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