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- using System.Collections.Generic;
- using Unity.Mathematics;
- namespace ET.Server
- {
- [FriendOf(typeof(AOIEntity))]
- [FriendOf(typeof(Cell))]
- public static class AOIEntitySystem
- {
- [ObjectSystem]
- public class AwakeSystem: AwakeSystem<AOIEntity, int, float3>
- {
- protected override void Awake(AOIEntity self, int distance, float3 pos)
- {
- self.ViewDistance = distance;
- self.DomainScene().GetComponent<AOIManagerComponent>().Add(self, pos.x, pos.z);
- }
- }
- [ObjectSystem]
- public class DestroySystem: DestroySystem<AOIEntity>
- {
- protected override void Destroy(AOIEntity self)
- {
- self.DomainScene().GetComponent<AOIManagerComponent>()?.Remove(self);
- self.ViewDistance = 0;
- self.SeeUnits.Clear();
- self.SeePlayers.Clear();
- self.BeSeePlayers.Clear();
- self.BeSeeUnits.Clear();
- self.SubEnterCells.Clear();
- self.SubLeaveCells.Clear();
- self.Cell = null;
- }
- }
-
- // 获取在自己视野中的对象
- public static Dictionary<long, AOIEntity> GetSeeUnits(this AOIEntity self)
- {
- return self.SeeUnits;
- }
- public static Dictionary<long, AOIEntity> GetBeSeePlayers(this AOIEntity self)
- {
- return self.BeSeePlayers;
- }
- public static Dictionary<long, AOIEntity> GetSeePlayers(this AOIEntity self)
- {
- return self.SeePlayers;
- }
- // cell中的unit进入self的视野
- public static void SubEnter(this AOIEntity self, Cell cell)
- {
- cell.SubsEnterEntities.Add(self.Id, self);
- foreach (KeyValuePair<long, AOIEntity> kv in cell.AOIUnits)
- {
- if (kv.Key == self.Id)
- {
- continue;
- }
- self.EnterSight(kv.Value);
- }
- }
- public static void UnSubEnter(this AOIEntity self, Cell cell)
- {
- cell.SubsEnterEntities.Remove(self.Id);
- }
- public static void SubLeave(this AOIEntity self, Cell cell)
- {
- cell.SubsLeaveEntities.Add(self.Id, self);
- }
- // cell中的unit离开self的视野
- public static void UnSubLeave(this AOIEntity self, Cell cell)
- {
- foreach (KeyValuePair<long, AOIEntity> kv in cell.AOIUnits)
- {
- if (kv.Key == self.Id)
- {
- continue;
- }
- self.LeaveSight(kv.Value);
- }
- cell.SubsLeaveEntities.Remove(self.Id);
- }
- // enter进入self视野
- public static void EnterSight(this AOIEntity self, AOIEntity enter)
- {
- // 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
- if (self.SeeUnits.ContainsKey(enter.Id))
- {
- return;
- }
-
- if (!AOISeeCheckHelper.IsCanSee(self, enter))
- {
- return;
- }
- if (self.Unit.Type == UnitType.Player)
- {
- if (enter.Unit.Type == UnitType.Player)
- {
- self.SeeUnits.Add(enter.Id, enter);
- enter.BeSeeUnits.Add(self.Id, self);
- self.SeePlayers.Add(enter.Id, enter);
- enter.BeSeePlayers.Add(self.Id, self);
-
- }
- else
- {
- self.SeeUnits.Add(enter.Id, enter);
- enter.BeSeeUnits.Add(self.Id, self);
- enter.BeSeePlayers.Add(self.Id, self);
- }
- }
- else
- {
- if (enter.Unit.Type == UnitType.Player)
- {
- self.SeeUnits.Add(enter.Id, enter);
- enter.BeSeeUnits.Add(self.Id, self);
- self.SeePlayers.Add(enter.Id, enter);
- }
- else
- {
- self.SeeUnits.Add(enter.Id, enter);
- enter.BeSeeUnits.Add(self.Id, self);
- }
- }
- EventSystem.Instance.Publish(self.DomainScene(), new EventType.UnitEnterSightRange() { A = self, B = enter });
- }
- // leave离开self视野
- public static void LeaveSight(this AOIEntity self, AOIEntity leave)
- {
- if (self.Id == leave.Id)
- {
- return;
- }
- if (!self.SeeUnits.ContainsKey(leave.Id))
- {
- return;
- }
- self.SeeUnits.Remove(leave.Id);
- if (leave.Unit.Type == UnitType.Player)
- {
- self.SeePlayers.Remove(leave.Id);
- }
- leave.BeSeeUnits.Remove(self.Id);
- if (self.Unit.Type == UnitType.Player)
- {
- leave.BeSeePlayers.Remove(self.Id);
- }
- EventSystem.Instance.Publish(self.DomainScene(), new EventType.UnitLeaveSightRange { A = self, B = leave });
- }
- /// <summary>
- /// 是否在Unit视野范围内
- /// </summary>
- /// <param name="self"></param>
- /// <param name="unitId"></param>
- /// <returns></returns>
- public static bool IsBeSee(this AOIEntity self, long unitId)
- {
- return self.BeSeePlayers.ContainsKey(unitId);
- }
- }
- }
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