
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// ⭐ 座位镜像状态提示:镜像未初始化(-1)时按不镜像处理,排查进房时序问题用
if (SeatMirror.LocalServerPos < 0)
Debug.LogWarning("[MonsterMoveLine] 加载路线时 SeatMirror 未初始化(未收到 RoomJoinNotice),本次按不镜像处理");
Debug.Log($"曲线读取完成共{dic_BezierCurveDatas.Count}条 镜像={SeatMirror.IsMirrored}(本地服务端座位={SeatMirror.LocalServerPos})");
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}
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public static async Task UnLoadBezierTxtAsync(string path)
{
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// ⭐ 全量同步清空,不再按 currGameType 重查 Addressables 删除:
// 1. 卸载依赖 currGameType 有时序风险 —— 选房面板在玩家点选新玩法时就改了全局类型,
// 延迟执行的卸载(OnHide 补卸载/异常重跑)会按新玩法 txt 去删 → 旧玩法 Boss 路线全部残留;
// 甚至可能把新玩法刚加载的路线误删。
// 2. 原实现标签查询为空时静默 return,什么都清不掉。
// 卸载只发生在离房时,场上只有当前玩法的路线,直接全清最干净且无竞态。
ClearAllBezierCache();
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Debug.Log("曲线卸载完成,剩余曲线数量:" + dic_BezierCurveDatas.Count);
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await Task.CompletedTask;
}
/// <summary>全量清空路线缓存(曲线字典/列表 + 点数组缓存 + B样条节点缓存)</summary>
private static void ClearAllBezierCache()
{
dic_BezierCurveDatas.Clear();
curves.Clear();
_curvePointsArrays.Clear();
_curveKnotArrays.Clear();
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}
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private static bool TryParseVector(string s, out Vector2 v)
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{
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v = default;
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var xy = s.Split(',');
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if (xy.Length < 2) return false;
// ⭐ 固定用 InvariantCulture:曲线文件是 "x,y" 机器格式,不能受设备区域的小数点符号影响
if (!float.TryParse(xy[0], NumberStyles.Float, CultureInfo.InvariantCulture, out float x)) return false;
if (!float.TryParse(xy[1], NumberStyles.Float, CultureInfo.InvariantCulture, out float y)) return false;
v = new Vector2(x, y);
return true;
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}
public BezierCurveData bezierCurveData;
public float moveTime;
public float moveSpeed;
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// ⭐ 缓存相机和 UI 根 RectTransform,避免每帧每鱼调用
// UIManager.Instance.uiRoot.GetComponent<RectTransform>() 和 Camera.main
// 由 MonsterContral.OnEnable 同步赋值
public Camera cachedCamera;
public RectTransform cachedUirootRect;
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public void Init(BezierCurveData bezierCurveData, float Time)
{
this.bezierCurveData = bezierCurveData;
this.moveTime = Time;
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Debug.Log($"初始化曲线 {this.bezierCurveData.name} ,移动时间 {moveTime}");
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}
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/// <summary>
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/// 主线程零分配计算曲线点(⭐ B样条 de Boor 算法;原贝塞尔 De Casteljau 已注释保留备查,方法名保留兼容调用处)。
/// ⭐ 钳位(clamped)均匀三次 B样条:
/// - 节点向量首尾各重复 p+1 个 0/1 → 曲线严格过首控制点(start)和末控制点(end),
/// 鱼的出入屏位置与路线数据一致
/// - 中间控制点只被逼近不再穿过(与贝塞尔的本质区别)
/// - 控制点总数 ≤ 4 时钳位B样条数学上退化为同阶贝塞尔,短路线行为天然兼容
/// - 度数 p = min(3, N-1):仅 start+end 两点时退化为直线段
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/// ⭐ 优化说明(原 Job 方案的负优化问题):
/// 1. 原 GetBezierPointJob 每次调用 new List + 2 个 NativeArray(TempJob) + ToArray,
/// 每条鱼每帧产生 3 次堆分配,N 条鱼 = 3N 次 GC 分配/帧
/// 2. 原 Job.Schedule() 后立即 Complete(),Job 实际单线程执行,
/// 调度开销 > 计算收益(4-7 个控制点的计算量极小)
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/// 3. 现方案:曲线点数组+节点向量静态缓存(共享),主线程直接计算,零 GC 分配
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/// 4. Camera/RectTransform 由调用方缓存,避免每帧每鱼重复获取
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/// </summary>
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public Vector2 GetBezierPointJob(float t)
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{
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// ⭐ 防止除零:moveTime<=0 时直接返回起点,避免 NaN
if (moveTime <= 0f)
return bezierCurveData.start;
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if (t > moveTime)
t = moveTime;
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t = t / moveTime;
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// ⭐ 取静态缓存的曲线点数组(所有鱼共享,零分配)
if (!_curvePointsArrays.TryGetValue(bezierCurveData.name, out var pts))
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{
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// 兜底:缓存未命中时实时构建(理论上不应发生,加载时已构建)
BuildCurvePointsArray(bezierCurveData);
pts = _curvePointsArrays[bezierCurveData.name];
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}
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// ⭐ 取静态缓存的 B样条节点向量(加载时与点数组同步构建)
if (!_curveKnotArrays.TryGetValue(bezierCurveData.name, out var knots))
{
// 兜底:缓存未命中时实时构建
knots = BuildKnotVector(pts.Length);
_curveKnotArrays[bezierCurveData.name] = knots;
}
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// ⭐ 复用线程静态缓冲区(主线程单线程执行,安全复用)
if (_tempPoints == null || _tempPoints.Length < pts.Length)
_tempPoints = new Vector2[pts.Length];
Array.Copy(pts, _tempPoints, pts.Length);
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int count = pts.Length; // 控制点总数 N = start + 控制点 + end
int p = Mathf.Min(3, count - 1); // ⭐ B样条度数:默认三次,控制点不足时自动降阶
Vector2 canvasPos;
// ⭐ 钳位B样条端点:曲线严格过首末控制点;de Boor 在端点节点区间退化,直接取端点等价且更稳
if (t <= 0f)
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{
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canvasPos = pts[0];
}
else if (t >= 1f)
{
canvasPos = pts[count - 1];
}
else
{
// ================= 贝塞尔(De Casteljau)已停用,注释保留备查 =================
// int c = pts.Length;
// while (c > 1)
// {
// for (int i = 0; i < c - 1; i++)
// _tempPoints[i] = Vector2.Lerp(_tempPoints[i], _tempPoints[i + 1], t);
// c--;
// }
// canvasPos = _tempPoints[0];
// ==========================================================================
// ================= ⭐ B样条求值(de Boor 递推) =================
// 找节点区间 k: knots[k] <= u < knots[k+1],k ∈ [p, N-1]
int k = p;
while (k < count - 1 && t >= knots[k + 1])
k++;
// d[j] = pts[j + k - p],j = 0..p(取当前区间涉及的 p+1 个控制点)
for (int j = 0; j <= p; j++)
_tempPoints[j] = pts[j + k - p];
// de Boor 逐层递推(结构同 De Casteljau,alpha 改由节点向量决定)
for (int r = 1; r <= p; r++)
{
for (int j = p; j >= r; j--)
{
// 分母区间 [j+k-p, j+1+k-r] ⊇ 当前节点区间 [k, k+1],恒非退化,无除零风险
float alpha = (t - knots[j + k - p]) / (knots[j + 1 + k - r] - knots[j + k - p]);
_tempPoints[j] = Vector2.Lerp(_tempPoints[j - 1], _tempPoints[j], alpha);
}
}
canvasPos = _tempPoints[p];
// ====================================================================
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}
// ⭐ 用缓存的 Camera/RectTransform,避免每帧每鱼查询
var cam = cachedCamera != null ? cachedCamera : Camera.main;
var rect = cachedUirootRect != null
? cachedUirootRect
: UIManager.Instance.uiRoot.GetComponent<RectTransform>();
return CoordinateTransformation.CanvasToWorld(canvasPos, rect, cam);
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}
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/// <summary>主线程复用的临时计算缓冲(避免每帧每鱼 new 数组)</summary>
[ThreadStatic]
private static Vector2[] _tempPoints;
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}
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#endregion
#region zijixie
//using System.Collections;
//using System.Collections.Generic;
//using System.IO;
//using System.Threading.Tasks;
//using UnityEngine;
//using UnityEngine.AddressableAssets;
//using UnityEngine.ResourceManagement.AsyncOperations;
//public class MonsterMoveLine
//{
// public static Dictionary<string, BezierCurveData> dic_BezierCurveDatas = new Dictionary<string, BezierCurveData>();
// public static List<BezierCurveData> curves = new List<BezierCurveData>();
// public class BezierCurveData
// {
// public string name;
// public Vector2 start;
// public List<Vector2> controlPoints = new List<Vector2>();
// public Vector2 end;
// }
// public static async void LoadBezier()
// {
// await LoadBezierTxtAsync("MoveLine");
// }
// /// <summary>
// /// 读取曲线数据 读取单个
// /// </summary>
// /// <param name="path"></param>
// /// <returns></returns>
// public static async Task LoadSingleBezierTxtAsync(string path)
// {
// AsyncOperationHandle<TextAsset> handle = Addressables.LoadAssetAsync<TextAsset>(path);
// await handle.Task;
// var lines = handle.Result.text.Split('\n');
// foreach (var line in lines)
// {
// if (string.IsNullOrWhiteSpace(line)) continue;
// var parts = line.Split(';');
// BezierCurveData curve = new BezierCurveData();
// // 第一个是曲线名
// curve.name = parts[0];
// // 后面所有都是点
// List<Vector2> points = new List<Vector2>();
// for (int i = 1; i < parts.Length; i++)
// {
// points.Add(ParseVector(parts[i]));
// }
// // 第一个点是 start
// curve.start = points[0];
// if (points.Count > 1)
// {
// // 最后一个点是 end
// curve.end = points[points.Count - 1];
// }
// // 中间的都是 controlPoints
// for (int i = 1; i < points.Count - 1; i++)
// {
// curve.controlPoints.Add(points[i]);
// }
// curves.Add(curve);
// dic_BezierCurveDatas.Add(curve.name, curve);
// }
// }
// /// <summary>
// /// 读取曲线数据 游戏开始时在awake调用aa包
// /// </summary>
// /// <param name="path"></param>
// /// <returns></returns>
// public static async Task LoadBezierTxtAsync(string path)
// {
// List<string> keys = new List<string>();
// keys.Add(path);
// keys.Add(GameManager.Instance.gameData.currGameType.ToString());
// AsyncOperationHandle<IList<TextAsset>> handles = Addressables.LoadAssetsAsync<TextAsset>(keys, null, Addressables.MergeMode.Intersection);
// await handles.Task;
// foreach (var text in handles.Result)
// {
// var lines = text.text.Split('\n');
// foreach (var line in lines)
// {
// if (string.IsNullOrWhiteSpace(line)) continue;
// var parts = line.Split(';');
// BezierCurveData curve = new BezierCurveData();
// // 第一个是曲线名
// curve.name = parts[0];
// // 后面所有都是点
// List<Vector2> points = new List<Vector2>();
// for (int i = 1; i < parts.Length; i++)
// {
// points.Add(ParseVector(parts[i]));
// }
// // 第一个点是 start
// curve.start = points[0];
// if (points.Count > 1)
// {
// // 最后一个点是 end
// curve.end = points[points.Count - 1];
// }
// // 中间的都是 controlPoints
// for (int i = 1; i < points.Count - 1; i++)
// {
// curve.controlPoints.Add(points[i]);
// }
// curves.Add(curve);
// dic_BezierCurveDatas.Add(curve.name, curve);
// }
// }
// Debug.Log("曲线读取完成共" + dic_BezierCurveDatas.Count + "条");
// }
// private static Vector2 ParseVector(string s)
// {
// var xy = s.Split(',');
// return new Vector2(float.Parse(xy[0]), float.Parse(xy[1]));
// }
// public BezierCurveData bezierCurveData;
// public float moveTime;
// public float moveSpeed;
// public void Init(BezierCurveData bezierCurveData, float Time)
// {
// this.bezierCurveData = bezierCurveData;
// this.moveTime = time;
// Debug.Log($"初始化曲线 {this.bezierCurveData.name} ,移动时间 {moveTime}");
// }
// /// <summary>
// /// 获取曲线上的点
// /// </summary>
// /// <param name="t"></param>
// /// <returns></returns>
// public Vector2 GetBezierPoint(float t)
// {
// t = t / moveTime;
// BezierCurveData curve = bezierCurveData;
// List<Vector2> points = new List<Vector2>();
// points.Add(curve.start);
// points.AddRange(curve.controlPoints);
// points.Add(curve.end);
// return DeCasteljau_BY(points, t % 1);
// }
// /// <summary>
// /// 贝塞尔
// /// </summary>
// /// <param name="points"></param>
// /// <param name="t"></param>
// /// <returns></returns>
// private Vector2 DeCasteljau_BSE(List<Vector2> points, float t)
// {
// while (points.Count > 1)
// {
// List<Vector2> next = new List<Vector2>();
// for (int i = 0; i < points.Count - 1; i++)
// {
// next.Add(Vector2.Lerp(points[i], points[i + 1], t));
// }
// points = next;
// }
// return CoordinateTransformation.CanvasToWorld(points[0], UIManager.Instance.uiRoot.GetComponent<RectTransform>(), Camera.main);
// }
// /// <summary>
// /// B样
// /// </summary>
// /// <param name="points"></param>
// /// <param name="t"></param>
// /// <returns></returns>
// private Vector2 DeCasteljau_BY(List<Vector2> points, float t)
// {
// // 方法A:保持德卡斯特里奥算法(推荐,数值更稳定)
// while (points.Count > 1)
// {
// List<Vector2> next = new List<Vector2>();
// for (int i = 0; i < points.Count - 1; i++)
// {
// next.Add(Vector2.Lerp(points[i], points[i + 1], t));
// }
// points = next;
// }
// return CoordinateTransformation.CanvasToWorld(points[0],
// UIManager.Instance.uiRoot.GetComponent<RectTransform>(), Camera.main);
// /* 方法B:伯恩斯坦多项式形式(标准贝塞尔公式)- 如果要用这个替换上面的循环
// int n = points.Count - 1;
// Vector2 result = Vector2.zero;
// for (int i = 0; i <= n; i++)
// {
// float bernstein = BinomialCoefficient(n, i) * Mathf.Pow(t, i) * Mathf.Pow(1 - t, n - i);
// result += points[i] * bernstein;
// }
// return CoordinateTransformation.CanvasToWorld(result,
// UIManager.Instance.uiRoot.GetComponent<RectTransform>(), Camera.main);
// */
// }
// // 计算二项式系数
// private float BinomialCoefficient(int n, int k)
// {
// float result = 1f;
// for (int i = 1; i <= k; i++)
// {
// result *= (float)(n - k + i) / i;
// }
// return result;
// }
//}
#endregion