AOI.cs 6.1 KB

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  1. using CommonAI.Zone.Attributes;
  2. using CommonAI.Zone.Instance;
  3. using CommonLang;
  4. using System;
  5. using System.Collections.Generic;
  6. using System.Linq;
  7. using System.Text;
  8. namespace CommonAI.Zone.Helper
  9. {
  10. public abstract class ObjectAoiStatus
  11. {
  12. private HashMap<uint, InstanceZoneObject> mObjects = new HashMap<uint, InstanceZoneObject>(2);
  13. /// <summary>
  14. /// 别人可以看到自己
  15. /// </summary>
  16. public abstract bool CanSeeMe
  17. {
  18. get;
  19. }
  20. /// <summary>
  21. /// 自己可以看到别人
  22. /// </summary>
  23. public abstract bool CanSeeOther
  24. {
  25. get;
  26. }
  27. /// <summary>
  28. /// 是否需要通知客户端进入位面
  29. /// </summary>
  30. public abstract bool IsNeedNotifyClient
  31. {
  32. get;
  33. }
  34. internal void AddObject(InstanceZoneObject o)
  35. {
  36. if (mObjects.TryAdd(o.ID, o))
  37. {
  38. onObjectEnter(o);
  39. if (m_OnObjectEnter != null)
  40. {
  41. m_OnObjectEnter.Invoke(this, o);
  42. }
  43. }
  44. }
  45. internal void RemoveObject(InstanceZoneObject o)
  46. {
  47. if (mObjects.Remove(o.ID))
  48. {
  49. onObjectLeave(o);
  50. if (m_OnObjectLeave != null)
  51. {
  52. m_OnObjectLeave.Invoke(this, o);
  53. }
  54. }
  55. }
  56. protected virtual void onObjectEnter(InstanceZoneObject o) { }
  57. protected virtual void onObjectLeave(InstanceZoneObject o) { }
  58. //-------------------------------------------------------------------------------------------------------------------------
  59. #region EVENTS
  60. public delegate void OnObjectEnterHandler(ObjectAoiStatus aoi, InstanceZoneObject o);
  61. public delegate void OnObjectLeaveHandler(ObjectAoiStatus aoi, InstanceZoneObject o);
  62. private OnObjectEnterHandler m_OnObjectEnter;
  63. private OnObjectLeaveHandler m_OnObjectLeave;
  64. [EventTriggerDescAttribute("单位进入AOI")]
  65. public event OnObjectEnterHandler OnObjectEnter { add { m_OnObjectEnter += value; } remove { m_OnObjectEnter -= value; } }
  66. [EventTriggerDescAttribute("单位离开AOI")]
  67. public event OnObjectLeaveHandler OnObjectLeave { add { m_OnObjectLeave += value; } remove { m_OnObjectLeave -= value; } }
  68. #endregion
  69. //-------------------------------------------------------------------------------------------------------------------------
  70. #region API
  71. public IEnumerable<InstanceZoneObject> Objects { get { return mObjects.Values; } }
  72. public InstanceZoneObject GetObject(uint id)
  73. {
  74. return mObjects.Get(id);
  75. }
  76. /// <summary>
  77. /// 获取AOI内指定类型单位数量
  78. /// </summary>
  79. /// <typeparam name="T"></typeparam>
  80. /// <param name="select">选择器</param>
  81. /// <returns></returns>
  82. public int GetObjectCount<T>(Predicate<T> select) where T : InstanceZoneObject
  83. {
  84. int ret = 0;
  85. foreach (var o in this.Objects)
  86. {
  87. if (o is T)
  88. {
  89. var u = o as T;
  90. if (select(u))
  91. {
  92. ret++;
  93. }
  94. }
  95. }
  96. return ret;
  97. }
  98. public T FindObject<T>(Predicate<T> select) where T : InstanceZoneObject
  99. {
  100. foreach (var o in this.Objects)
  101. {
  102. if (o is T)
  103. {
  104. var u = o as T;
  105. if (select(u))
  106. {
  107. return u;
  108. }
  109. }
  110. }
  111. return null;
  112. }
  113. /// <summary>
  114. /// 获取AOI内指定name单位数量
  115. /// </summary>
  116. /// <param name="name"></param>
  117. /// <returns></returns>
  118. public int GetUnitCountByName(string name)
  119. {
  120. return GetObjectCount<InstanceUnit>((u) => { return u.Name == name; });
  121. }
  122. /// <summary>
  123. /// 获取AOI内指定Force单位数量
  124. /// </summary>
  125. /// <param name="force"></param>
  126. /// <returns></returns>
  127. public int GetUnitCountByForce(int force)
  128. {
  129. return GetObjectCount<InstanceUnit>((u) => { return u.Force == force; });
  130. }
  131. /// <summary>
  132. /// 获取AOI内指定模板单位数量
  133. /// </summary>
  134. /// <param name="unit_template_id"></param>
  135. /// <returns></returns>
  136. public int GetUnitCountByTemplateID(int unit_template_id)
  137. {
  138. return GetObjectCount<InstanceUnit>((u) => { return u.Info.ID == unit_template_id; });
  139. }
  140. /// <summary>
  141. /// 获取AOI内指定Force和指定模板单位数量
  142. /// </summary>
  143. /// <param name="force"></param>
  144. /// <param name="unit_template_id"></param>
  145. /// <returns></returns>
  146. public int GetUnitCount(int force, int unit_template_id)
  147. {
  148. return GetObjectCount<InstanceUnit>((u) => { return u.Force == force && u.Info.ID == unit_template_id; });
  149. }
  150. public InstanceUnit FindUnitByName(string name)
  151. {
  152. return FindObject<InstanceUnit>((u) => { return u.Name == name; });
  153. }
  154. public InstanceUnit FindUnitByTemplateID(int unit_template_id)
  155. {
  156. return FindObject<InstanceUnit>((u) => { return u.Info.ID == unit_template_id; });
  157. }
  158. public int GetPlayerCount()
  159. {
  160. return GetObjectCount<InstancePlayer>((u) => { return u.IsPlayer; });
  161. }
  162. public bool hasPlayer()
  163. {
  164. foreach (var o in this.Objects)
  165. {
  166. if(o is InstancePlayer)
  167. {
  168. return true;
  169. }
  170. }
  171. return false;
  172. }
  173. #endregion
  174. //-------------------------------------------------------------------------------------------------------------------------
  175. }
  176. }