NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Area/AttackArea/AttackAreaData.cs

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using System.Collections.Generic;
using Gameplay.Level;
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using UnityEngine;
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namespace Gameplay.Area.AttackArea
{
public class AttackAreaData
{
public int cellIndex;
public int attackDistance;
public List<int> canAttackCells;
public List<int> blockedCells;
public List<int> totalCells;
public AttackAreaData(int cellIndex,
int attackDistance)
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{
this.cellIndex = cellIndex;
this.attackDistance = attackDistance;
_CalculateCanAttackCells();
}
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private void _CalculateCanAttackCells()
{
canAttackCells = new List<int>();
blockedCells = new List<int>();
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totalCells = new List<int>();
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var allCellIndex = AreaManager.instance.GetCellIndexsAround(cellIndex, attackDistance);
var map = LevelManager.Instance.CurrentLevel.Map;
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for (int i = 0; i < allCellIndex.Count; i++)
{
var checkCellIndex = allCellIndex[i];
var blockData = map.GetBlockData(checkCellIndex);
if (blockData.GetTerrainTypeProperty().banAttack)
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{
blockedCells.Add(checkCellIndex);
}
else
{
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var hitCellIndex = _CheckIsBlocked(cellIndex, checkCellIndex);
if (hitCellIndex > -1)
{
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if (hitCellIndex == checkCellIndex
&& AreaManager.instance.attackAreaManager.tempBlockAttackCellMap.TryGetValue(hitCellIndex, out var tempBlockData))
{
// 有临时阻挡
if (tempBlockData.canBeAttack)
{
canAttackCells.Add(checkCellIndex);
}
else
{
blockedCells.Add(checkCellIndex);
}
}
else
{
blockedCells.Add(checkCellIndex);
}
}
else
{
canAttackCells.Add(checkCellIndex);
}
totalCells.Add(checkCellIndex);
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}
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}
}
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private static int _CheckIsBlocked(int startCellIndex,
int endCellIndex)
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{
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var startPos = AreaManager.instance.GetWorldPosByIndex(startCellIndex);
var endPos = AreaManager.instance.GetWorldPosByIndex(endCellIndex);
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var toEnd = endPos - startPos;
var distance = toEnd.magnitude;
var dir = toEnd / distance;
var layerMask = AreaManager.instance.attackAreaManager.hitMask;
var hitCount = Physics.RaycastNonAlloc(startPos, dir, AreaManager.instance.attackAreaManager.raycastHits,
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distance, layerMask);
if (hitCount > 0)
{
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var hit = AreaManager.instance.attackAreaManager.raycastHits[0];
var hitObj = hit.collider.gameObject;
var pos = hitObj.transform.position;
var hitCellIndex = AreaManager.instance.GetCellIndexByPos(pos);
return hitCellIndex;
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}
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return -1;
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}
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}
}