302 lines
10 KiB
C#
302 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace AibisDream
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{
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public class CutLine : MonoBehaviour
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{
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#region Shader参数
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private static readonly int RangeCount = Shader.PropertyToID("_RangeCount");
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#endregion
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private LineRenderer _lineRenderer;
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private Material _lineMaterial;
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private Vector2[] _linePoints;
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private float[] _normalizedLinePoints;
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private float _totalLength;
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private Bounds _bounds;
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private List<Vector2> _recordedRanges = new();
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private static readonly int Ranges = Shader.PropertyToID("_Ranges");
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private static readonly int TotalLength = Shader.PropertyToID("_TotalLength");
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public event Action OnCuttingDown;
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#region 初始化
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public void Init(List<Vector3> shapePoints, float clickRadius)
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{
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if (!_lineRenderer)
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{
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_lineRenderer = GetComponent<LineRenderer>();
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_lineMaterial = _lineRenderer.materials[0];
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}
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// 清除旧数据
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ClearOldData();
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// 生成归一化点
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NormalizePoints(shapePoints);
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// 按照新点位重绘线条
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RedrawLine(shapePoints);
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// 生成基本的包围盒
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GeneBoundingBox(clickRadius);
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ClearRecordedRanges();
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}
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private void ClearOldData()
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{
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_recordedRanges.Clear();
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_totalLength = 0;
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}
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private void RedrawLine(List<Vector3> shapePoints)
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{
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// 画线
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var linePoints = shapePoints.ToArray();
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_lineRenderer.positionCount = linePoints.Length;
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_lineRenderer.SetPositions(linePoints);
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// 设置Shader
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_lineMaterial.SetFloat(TotalLength, _totalLength);
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_lineMaterial.SetInt(RangeCount, 1);
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_lineMaterial.SetVectorArray(Ranges, new List<Vector4> {Vector4.zero} );
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}
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private void UpdateMaterial()
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{
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if (_recordedRanges.Count <= 0)
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{
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return;
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}
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// 将Range组装成Shader可以读取的格式
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var ranges = new List<Vector4>();
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for (int i = 0; i < _recordedRanges.Count; i += 2)
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{
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var v1 = _recordedRanges[i];
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var v2 = i + 1 < _recordedRanges.Count ? _recordedRanges[i + 1] : Vector2.zero;
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var combined = new Vector4(v1.x, v1.y, v2.x, v2.y);
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ranges.Add(combined);
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}
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// 更新线条
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_lineMaterial.SetInt(RangeCount, ranges.Count);
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_lineMaterial.SetVectorArray(Ranges, ranges);
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}
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private void NormalizePoints(List<Vector3> shapePoints)
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{
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// 先生成首尾相连的点,默认Loop
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shapePoints.Add(shapePoints[0]);
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_linePoints = shapePoints
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.Select(item => new Vector2(item.x, item.y))
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.ToArray();
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var segmentLengths = new List<float>();
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// 计算总长度和各段长度
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for (var i = 1; i < _linePoints.Length; i++)
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{
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var segmentLength = Vector2.Distance(_linePoints[i - 1], _linePoints[i]);
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segmentLengths.Add(segmentLength);
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_totalLength += segmentLength;
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}
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// 计算每个点的归一化位置
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var normalizedLinePoints = new float[segmentLengths.Count + 1];
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normalizedLinePoints[0] = 0f;
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var accumulatedLength = 0f;
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for (var i = 0; i < segmentLengths.Count; i++)
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{
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accumulatedLength += segmentLengths[i];
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normalizedLinePoints[i + 1] = accumulatedLength / _totalLength;
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}
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_normalizedLinePoints = normalizedLinePoints;
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}
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private void GeneBoundingBox(float clickRadius)
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{
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_bounds = new Bounds();
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foreach (var point in _linePoints)
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{
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_bounds.Encapsulate(point);
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}
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_bounds.Expand(clickRadius * 2);
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}
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#endregion
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#region 切割检测
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public void DetectLineClick(Vector2 clickPosition, float clickRadius)
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{
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// 先进行包围盒检测,不在包围盒直接返回
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if (!_bounds.Contains(clickPosition))
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{
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return;
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}
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List<Vector2> newRanges = new List<Vector2>();
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// 检查每条线段
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for (int i = 1; i < _linePoints.Length; i++)
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{
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Vector2 start = _linePoints[i - 1];
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Vector2 end = _linePoints[i];
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// 计算点覆盖线段的范围
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if (!TryGetCoverRange(start, end, clickPosition, clickRadius, out var rawRange))
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{
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// 如果未覆盖直接计算下一段
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continue;
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}
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// 将线段范围转成整体范围
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var normalizedStart = _normalizedLinePoints[i - 1];
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var normalizedEnd = _normalizedLinePoints[i];
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var normalizedDistance = normalizedEnd - normalizedStart;
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var range = rawRange * normalizedDistance + new Vector2(normalizedStart, normalizedStart);
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newRanges.Add(range);
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}
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// 合并新检测到的区间
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foreach (Vector2 range in newRanges)
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{
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_recordedRanges.Add(range);
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}
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// 合并所有重叠区间
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MergeRanges();
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// 判断当前切割有没有割到95%
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if (CalcTotalRange() >= 0.95)
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{
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Debug.Log("cutting All");
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OnCuttingDown?.Invoke();
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}
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// 打印当前所有区间(调试用)
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Debug.Log($"rangesCount:{_recordedRanges.Count}");
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string log = "Ranges: ";
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foreach (Vector2 range in _recordedRanges)
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{
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log += $"{range.x:F2}-{range.y:F2}; ";
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}
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Debug.Log(log);
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UpdateMaterial();
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}
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private bool TryGetCoverRange(Vector2 lineStart, Vector2 lineEnd, Vector2 point, float radius,
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out Vector2 rawRange)
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{
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// 计算线段方向向量和长度
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Vector2 lineDir = lineEnd - lineStart;
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float lineLength = lineDir.magnitude;
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// 如果线段长度为零(两个端点重合)
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if (Mathf.Approximately(lineLength, 0f))
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{
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// 检查点是否覆盖了这个点
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var distance = Vector2.Distance(lineStart, point);
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rawRange = distance <= radius ? new Vector2(0f, 1f) : default;
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return distance <= radius;
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}
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// 计算点到线段所在直线距离
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Vector2 lineDirNormalized = lineDir / lineLength; // 归一化方向向量
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Vector2 pointToStart = point - lineStart; // 计算点到线段起点的向量
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float projection = Vector2.Dot(pointToStart, lineDirNormalized); // 计算投影长度(点在线段上的投影位置)
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float closestT = Mathf.Clamp01(projection / lineLength); // 计算实际最近点在线段上的比例位置
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Vector2 closestPoint = lineStart + closestT * lineDir; // 计算最近点坐标
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float distanceToLine = Vector2.Distance(point, closestPoint); // 计算点到最近点的距离
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// 如果距离大于半径,完全没有覆盖
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if (distanceToLine > radius)
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{
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rawRange = default;
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return false;
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}
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// 计算覆盖范围
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float halfCoveredLength = Mathf.Sqrt(radius * radius - distanceToLine * distanceToLine); // 计算实际覆盖的线段长度(勾股定理)
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float startCoverage = (projection - halfCoveredLength) / lineLength;
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float endCoverage = (projection + halfCoveredLength) / lineLength; // 计算覆盖的起点和终点比例
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startCoverage = Mathf.Clamp01(startCoverage);
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endCoverage = Mathf.Clamp01(endCoverage); // 限制在0-1范围内
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// 如果起点和终点相同,表示只覆盖了一个点
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if (Mathf.Approximately(startCoverage, endCoverage))
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{
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rawRange = default;
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return false;
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}
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rawRange = new Vector2(startCoverage, endCoverage);
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return true;
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}
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private void MergeRanges()
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{
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if (_recordedRanges.Count <= 1) return;
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// 先按起始位置排序
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_recordedRanges.Sort((a, b) => a.x.CompareTo(b.x));
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List<Vector2> mergedRanges = new List<Vector2>();
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Vector2 currentRange = _recordedRanges[0];
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for (int i = 1; i < _recordedRanges.Count; i++)
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{
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Vector2 nextRange = _recordedRanges[i];
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// 检查是否有重叠或相邻
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if (nextRange.x - currentRange.y <= 0.05f)
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{
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// 合并区间
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currentRange.y = Mathf.Max(currentRange.y, nextRange.y);
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}
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else
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{
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mergedRanges.Add(currentRange);
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currentRange = nextRange;
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}
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}
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mergedRanges.Add(currentRange);
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_recordedRanges = mergedRanges;
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}
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private float CalcTotalRange()
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{
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return _recordedRanges.Select(item => item.y - item.x).Sum();
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}
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#endregion
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// 获取当前所有记录的范围(0-1之间的值)
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public List<Vector2> GetRecordedRanges()
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{
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return new List<Vector2>(_recordedRanges);
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}
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// 清除所有记录的范围
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public void ClearRecordedRanges()
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{
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_recordedRanges.Clear();
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}
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}
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} |