Files
5.24BuYu/Assets/MyGame/Scripts/Characters/Monster/MonsterMoveLine.cs
T
2026-02-03 11:35:19 +08:00

182 lines
5.2 KiB
C#

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)
{
AsyncOperationHandle<IList<TextAsset>> handles = Addressables.LoadAssetsAsync<TextAsset>(path,null);
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(points, t%1);
}
private Vector2 DeCasteljau(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);
}
}