using UnityEngine;
namespace AibisDream
{
///
/// 放置验证器实现
/// 负责验证形状是否可以放置在指定位置
///
public static class PlacementValidator
{
public static SnapResult CheckSnapToGrid(this IBlockPuzzleGrid grid, BlockShape shape)
{
// 预制错误结果作为返回值
SnapResult result = new SnapResult
{
canSnap = false,
snapPosition = shape.transform.position,
gridX = 0,
gridY = 0,
distance = float.MaxValue,
gridPositions = new Vector2Int[0]
};
// 将Shape的世界坐标转换为网格坐标(可以是虚拟坐标)
bool inGrid = grid.WorldToGrid(shape.transform.position, out int gridX, out int gridY);
if (!inGrid) return result;
// 将形状的所有格子转换为网格坐标
// gridX, gridY 是形状的 (0, 0) 点在网格中的位置
Vector2Int[] gridCells = ConvertShapeToGridCells(shape, gridX, gridY);
result.gridX = gridX;
result.gridY = gridY;
result.snapPosition = grid.GridToWorld(gridX, gridY);
result.gridPositions = gridCells;
// 如果不在网格中,则返回结果
if (!inGrid) return result;
// 验证形状的限制条件
if (!shape.CheckExtraLimits(new Vector2Int(gridX, gridY))) return result;
// 逐个坐标验证是否可以放置
var canPlace = grid.CanPlace(gridCells);
if (!canPlace) return result;
result.canSnap = true;
result.distance = Vector3.Distance(shape.transform.position, result.snapPosition);
return result;
}
///
/// 将形状的相对坐标转换为网格坐标
/// 已知形状的 (0, 0) 点在网格中的位置为 (gridX, gridY),将形状的其他格子坐标转换为网格坐标
/// 注意:GetBlockPositions() 返回的坐标是基于旋转后的pattern的索引坐标
/// 旋转后pattern的坐标轴方向可能改变,需要使用GetAxis()来处理坐标轴的翻转
///
/// 形状
/// 网格X坐标(形状左下角位置,即形状的 (0, 0) 点对应的网格坐标)
/// 网格Y坐标(形状左下角位置,即形状的 (0, 0) 点对应的网格坐标)
/// 形状所有格子在网格中的坐标数组
public static Vector2Int[] ConvertShapeToGridCells(IBlockShape shape, int gridX, int gridY)
{
if (shape == null)
{
return new Vector2Int[0];
}
Vector2Int[] blockPositions = shape.GetBlockPositions();
if (blockPositions == null || blockPositions.Length == 0)
{
return new Vector2Int[0];
}
Vector2Int[] gridCells = new Vector2Int[blockPositions.Length];
for (int i = 0; i < blockPositions.Length; i++)
{
// 将形状的相对坐标转换为网格坐标
// 形状的 (0, 0) 对应网格的 (gridX, gridY)
// 旋转后pattern的坐标轴方向可能改变,需要使用GetAxis()来处理坐标轴的翻转
// 例如:Rotate90时,X轴方向翻转(axis.x = -1),Y轴方向不变(axis.y = 1)
gridCells[i] = new Vector2Int(
gridX + blockPositions[i].x,
gridY + blockPositions[i].y
);
}
return gridCells;
}
///
/// 为吸附制作预览
///
/// 转换后的网格坐标组
public static void ShowSnapPreview(this IBlockPuzzleGrid grid, SnapResult snapResult)
{
grid.ResetPreviewGrid();
// 如果可以吸附
if (snapResult.canSnap)
{
foreach (var cell in snapResult.gridPositions)
{
grid.SetPreviewCellState(cell.x, cell.y, GridCellState.PreviewVaild);
}
}
// 如果不能吸附
else
{
foreach (var cell in snapResult.gridPositions)
{
if (grid.IsValidPosition(cell.x, cell.y))
{
grid.SetPreviewCellState(cell.x, cell.y, GridCellState.PreviewInvalid);
}
}
}
grid.GridVisualizer.UpdateAllCellsVisual();
}
public static void TrySnapToGrid(this IBlockPuzzleGrid grid, BlockShape shape, Vector2Int rootCell)
{
// 判断RootCell的位置
var rootWorldPos = grid.GridToWorld(rootCell.x, rootCell.y);
// 已经判断是否可吸附,直接吸就好了
shape.transform.position = rootWorldPos;
// 设置网格状态
var shapeCells = ConvertShapeToGridCells(shape, rootCell.x, rootCell.y);
foreach (var cell in shapeCells)
{
grid.SetCellState(cell.x, cell.y, GridCellState.Occupied);
}
// 加入网格
var gridShapeData = new GridShapeData {
shapeKey = shape.ShapeName,
rootCell = rootCell,
rotationAngle = shape.CurrentRotation
};
grid.ShapeDict.Add(shape, gridShapeData);
}
///
/// 尝试从网格中移除形状
///
/// 网格
/// 形状
public static void TryRemoveShapeFromGrid(this IBlockPuzzleGrid grid, BlockShape shape)
{
if (grid.ShapeDict.TryGetValue(shape, out var gridShapeData))
{
var rootCell = gridShapeData.rootCell;
// 设置网格状态
var shapeCells = ConvertShapeToGridCells(shape, rootCell.x, rootCell.y);
foreach (var cell in shapeCells)
{
grid.SetCellState(cell.x, cell.y, GridCellState.Empty);
}
grid.ShapeDict.Remove(shape);
}
}
}
///
/// 放置验证结果
///
public enum PlacementResult
{
Success, // 可以放置
OutOfBounds, // 超出边界
Overlap, // 与已有块重叠
InvalidPosition // 无效位置
}
///
/// 吸附检测结果
///
public struct SnapResult
{
public bool canSnap; // 是否可以吸附
public Vector3 snapPosition; // 吸附后的世界坐标位置
public int gridX; // 吸附到的网格X坐标(形状左下角位置)
public int gridY; // 吸附到的网格Y坐标(形状左下角位置)
public float distance; // 到网格单元格的距离
public Vector2Int[] gridPositions; // 吸附后
public Vector2Int RootCell => new Vector2Int(gridX, gridY); // 吸附后的根网格坐标
public static SnapResult RecycleResult => new()
{
canSnap = false,
snapPosition = Vector3.zero,
gridX = -10,
gridY = -10,
distance = float.MaxValue,
gridPositions = new Vector2Int[0]
};
};
}