617 lines
22 KiB
C#
617 lines
22 KiB
C#
#region AI优化
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using System;
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[Serializable]
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public class MonsterMoveLine
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{
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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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// ----------------------------------------------------------------
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// ⭐ 性能优化:曲线点数组静态缓存
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// 每条曲线的 [start, controlPoints..., end] 预组装成 Vector2[],
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// 所有鱼共享同一份数组,避免每帧每鱼 new List + ToArray 的 GC 分配。
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// 加载时构建,卸载时清理。
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// ----------------------------------------------------------------
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private static readonly Dictionary<string, Vector2[]> _curvePointsArrays
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= 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>
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private static readonly Dictionary<string, float[]> _curveKnotArrays
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= new Dictionary<string, float[]>();
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[Serializable]
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public class BezierCurveData
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{
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public string name;
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public Vector2 start;
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public List<Vector2> controlPoints = new List<Vector2>();
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public Vector2 end;
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}
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public static async Task LoadBezier()
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{
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await LoadBezierTxtAsync("MoveLine");
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}
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public static async Task UnLoadBezier()
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{
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await UnLoadBezierTxtAsync("MoveLine");
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}
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public static async Task LoadSingleBezierTxtAsync(string path)
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{
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AsyncOperationHandle<TextAsset> handle = Addressables.LoadAssetAsync<TextAsset>(path);
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await handle.Task;
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var lines = handle.Result.text.Split('\n');
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foreach (var line in lines)
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{
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if (string.IsNullOrWhiteSpace(line)) continue;
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var parts = line.Split(';');
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BezierCurveData curve = new BezierCurveData();
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curve.name = parts[0];
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List<Vector2> points = new List<Vector2>();
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for (int i = 1; i < parts.Length; i++)
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{
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points.Add(ParseVector(parts[i]));
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}
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curve.start = points[0];
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if (points.Count > 1)
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curve.end = points[points.Count - 1];
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for (int i = 1; i < points.Count - 1; i++)
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curve.controlPoints.Add(points[i]);
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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)
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BuildCurvePointsArray(curve);
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}
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}
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/// <summary>
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/// ⭐ 将曲线的 [start, controlPoints..., end] 组装成 Vector2[] 并缓存。
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/// 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。
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/// </summary>
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private static void BuildCurvePointsArray(BezierCurveData curve)
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{
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if (_curvePointsArrays.ContainsKey(curve.name)) return;
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int total = 2 + curve.controlPoints.Count; // start + controls + end
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Vector2[] arr = new Vector2[total];
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arr[0] = curve.start;
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for (int i = 0; i < curve.controlPoints.Count; i++)
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arr[1 + i] = curve.controlPoints[i];
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arr[total - 1] = curve.end;
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_curvePointsArrays[curve.name] = arr;
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// ⭐ 同步构建 B样条节点向量缓存
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_curveKnotArrays[curve.name] = BuildKnotVector(total);
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}
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/// <summary>
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/// ⭐ 构建钳位(clamped)均匀 B样条节点向量。
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/// 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;
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/// 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。
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/// </summary>
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private static float[] BuildKnotVector(int controlPointCount)
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{
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int p = Mathf.Min(3, controlPointCount - 1);
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int knotCount = controlPointCount + p + 1;
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float[] knots = new float[knotCount];
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// 首尾钳位:前 p+1 个 0,后 p+1 个 1
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for (int i = 0; i <= p; i++) knots[i] = 0f;
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for (int i = controlPointCount; i < knotCount; i++) knots[i] = 1f;
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// 内部节点:i = p+1 .. N-1,均匀分布在 (0,1)
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float denom = controlPointCount - p;
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for (int i = p + 1; i < controlPointCount; i++)
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knots[i] = (i - p) / denom;
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return knots;
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}
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public static async Task LoadBezierTxtAsync(string path)
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{
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List<string> keys = new List<string>();
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keys.Add(path);
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keys.Add(GameManager.Instance.gameData.currGameType.ToString());
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AsyncOperationHandle<IList<TextAsset>> handles = Addressables.LoadAssetsAsync<TextAsset>(
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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
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if (handles.Result == null || handles.Result.Count == 0)
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{
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Debug.LogWarning($"Bezier 曲线加载跳过:未找到标签 {path} + {GameManager.Instance.gameData.currGameType}");
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Addressables.Release(handles);
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return;
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}
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foreach (var text in handles.Result)
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{
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var lines = text.text.Split('\n');
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foreach (var line in lines)
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{
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if (string.IsNullOrWhiteSpace(line))
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continue;
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var parts = line.Split(';');
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if (parts.Length < 2)
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continue;
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BezierCurveData curve = new BezierCurveData();
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curve.name = parts[0];
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List<Vector2> points = new List<Vector2>();
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for (int i = 1; i < parts.Length; i++)
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{
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if (!string.IsNullOrWhiteSpace(parts[i]))
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points.Add(ParseVector(parts[i]));
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}
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if (points.Count == 0)
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continue;
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curve.start = points[0];
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if (points.Count > 1)
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curve.end = points[points.Count - 1];
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for (int i = 1; i < points.Count - 1; i++)
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curve.controlPoints.Add(points[i]);
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curves.Add(curve);
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// 不覆盖旧数据
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if (!dic_BezierCurveDatas.ContainsKey(curve.name))
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{
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dic_BezierCurveDatas.Add(curve.name, curve);
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// ⭐ 同步构建点数组缓存(批量加载路径)
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BuildCurvePointsArray(curve);
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}
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}
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}
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Addressables.Release(handles);
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Debug.Log("曲线读取完成共" + dic_BezierCurveDatas.Count + "条");
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}
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public static async Task UnLoadBezierTxtAsync(string path)
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{
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List<string> keys = new List<string>();
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keys.Add(path);
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keys.Add(GameManager.Instance.gameData.currGameType.ToString());
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AsyncOperationHandle<IList<TextAsset>> handles = Addressables.LoadAssetsAsync<TextAsset>(
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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
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if (handles.Result == null || handles.Result.Count == 0)
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{
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Debug.LogWarning($"Bezier 曲线卸载跳过:未找到标签 {path} + {GameManager.Instance.gameData.currGameType}");
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Addressables.Release(handles);
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return;
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}
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foreach (var text in handles.Result)
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{
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var lines = text.text.Split('\n');
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foreach (var line in lines)
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{
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if (string.IsNullOrWhiteSpace(line))
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continue;
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var parts = line.Split(';');
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if (parts.Length == 0)
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continue;
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string curveName = parts[0];
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if (string.IsNullOrWhiteSpace(curveName))
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continue;
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// 字典存在才移除
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if (dic_BezierCurveDatas.ContainsKey(curveName))
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{
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dic_BezierCurveDatas.Remove(curveName);
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}
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// ⭐ 同步清理点数组缓存
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_curvePointsArrays.Remove(curveName);
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// ⭐ 同步清理 B样条节点向量缓存
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_curveKnotArrays.Remove(curveName);
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// 列表移除所有同名曲线
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curves.RemoveAll(c => c.name == curveName);
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}
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}
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Addressables.Release(handles);
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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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}
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private static Vector2 ParseVector(string s)
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{
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var xy = s.Split(',');
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return new Vector2(float.Parse(xy[0]), float.Parse(xy[1]));
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}
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public BezierCurveData bezierCurveData;
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public float moveTime;
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public float moveSpeed;
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// ⭐ 缓存相机和 UI 根 RectTransform,避免每帧每鱼调用
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// UIManager.Instance.uiRoot.GetComponent<RectTransform>() 和 Camera.main
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// 由 MonsterContral.OnEnable 同步赋值
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public Camera cachedCamera;
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public RectTransform cachedUirootRect;
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public void Init(BezierCurveData bezierCurveData, float Time)
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{
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this.bezierCurveData = bezierCurveData;
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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)。
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/// ⭐ 钳位(clamped)均匀三次 B样条:
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/// - 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),
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/// 鱼的出入屏位置与路线数据一致
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/// - 中间控制点只被逼近不再穿过(与贝塞尔的本质区别)
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/// - 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
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/// - 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):
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/// 1. 原 GetBezierPointJob 每次调用 new List + 2 个 NativeArray(TempJob) + ToArray,
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/// 每条鱼每帧产生 3 次堆分配,N 条鱼 = 3N 次 GC 分配/帧
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/// 2. 原 Job.Schedule() 后立即 Complete(),Job 实际单线程执行,
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/// 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
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if (moveTime <= 0f)
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return bezierCurveData.start;
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if (t > moveTime)
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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)
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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)
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BuildCurvePointsArray(bezierCurveData);
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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)
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if (!_curveKnotArrays.TryGetValue(bezierCurveData.name, out var knots))
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{
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// 兜底:缓存未命中时实时构建
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knots = BuildKnotVector(pts.Length);
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_curveKnotArrays[bezierCurveData.name] = knots;
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}
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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)
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if (_tempPoints == null || _tempPoints.Length < pts.Length)
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_tempPoints = new Vector2[pts.Length];
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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
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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
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Vector2 canvasPos;
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// ⭐ 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
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if (t <= 0f)
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{
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canvasPos = pts[0];
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}
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else if (t >= 1f)
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{
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canvasPos = pts[count - 1];
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}
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else
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{
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// ================= 贝塞尔(De Casteljau)已停用,注释保留备查 =================
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// int c = pts.Length;
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// while (c > 1)
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// {
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// for (int i = 0; i < c - 1; i++)
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// _tempPoints[i] = Vector2.Lerp(_tempPoints[i], _tempPoints[i + 1], t);
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// c--;
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// }
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// canvasPos = _tempPoints[0];
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// ==========================================================================
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// ================= ⭐ B样条求值(de Boor 递推) =================
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// 找节点区间 k: knots[k] <= u < knots[k+1],k ∈ [p, N-1]
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int k = p;
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while (k < count - 1 && t >= knots[k + 1])
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k++;
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// d[j] = pts[j + k - p],j = 0..p(取当前区间涉及的 p+1 个控制点)
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for (int j = 0; j <= p; j++)
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_tempPoints[j] = pts[j + k - p];
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// de Boor 逐层递推(结构同 De Casteljau,alpha 改由节点向量决定)
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for (int r = 1; r <= p; r++)
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{
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for (int j = p; j >= r; j--)
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{
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// 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
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float alpha = (t - knots[j + k - p]) / (knots[j + 1 + k - r] - knots[j + k - p]);
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_tempPoints[j] = Vector2.Lerp(_tempPoints[j - 1], _tempPoints[j], alpha);
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}
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}
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canvasPos = _tempPoints[p];
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// ====================================================================
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}
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// ⭐ 用缓存的 Camera/RectTransform,避免每帧每鱼查询
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var cam = cachedCamera != null ? cachedCamera : Camera.main;
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var rect = cachedUirootRect != null
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? cachedUirootRect
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: UIManager.Instance.uiRoot.GetComponent<RectTransform>();
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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>
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[ThreadStatic]
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private static Vector2[] _tempPoints;
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}
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#endregion
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#region zijixie
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//using System.Collections;
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//using System.Collections.Generic;
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//using System.IO;
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//using System.Threading.Tasks;
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//using UnityEngine;
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//using UnityEngine.AddressableAssets;
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//using UnityEngine.ResourceManagement.AsyncOperations;
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//public class MonsterMoveLine
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//{
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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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// public class BezierCurveData
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// {
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// public string name;
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// public Vector2 start;
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// public List<Vector2> controlPoints = new List<Vector2>();
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// public Vector2 end;
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// }
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// public static async void LoadBezier()
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// {
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// await LoadBezierTxtAsync("MoveLine");
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// }
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// /// <summary>
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// /// 读取曲线数据 读取单个
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// /// </summary>
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// /// <param name="path"></param>
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// /// <returns></returns>
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// public static async Task LoadSingleBezierTxtAsync(string path)
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// {
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// AsyncOperationHandle<TextAsset> handle = Addressables.LoadAssetAsync<TextAsset>(path);
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// await handle.Task;
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// var lines = handle.Result.text.Split('\n');
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// foreach (var line in lines)
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// {
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// if (string.IsNullOrWhiteSpace(line)) continue;
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// var parts = line.Split(';');
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// BezierCurveData curve = new BezierCurveData();
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// // 第一个是曲线名
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// curve.name = parts[0];
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// // 后面所有都是点
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// List<Vector2> points = new List<Vector2>();
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// for (int i = 1; i < parts.Length; i++)
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// {
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// points.Add(ParseVector(parts[i]));
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// }
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// // 第一个点是 start
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// curve.start = points[0];
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// if (points.Count > 1)
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// {
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// // 最后一个点是 end
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// 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 |