SearchTrigger.cs 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373
  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Net;
  5. using UnityEngine;
  6. using UnityEngine.TextCore.Text;
  7. using uTools;
  8. public class SearchTrigger : MonoBehaviour
  9. {
  10. public Character owner;
  11. public List<BeSearchTrigger> trigDemonicList;
  12. public List<BeSearchTrigger> trigTowerList;
  13. public List<BeSearchTrigger> trigPlayerList;
  14. public List<BeSearchTrigger> trigEnemyList;
  15. public List<BeSearchTrigger> trigEnemyTowerList;
  16. public List<BeSearchTrigger> trigBossList;
  17. public Dictionary<TargetType, List<BeSearchTrigger>> trigCharacterDic;
  18. Dictionary<TargetType, bool> targetTypeDic;
  19. public bool needToChange;
  20. public float maxLen, minLen; //col大小
  21. private BoxCollider col;
  22. private Vector3 origSize;
  23. private void Awake()
  24. {
  25. owner = GetComponentInParent<Character>();
  26. trigCharacterDic = new Dictionary<TargetType, List<BeSearchTrigger>>
  27. {
  28. { TargetType.Demonic, trigDemonicList },
  29. { TargetType.Tower, trigTowerList },
  30. { TargetType.Player, trigPlayerList },
  31. { TargetType.Enemy, trigEnemyList },
  32. { TargetType.EnemyTower, trigEnemyTowerList },
  33. { TargetType.Boss, trigBossList },
  34. };
  35. targetTypeDic = new Dictionary<TargetType, bool>();
  36. for (int i = 0; i < owner.attackController.targetTypes.Count; i++)
  37. {
  38. if (!targetTypeDic.ContainsKey(owner.attackController.targetTypes[i]))
  39. {
  40. targetTypeDic.Add(owner.attackController.targetTypes[i], true);
  41. }
  42. }
  43. }
  44. private void Start()
  45. {
  46. if (needToChange)
  47. {
  48. col = GetComponent<BoxCollider>();
  49. origSize = col.size;
  50. col.size = new Vector3(UnityEngine.Random.Range(minLen, maxLen), origSize.y, origSize.z);
  51. }
  52. }
  53. private void OnDisable()
  54. {
  55. for (int i = 0; i < owner.attackController.targetTypes.Count; i++)
  56. {
  57. if (trigCharacterDic.ContainsKey(owner.attackController.targetTypes[i]))
  58. {
  59. trigCharacterDic[owner.attackController.targetTypes[i]].Clear();
  60. }
  61. }
  62. }
  63. private void FixedUpdate()
  64. {
  65. for (int i = 0; i < owner.attackController.targetTypes.Count; i++)
  66. {
  67. if (trigCharacterDic.ContainsKey(owner.attackController.targetTypes[i]))
  68. {
  69. List<BeSearchTrigger> trigList = trigCharacterDic[owner.attackController.targetTypes[i]];
  70. for (int j = trigList.Count - 1; j >= 0; j--)
  71. {
  72. if (trigList[j] == null || !trigList[j].enabled || !trigList[j].gameObject.activeInHierarchy || trigList[j].owner.isDie)
  73. {
  74. if (trigList[j].owner == owner.targetCharacter)
  75. {
  76. owner.targetCharacter = null;
  77. }
  78. trigList.RemoveAt(j);
  79. }
  80. }
  81. }
  82. }
  83. }
  84. private void OnTriggerEnter(Collider other)
  85. {
  86. BeSearchTrigger trigger = other.GetComponent<BeSearchTrigger>();
  87. if (trigger)
  88. {
  89. TargetType otherTargetType = (TargetType)Enum.Parse(typeof(TargetType), trigger.owner.tag);
  90. if (HasTargetType(otherTargetType) && trigCharacterDic.ContainsKey(otherTargetType))
  91. {
  92. trigCharacterDic[otherTargetType].Add(trigger);
  93. }
  94. }
  95. }
  96. private void OnTriggerExit(Collider other)
  97. {
  98. BeSearchTrigger trigger = other.GetComponent<BeSearchTrigger>();
  99. if (trigger)
  100. {
  101. TargetType otherTargetType = (TargetType)Enum.Parse(typeof(TargetType), trigger.owner.tag);
  102. if (HasTargetType(otherTargetType) && trigCharacterDic.ContainsKey(otherTargetType))
  103. {
  104. if (trigger.owner == owner.targetCharacter)
  105. {
  106. owner.targetCharacter = null;
  107. }
  108. trigCharacterDic[otherTargetType].Remove(trigger);
  109. }
  110. }
  111. }
  112. public bool HasTargetType(TargetType targetType)
  113. {
  114. return targetTypeDic.ContainsKey(targetType);
  115. }
  116. public List<Character> GetAllTargets(List<TargetType> targetTypes, bool canHitFly)
  117. {
  118. List<Character> list = new List<Character>();
  119. for (int i = 0; i < targetTypes.Count; i++)
  120. {
  121. if (trigCharacterDic.ContainsKey(targetTypes[i]))
  122. {
  123. List<BeSearchTrigger> trigList = trigCharacterDic[targetTypes[i]];
  124. switch (targetTypes[i])
  125. {
  126. case TargetType.Demonic:
  127. for (int j = 0; j < trigList.Count; j++)
  128. {
  129. Character character = trigList[j].owner;
  130. if (!character.gameObject.activeInHierarchy || character.isDie)
  131. {
  132. continue;
  133. }
  134. if (owner == character)
  135. {
  136. continue;
  137. }
  138. Demonic demonic = trigList[j].owner as Demonic;
  139. if (demonic.canFly && !canHitFly)
  140. {
  141. continue;
  142. }
  143. list.Add(trigList[j].owner);
  144. }
  145. break;
  146. case TargetType.Enemy:
  147. for (int j = 0; j < trigList.Count; j++)
  148. {
  149. Character character = trigList[j].owner;
  150. if (!character.gameObject.activeInHierarchy || character.isDie)
  151. {
  152. continue;
  153. }
  154. if (owner == character)
  155. {
  156. continue;
  157. }
  158. Enemy enemy = trigList[j].owner as Enemy;
  159. if (enemy.canFly && !canHitFly)
  160. {
  161. continue;
  162. }
  163. list.Add(trigList[j].owner);
  164. }
  165. break;
  166. case TargetType.Tower:
  167. case TargetType.Player:
  168. case TargetType.EnemyTower:
  169. case TargetType.Boss:
  170. for (int j = 0; j < trigList.Count; j++)
  171. {
  172. Character character = trigList[j].owner;
  173. if (!character.gameObject.activeInHierarchy || character.isDie)
  174. {
  175. continue;
  176. }
  177. if (owner == character)
  178. {
  179. continue;
  180. }
  181. list.Add(trigList[j].owner);
  182. }
  183. break;
  184. default:
  185. break;
  186. }
  187. }
  188. }
  189. return list;
  190. }
  191. public Character GetMinDisTarget(List<TargetType> targetTypes, bool canHitFly,SearchMode searchMode)
  192. {
  193. if (!enabled || !gameObject.activeInHierarchy)
  194. {
  195. return null;
  196. }
  197. List<Character> list = GetAllTargets(targetTypes, canHitFly);
  198. switch (searchMode)
  199. {
  200. case SearchMode.MinDistance:
  201. Character minDisChar = null;
  202. float minDistance = -1;
  203. for (int i = 0; i < list.Count; i++)
  204. {
  205. Character character = list[i];
  206. //判断对象是否在远程单位的射击夹角范围内
  207. AttackController.AttackMethod am = owner.attackController.curAttackMethod;
  208. if (am.attackType == AttackController.AttackType.Shoot)
  209. {
  210. float up = am.maxUpAngle;
  211. float down = am.maxDownAngle;
  212. Vector3 dir = character.beSearchTrigger.transform.position - transform.position;
  213. float angle = Vector3.Angle(dir, Vector3.left * owner.bodyTrans.localScale.x);
  214. if ((dir.y > 0 && angle > up) || (dir.y < 0 && angle > down))
  215. {
  216. continue;
  217. }
  218. }
  219. //判断是否在攻击范围内
  220. float distance = Mathf.Abs(character.transform.position.x - owner.transform.position.x);
  221. if (minDisChar == null || minDistance == -1 || minDistance > distance)
  222. {
  223. minDisChar = character;
  224. minDistance = distance;
  225. }
  226. }
  227. return minDisChar;
  228. case SearchMode.MaxDistance:
  229. Character maxDisChar = null;
  230. float maxDistance = -1;
  231. for (int i = 0; i < list.Count; i++)
  232. {
  233. Character character = list[i];
  234. //判断对象是否在远程单位的射击夹角范围内
  235. AttackController.AttackMethod am = owner.attackController.curAttackMethod;
  236. if (am.attackType == AttackController.AttackType.Shoot)
  237. {
  238. float up = am.maxUpAngle;
  239. float down = am.maxDownAngle;
  240. Vector3 dir = character.beSearchTrigger.transform.position - transform.position;
  241. float angle = Vector3.Angle(dir, Vector3.left * owner.bodyTrans.localScale.x);
  242. if ((dir.y > 0 && angle > up) || (dir.y < 0 && angle > down))
  243. {
  244. continue;
  245. }
  246. }
  247. //判断是否在攻击范围内
  248. float distance = Mathf.Abs(character.transform.position.x - owner.transform.position.x);
  249. if (maxDisChar == null || maxDistance == -1 || maxDistance < distance)
  250. {
  251. maxDisChar = character;
  252. maxDistance = distance;
  253. }
  254. }
  255. Debug.Log(maxDisChar);
  256. return maxDisChar;
  257. case SearchMode.MinHp:
  258. Character minHPChar = null;
  259. for (int i = 0; i < list.Count; i++)
  260. {
  261. Character character = list[i];
  262. //判断对象是否在远程单位的射击夹角范围内
  263. AttackController.AttackMethod am = owner.attackController.curAttackMethod;
  264. if (am.attackType == AttackController.AttackType.Shoot)
  265. {
  266. float up = am.maxUpAngle;
  267. float down = am.maxDownAngle;
  268. Vector3 dir = character.beSearchTrigger.transform.position - transform.position;
  269. float angle = Vector3.Angle(dir, Vector3.left * owner.bodyTrans.localScale.x);
  270. if ((dir.y > 0 && angle > up) || (dir.y < 0 && angle > down))
  271. {
  272. continue;
  273. }
  274. }
  275. if (minHPChar == null || minHPChar.hp < character.hp)
  276. {
  277. minHPChar = character;
  278. }
  279. }
  280. return minHPChar;
  281. case SearchMode.MaxHp:
  282. Character maxHPChar = null;
  283. for (int i = 0; i < list.Count; i++)
  284. {
  285. Character character = list[i];
  286. //判断对象是否在远程单位的射击夹角范围内
  287. AttackController.AttackMethod am = owner.attackController.curAttackMethod;
  288. if (am.attackType == AttackController.AttackType.Shoot)
  289. {
  290. float up = am.maxUpAngle;
  291. float down = am.maxDownAngle;
  292. Vector3 dir = character.beSearchTrigger.transform.position - transform.position;
  293. float angle = Vector3.Angle(dir, Vector3.left * owner.bodyTrans.localScale.x);
  294. if ((dir.y > 0 && angle > up) || (dir.y < 0 && angle > down))
  295. {
  296. continue;
  297. }
  298. }
  299. if (maxHPChar == null || maxHPChar.hp > character.hp)
  300. {
  301. maxHPChar = character;
  302. }
  303. }
  304. return maxHPChar;
  305. case SearchMode.ByType:
  306. break;
  307. }
  308. //Character minDisChar = null;
  309. //float minDistance = -1;
  310. //for (int i = 0; i < list.Count; i++)
  311. //{
  312. // Character character = list[i];
  313. // //判断对象是否在远程单位的射击夹角范围内
  314. // AttackController.AttackMethod am = owner.attackController.curAttackMethod;
  315. // if (am.attackType == AttackController.AttackType.Shoot)
  316. // {
  317. // float up = am.maxUpAngle;
  318. // float down = am.maxDownAngle;
  319. // Vector3 dir = character.beSearchTrigger.transform.position - transform.position;
  320. // float angle = Vector3.Angle(dir, Vector3.left * owner.bodyTrans.localScale.x);
  321. // if ((dir.y > 0 && angle > up) || (dir.y < 0 && angle > down))
  322. // {
  323. // continue;
  324. // }
  325. // }
  326. // //判断是否在攻击范围内
  327. // float distance = Mathf.Abs(character.transform.position.x - owner.transform.position.x);
  328. // if (minDisChar == null || minDistance == -1 || minDistance > distance)
  329. // {
  330. // minDisChar = character;
  331. // minDistance = distance;
  332. // }
  333. //}
  334. return null;
  335. }
  336. public Character GetMinHPCharacter(List<TargetType> targetTypes, bool canHitFly)
  337. {
  338. List<Character> list = GetAllTargets(targetTypes, canHitFly);
  339. Character minHPChar = null;
  340. for (int i = 0; i < list.Count; i++)
  341. {
  342. Character character = list[i];
  343. if (minHPChar == null || minHPChar.hp > character.hp)
  344. {
  345. minHPChar = character;
  346. }
  347. }
  348. return minHPChar;
  349. }
  350. }
  351. public enum SearchMode
  352. {
  353. MinDistance,
  354. MaxDistance,
  355. MinHp,
  356. MaxHp,
  357. ByType
  358. }