AOIEntitySystem.cs 5.5 KB

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  1. using System.Collections.Generic;
  2. using Unity.Mathematics;
  3. namespace ET.Server
  4. {
  5. [EntitySystemOf(typeof(AOIEntity))]
  6. [FriendOf(typeof(Cell))]
  7. public static partial class AOIEntitySystem2
  8. {
  9. [EntitySystem]
  10. private static void Awake(this AOIEntity self, int distance, float3 pos)
  11. {
  12. self.ViewDistance = distance;
  13. self.Scene().GetComponent<AOIManagerComponent>().Add(self, pos.x, pos.z);
  14. }
  15. [EntitySystem]
  16. private static void Destroy(this AOIEntity self)
  17. {
  18. self.Scene().GetComponent<AOIManagerComponent>()?.Remove(self);
  19. self.ViewDistance = 0;
  20. self.SeeUnits.Clear();
  21. self.SeePlayers.Clear();
  22. self.BeSeePlayers.Clear();
  23. self.BeSeeUnits.Clear();
  24. self.SubEnterCells.Clear();
  25. self.SubLeaveCells.Clear();
  26. }
  27. }
  28. [FriendOf(typeof(Cell))]
  29. [FriendOf(typeof(AOIEntity))]
  30. public static partial class AOIEntitySystem
  31. {
  32. // 获取在自己视野中的对象
  33. public static Dictionary<long, EntityRef<AOIEntity>> GetSeeUnits(this AOIEntity self)
  34. {
  35. return self.SeeUnits;
  36. }
  37. public static Dictionary<long, EntityRef<AOIEntity>> GetBeSeePlayers(this AOIEntity self)
  38. {
  39. return self.BeSeePlayers;
  40. }
  41. public static Dictionary<long, EntityRef<AOIEntity>> GetSeePlayers(this AOIEntity self)
  42. {
  43. return self.SeePlayers;
  44. }
  45. // cell中的unit进入self的视野
  46. public static void SubEnter(this AOIEntity self, Cell cell)
  47. {
  48. cell.SubsEnterEntities.Add(self.Id, self);
  49. foreach (KeyValuePair<long, EntityRef<AOIEntity>> kv in cell.AOIUnits)
  50. {
  51. if (kv.Key == self.Id)
  52. {
  53. continue;
  54. }
  55. self.EnterSight(kv.Value);
  56. }
  57. }
  58. public static void UnSubEnter(this AOIEntity self, Cell cell)
  59. {
  60. cell.SubsEnterEntities.Remove(self.Id);
  61. }
  62. public static void SubLeave(this AOIEntity self, Cell cell)
  63. {
  64. cell.SubsLeaveEntities.Add(self.Id, self);
  65. }
  66. // cell中的unit离开self的视野
  67. public static void UnSubLeave(this AOIEntity self, Cell cell)
  68. {
  69. foreach (KeyValuePair<long, EntityRef<AOIEntity>> kv in cell.AOIUnits)
  70. {
  71. if (kv.Key == self.Id)
  72. {
  73. continue;
  74. }
  75. self.LeaveSight(kv.Value);
  76. }
  77. cell.SubsLeaveEntities.Remove(self.Id);
  78. }
  79. // enter进入self视野
  80. public static void EnterSight(this AOIEntity self, AOIEntity enter)
  81. {
  82. // 有可能之前在Enter,后来出了Enter还在LeaveCell,这样仍然没有删除,继续进来Enter,这种情况不需要处理
  83. if (self.SeeUnits.ContainsKey(enter.Id))
  84. {
  85. return;
  86. }
  87. if (!AOISeeCheckHelper.IsCanSee(self, enter))
  88. {
  89. return;
  90. }
  91. if (self.Unit.Type() == UnitType.Player)
  92. {
  93. if (enter.Unit.Type() == UnitType.Player)
  94. {
  95. self.SeeUnits.Add(enter.Id, enter);
  96. enter.BeSeeUnits.Add(self.Id, self);
  97. self.SeePlayers.Add(enter.Id, enter);
  98. enter.BeSeePlayers.Add(self.Id, self);
  99. }
  100. else
  101. {
  102. self.SeeUnits.Add(enter.Id, enter);
  103. enter.BeSeeUnits.Add(self.Id, self);
  104. enter.BeSeePlayers.Add(self.Id, self);
  105. }
  106. }
  107. else
  108. {
  109. if (enter.Unit.Type() == UnitType.Player)
  110. {
  111. self.SeeUnits.Add(enter.Id, enter);
  112. enter.BeSeeUnits.Add(self.Id, self);
  113. self.SeePlayers.Add(enter.Id, enter);
  114. }
  115. else
  116. {
  117. self.SeeUnits.Add(enter.Id, enter);
  118. enter.BeSeeUnits.Add(self.Id, self);
  119. }
  120. }
  121. EventSystem.Instance.Publish(self.Scene(), new UnitEnterSightRange() { A = self, B = enter });
  122. }
  123. // leave离开self视野
  124. public static void LeaveSight(this AOIEntity self, AOIEntity leave)
  125. {
  126. if (self.Id == leave.Id)
  127. {
  128. return;
  129. }
  130. if (!self.SeeUnits.ContainsKey(leave.Id))
  131. {
  132. return;
  133. }
  134. self.SeeUnits.Remove(leave.Id);
  135. if (leave.Unit.Type() == UnitType.Player)
  136. {
  137. self.SeePlayers.Remove(leave.Id);
  138. }
  139. leave.BeSeeUnits.Remove(self.Id);
  140. if (self.Unit.Type() == UnitType.Player)
  141. {
  142. leave.BeSeePlayers.Remove(self.Id);
  143. }
  144. EventSystem.Instance.Publish(self.Scene(), new UnitLeaveSightRange { A = self, B = leave });
  145. }
  146. /// <summary>
  147. /// 是否在Unit视野范围内
  148. /// </summary>
  149. /// <param name="self"></param>
  150. /// <param name="unitId"></param>
  151. /// <returns></returns>
  152. public static bool IsBeSee(this AOIEntity self, long unitId)
  153. {
  154. return self.BeSeePlayers.ContainsKey(unitId);
  155. }
  156. }
  157. }