AOIEntitySystem.cs 5.4 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 AOIEntitySystem
  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. // 获取在自己视野中的对象
  28. public static Dictionary<long, EntityRef<AOIEntity>> GetSeeUnits(this AOIEntity self)
  29. {
  30. return self.SeeUnits;
  31. }
  32. public static Dictionary<long, EntityRef<AOIEntity>> GetBeSeePlayers(this AOIEntity self)
  33. {
  34. return self.BeSeePlayers;
  35. }
  36. public static Dictionary<long, EntityRef<AOIEntity>> GetSeePlayers(this AOIEntity self)
  37. {
  38. return self.SeePlayers;
  39. }
  40. // cell中的unit进入self的视野
  41. public static void SubEnter(this AOIEntity self, Cell cell)
  42. {
  43. cell.SubsEnterEntities.Add(self.Id, self);
  44. foreach (KeyValuePair<long, EntityRef<AOIEntity>> kv in cell.AOIUnits)
  45. {
  46. if (kv.Key == self.Id)
  47. {
  48. continue;
  49. }
  50. self.EnterSight(kv.Value);
  51. }
  52. }
  53. public static void UnSubEnter(this AOIEntity self, Cell cell)
  54. {
  55. cell.SubsEnterEntities.Remove(self.Id);
  56. }
  57. public static void SubLeave(this AOIEntity self, Cell cell)
  58. {
  59. cell.SubsLeaveEntities.Add(self.Id, self);
  60. }
  61. // cell中的unit离开self的视野
  62. public static void UnSubLeave(this AOIEntity self, Cell cell)
  63. {
  64. foreach (KeyValuePair<long, EntityRef<AOIEntity>> kv in cell.AOIUnits)
  65. {
  66. if (kv.Key == self.Id)
  67. {
  68. continue;
  69. }
  70. self.LeaveSight(kv.Value);
  71. }
  72. cell.SubsLeaveEntities.Remove(self.Id);
  73. }
  74. // enter进入self视野
  75. public static void EnterSight(this AOIEntity self, AOIEntity enter)
  76. {
  77. // 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
  78. if (self.SeeUnits.ContainsKey(enter.Id))
  79. {
  80. return;
  81. }
  82. if (!AOISeeCheckHelper.IsCanSee(self, enter))
  83. {
  84. return;
  85. }
  86. if (self.Unit.Type() == UnitType.Player)
  87. {
  88. if (enter.Unit.Type() == UnitType.Player)
  89. {
  90. self.SeeUnits.Add(enter.Id, enter);
  91. enter.BeSeeUnits.Add(self.Id, self);
  92. self.SeePlayers.Add(enter.Id, enter);
  93. enter.BeSeePlayers.Add(self.Id, self);
  94. }
  95. else
  96. {
  97. self.SeeUnits.Add(enter.Id, enter);
  98. enter.BeSeeUnits.Add(self.Id, self);
  99. enter.BeSeePlayers.Add(self.Id, self);
  100. }
  101. }
  102. else
  103. {
  104. if (enter.Unit.Type() == UnitType.Player)
  105. {
  106. self.SeeUnits.Add(enter.Id, enter);
  107. enter.BeSeeUnits.Add(self.Id, self);
  108. self.SeePlayers.Add(enter.Id, enter);
  109. }
  110. else
  111. {
  112. self.SeeUnits.Add(enter.Id, enter);
  113. enter.BeSeeUnits.Add(self.Id, self);
  114. }
  115. }
  116. EventSystem.Instance.Publish(self.Scene(), new UnitEnterSightRange() { A = self, B = enter });
  117. }
  118. // leave离开self视野
  119. public static void LeaveSight(this AOIEntity self, AOIEntity leave)
  120. {
  121. if (self.Id == leave.Id)
  122. {
  123. return;
  124. }
  125. if (!self.SeeUnits.ContainsKey(leave.Id))
  126. {
  127. return;
  128. }
  129. self.SeeUnits.Remove(leave.Id);
  130. if (leave.Unit.Type() == UnitType.Player)
  131. {
  132. self.SeePlayers.Remove(leave.Id);
  133. }
  134. leave.BeSeeUnits.Remove(self.Id);
  135. if (self.Unit.Type() == UnitType.Player)
  136. {
  137. leave.BeSeePlayers.Remove(self.Id);
  138. }
  139. EventSystem.Instance.Publish(self.Scene(), new UnitLeaveSightRange { A = self, B = leave });
  140. }
  141. /// <summary>
  142. /// 是否在Unit视野范围内
  143. /// </summary>
  144. /// <param name="self"></param>
  145. /// <param name="unitId"></param>
  146. /// <returns></returns>
  147. public static bool IsBeSee(this AOIEntity self, long unitId)
  148. {
  149. return self.BeSeePlayers.ContainsKey(unitId);
  150. }
  151. }
  152. }