2026-03-31 18:30:49 +08:00
|
|
|
#region AI优化
|
|
|
|
|
using System.Collections;
|
2025-12-26 11:15:56 +08:00
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.IO;
|
|
|
|
|
using System.Threading.Tasks;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
using UnityEngine.AddressableAssets;
|
|
|
|
|
using UnityEngine.ResourceManagement.AsyncOperations;
|
2026-03-31 18:30:49 +08:00
|
|
|
using Unity.Collections;
|
|
|
|
|
using Unity.Jobs;
|
|
|
|
|
using Unity.Burst;
|
2025-12-26 11:15:56 +08:00
|
|
|
|
|
|
|
|
public class MonsterMoveLine
|
|
|
|
|
{
|
2026-03-31 18:30:49 +08:00
|
|
|
public static Dictionary<string, BezierCurveData> dic_BezierCurveDatas = new Dictionary<string, BezierCurveData>();
|
2025-12-26 11:15:56 +08:00
|
|
|
public static List<BezierCurveData> curves = new List<BezierCurveData>();
|
2026-03-31 18:30:49 +08:00
|
|
|
|
2025-12-26 11:15:56 +08:00
|
|
|
public class BezierCurveData
|
|
|
|
|
{
|
|
|
|
|
public string name;
|
|
|
|
|
public Vector2 start;
|
|
|
|
|
public List<Vector2> controlPoints = new List<Vector2>();
|
|
|
|
|
public Vector2 end;
|
|
|
|
|
}
|
|
|
|
|
|
2026-05-01 06:26:50 +08:00
|
|
|
public static async Task LoadBezier()
|
2026-02-03 11:35:19 +08:00
|
|
|
{
|
|
|
|
|
await LoadBezierTxtAsync("MoveLine");
|
|
|
|
|
}
|
2026-05-01 06:26:50 +08:00
|
|
|
public static async Task UnLoadBezier()
|
|
|
|
|
{
|
|
|
|
|
await UnLoadBezierTxtAsync("MoveLine");
|
|
|
|
|
}
|
2026-03-31 18:30:49 +08:00
|
|
|
|
2026-02-03 11:35:19 +08:00
|
|
|
public static async Task LoadSingleBezierTxtAsync(string path)
|
2025-12-26 11:15:56 +08:00
|
|
|
{
|
|
|
|
|
AsyncOperationHandle<TextAsset> handle = Addressables.LoadAssetAsync<TextAsset>(path);
|
|
|
|
|
await handle.Task;
|
|
|
|
|
var lines = handle.Result.text.Split('\n');
|
2026-02-03 11:35:19 +08:00
|
|
|
|
2025-12-26 11:15:56 +08:00
|
|
|
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++)
|
|
|
|
|
{
|
|
|
|
|
points.Add(ParseVector(parts[i]));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
curve.start = points[0];
|
2026-02-03 11:35:19 +08:00
|
|
|
if (points.Count > 1)
|
|
|
|
|
curve.end = points[points.Count - 1];
|
2025-12-26 11:15:56 +08:00
|
|
|
|
|
|
|
|
for (int i = 1; i < points.Count - 1; i++)
|
|
|
|
|
curve.controlPoints.Add(points[i]);
|
|
|
|
|
|
|
|
|
|
curves.Add(curve);
|
2026-02-03 11:35:19 +08:00
|
|
|
dic_BezierCurveDatas.Add(curve.name, curve);
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-03-31 18:30:49 +08:00
|
|
|
|
2026-02-03 11:35:19 +08:00
|
|
|
public static async Task LoadBezierTxtAsync(string path)
|
|
|
|
|
{
|
2026-03-31 18:30:49 +08:00
|
|
|
List<string> keys = new List<string>();
|
2026-03-27 15:18:35 +08:00
|
|
|
keys.Add(path);
|
|
|
|
|
keys.Add(GameManager.Instance.gameData.currGameType.ToString());
|
2026-05-01 06:26:50 +08:00
|
|
|
|
|
|
|
|
AsyncOperationHandle<IList<TextAsset>> handles = Addressables.LoadAssetsAsync<TextAsset>(
|
|
|
|
|
keys, null, Addressables.MergeMode.Intersection);
|
2026-02-03 11:35:19 +08:00
|
|
|
await handles.Task;
|
2026-03-31 18:30:49 +08:00
|
|
|
|
2026-05-07 03:46:03 +08:00
|
|
|
// ⭐ 没有资源 → 直接跳出,不报错
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-03 11:35:19 +08:00
|
|
|
foreach (var text in handles.Result)
|
|
|
|
|
{
|
2026-03-31 18:30:49 +08:00
|
|
|
var lines = text.text.Split('\n');
|
2026-02-03 11:35:19 +08:00
|
|
|
foreach (var line in lines)
|
|
|
|
|
{
|
2026-05-07 03:46:03 +08:00
|
|
|
if (string.IsNullOrWhiteSpace(line))
|
|
|
|
|
continue;
|
2026-02-03 11:35:19 +08:00
|
|
|
|
|
|
|
|
var parts = line.Split(';');
|
2026-05-07 03:46:03 +08:00
|
|
|
if (parts.Length < 2)
|
|
|
|
|
continue;
|
|
|
|
|
|
2026-02-03 11:35:19 +08:00
|
|
|
BezierCurveData curve = new BezierCurveData();
|
|
|
|
|
curve.name = parts[0];
|
|
|
|
|
|
|
|
|
|
List<Vector2> points = new List<Vector2>();
|
|
|
|
|
for (int i = 1; i < parts.Length; i++)
|
|
|
|
|
{
|
2026-05-07 03:46:03 +08:00
|
|
|
if (!string.IsNullOrWhiteSpace(parts[i]))
|
|
|
|
|
points.Add(ParseVector(parts[i]));
|
2026-02-03 11:35:19 +08:00
|
|
|
}
|
|
|
|
|
|
2026-05-07 03:46:03 +08:00
|
|
|
if (points.Count == 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
2026-02-03 11:35:19 +08:00
|
|
|
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]);
|
|
|
|
|
|
|
|
|
|
curves.Add(curve);
|
2026-05-01 06:26:50 +08:00
|
|
|
|
2026-05-07 03:46:03 +08:00
|
|
|
// 不覆盖旧数据
|
|
|
|
|
if (!dic_BezierCurveDatas.ContainsKey(curve.name))
|
|
|
|
|
dic_BezierCurveDatas.Add(curve.name, curve);
|
2026-02-03 11:35:19 +08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-05-07 03:46:03 +08:00
|
|
|
Addressables.Release(handles);
|
2026-03-31 18:30:49 +08:00
|
|
|
Debug.Log("曲线读取完成共" + dic_BezierCurveDatas.Count + "条");
|
2025-12-26 11:15:56 +08:00
|
|
|
}
|
|
|
|
|
|
2026-05-01 06:26:50 +08:00
|
|
|
public static async Task UnLoadBezierTxtAsync(string path)
|
|
|
|
|
{
|
|
|
|
|
List<string> keys = new List<string>();
|
|
|
|
|
keys.Add(path);
|
|
|
|
|
keys.Add(GameManager.Instance.gameData.currGameType.ToString());
|
|
|
|
|
|
2026-05-07 03:46:03 +08:00
|
|
|
AsyncOperationHandle<IList<TextAsset>> handles = Addressables.LoadAssetsAsync<TextAsset>(
|
|
|
|
|
keys, null, Addressables.MergeMode.Intersection);
|
2026-05-01 06:26:50 +08:00
|
|
|
await handles.Task;
|
|
|
|
|
|
2026-05-07 03:46:03 +08:00
|
|
|
// ⭐ 没有资源 → 直接跳出,不报错
|
|
|
|
|
if (handles.Result == null || handles.Result.Count == 0)
|
|
|
|
|
{
|
|
|
|
|
Debug.LogWarning($"Bezier 曲线卸载跳过:未找到标签 {path} + {GameManager.Instance.gameData.currGameType}");
|
|
|
|
|
Addressables.Release(handles);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-05-01 06:26:50 +08:00
|
|
|
foreach (var text in handles.Result)
|
|
|
|
|
{
|
|
|
|
|
var lines = text.text.Split('\n');
|
|
|
|
|
foreach (var line in lines)
|
|
|
|
|
{
|
2026-05-07 03:46:03 +08:00
|
|
|
if (string.IsNullOrWhiteSpace(line))
|
|
|
|
|
continue;
|
2026-05-01 06:26:50 +08:00
|
|
|
|
|
|
|
|
var parts = line.Split(';');
|
2026-05-07 03:46:03 +08:00
|
|
|
if (parts.Length == 0)
|
|
|
|
|
continue;
|
2026-05-01 06:26:50 +08:00
|
|
|
|
2026-05-07 03:46:03 +08:00
|
|
|
string curveName = parts[0];
|
|
|
|
|
if (string.IsNullOrWhiteSpace(curveName))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// 字典存在才移除
|
2026-05-01 06:26:50 +08:00
|
|
|
if (dic_BezierCurveDatas.ContainsKey(curveName))
|
|
|
|
|
{
|
|
|
|
|
dic_BezierCurveDatas.Remove(curveName);
|
|
|
|
|
}
|
|
|
|
|
|
2026-05-07 03:46:03 +08:00
|
|
|
// 列表移除所有同名曲线
|
2026-05-01 06:26:50 +08:00
|
|
|
curves.RemoveAll(c => c.name == curveName);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Addressables.Release(handles);
|
|
|
|
|
|
|
|
|
|
Debug.Log("曲线卸载完成,剩余曲线数量:" + dic_BezierCurveDatas.Count);
|
|
|
|
|
}
|
|
|
|
|
|
2025-12-26 11:15:56 +08:00
|
|
|
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;
|
2026-02-03 11:35:19 +08:00
|
|
|
Debug.Log($"初始化曲线 {this.bezierCurveData.name} ,移动时间 {moveTime}");
|
2025-12-26 11:15:56 +08:00
|
|
|
}
|
2026-03-31 18:30:49 +08:00
|
|
|
|
2026-02-03 11:35:19 +08:00
|
|
|
/// <summary>
|
2026-03-31 18:30:49 +08:00
|
|
|
/// 使用 Job 计算 B样条点
|
2026-02-03 11:35:19 +08:00
|
|
|
/// </summary>
|
2026-03-31 18:30:49 +08:00
|
|
|
public Vector2 GetBezierPointJob(float t)
|
2025-12-26 11:15:56 +08:00
|
|
|
{
|
2026-04-24 22:51:34 +08:00
|
|
|
if (t>moveTime)
|
|
|
|
|
{
|
|
|
|
|
t=moveTime;
|
|
|
|
|
}
|
2025-12-26 11:15:56 +08:00
|
|
|
t = t / moveTime;
|
2026-03-31 18:30:49 +08:00
|
|
|
List<Vector2> pts = new List<Vector2>();
|
|
|
|
|
pts.Add(bezierCurveData.start);
|
|
|
|
|
pts.AddRange(bezierCurveData.controlPoints);
|
|
|
|
|
pts.Add(bezierCurveData.end);
|
2025-12-26 11:15:56 +08:00
|
|
|
|
2026-03-31 18:30:49 +08:00
|
|
|
var controlPoints = new NativeArray<Vector2>(pts.ToArray(), Allocator.TempJob);
|
|
|
|
|
var result = new NativeArray<Vector2>(1, Allocator.TempJob);
|
|
|
|
|
|
|
|
|
|
var job = new BSplineJob
|
2025-12-26 11:15:56 +08:00
|
|
|
{
|
2026-03-31 18:30:49 +08:00
|
|
|
controlPoints = controlPoints,
|
2026-04-24 22:51:34 +08:00
|
|
|
t = t,
|
2026-03-31 18:30:49 +08:00
|
|
|
result = result
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
JobHandle handle = job.Schedule();
|
|
|
|
|
handle.Complete();
|
|
|
|
|
|
|
|
|
|
Vector2 worldPos = CoordinateTransformation.CanvasToWorld(result[0],
|
|
|
|
|
UIManager.Instance.uiRoot.GetComponent<RectTransform>(), Camera.main);
|
|
|
|
|
|
|
|
|
|
controlPoints.Dispose();
|
|
|
|
|
result.Dispose();
|
|
|
|
|
|
|
|
|
|
return worldPos;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Job 结构体
|
|
|
|
|
[BurstCompile]
|
|
|
|
|
public struct BSplineJob : IJob
|
|
|
|
|
{
|
|
|
|
|
[ReadOnly] public NativeArray<Vector2> controlPoints;
|
|
|
|
|
public float t;
|
|
|
|
|
public NativeArray<Vector2> result;
|
|
|
|
|
|
|
|
|
|
public void Execute()
|
|
|
|
|
{
|
|
|
|
|
var temp = new NativeArray<Vector2>(controlPoints.Length, Allocator.Temp);
|
|
|
|
|
controlPoints.CopyTo(temp);
|
|
|
|
|
|
|
|
|
|
int count = temp.Length;
|
|
|
|
|
while (count > 1)
|
2025-12-26 11:15:56 +08:00
|
|
|
{
|
2026-03-31 18:30:49 +08:00
|
|
|
for (int i = 0; i < count - 1; i++)
|
|
|
|
|
{
|
|
|
|
|
temp[i] = Vector2.Lerp(temp[i], temp[i + 1], t);
|
|
|
|
|
}
|
|
|
|
|
count--;
|
2025-12-26 11:15:56 +08:00
|
|
|
}
|
2026-03-31 18:30:49 +08:00
|
|
|
|
|
|
|
|
result[0] = temp[0];
|
|
|
|
|
temp.Dispose();
|
2025-12-26 11:15:56 +08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-03-31 18:30:49 +08:00
|
|
|
#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
|