@@ -14,7 +14,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public partial class Hold : NoteBase
|
||||
{
|
||||
//public static List<Hold> holdingHoldList = new();
|
||||
public static List<Hold> holdingHoldList = new();
|
||||
|
||||
public float holdEndTime;
|
||||
public float holdingTime;
|
||||
@@ -65,6 +65,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
EditorManager.instance.projectManager.notePrefabManager.LoadNotePrefab(hold, GetNoteTypeName(hold) + "_Prefab");
|
||||
}
|
||||
|
||||
return hold;
|
||||
|
||||
}
|
||||
@@ -156,24 +157,17 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public partial class Hold
|
||||
{
|
||||
// 添加类级别缓存
|
||||
private static HashSet<Hold> holdingHoldSet = new HashSet<Hold>(); // 替换List为HashSet
|
||||
public override void UpdateNote()
|
||||
protected override void Update()
|
||||
{
|
||||
if (Keyboard.current.hKey.wasPressedThisFrame)
|
||||
{
|
||||
// 优化:避免字典枚举和Lambda
|
||||
var effectCollection = noteVisual.effectSubmodule.effectCollection;
|
||||
foreach (var pair in effectCollection)
|
||||
foreach (KeyValuePair<string, List<EffectBase>> effect in noteVisual.effectSubmodule.effectCollection)
|
||||
{
|
||||
var effects = pair.Value;
|
||||
for (int i = 0; i < effects.Count; i++)
|
||||
{
|
||||
effects[i].Disrupt();
|
||||
}
|
||||
effect.Value.ForEach(x => x.Disrupt());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (holdEndTime < exactJudgeTime)
|
||||
{
|
||||
LogWindow.Log("Hold end time is earlier than exact judge time.", Color.red);
|
||||
@@ -198,6 +192,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
isHolding = false;
|
||||
isFinalJudged = true;
|
||||
//noteAudioSubmodule?.PlayNoteJudgeAudios(EditorManager.instance.currentJudgeType);//有待商榷
|
||||
}
|
||||
}
|
||||
|
||||
@@ -211,74 +206,56 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
|
||||
// 优化:避免LINQ查询
|
||||
if (noteJudgeSubmodule != null && !EditorManager.instance.cameraManager.isSceneCameraActive)
|
||||
{
|
||||
var judgeUnits = noteJudgeSubmodule.judgeUnitList;
|
||||
for (int i = 0; i < judgeUnits.Count; i++)
|
||||
foreach (NoteJudgeUnit unit in noteJudgeSubmodule.judgeUnitList.Where(unit => unit.isShowingJudge))
|
||||
{
|
||||
var unit = judgeUnits[i];
|
||||
if (unit.isShowingJudge)
|
||||
{
|
||||
unit.UpdateJudge();
|
||||
}
|
||||
unit.UpdateJudge();
|
||||
}
|
||||
}
|
||||
|
||||
if (noteVisual != null)
|
||||
{
|
||||
// 优化:缓存常用引用,避免重复字典查找
|
||||
var effectSubmodule = noteVisual.effectSubmodule;
|
||||
var effectColl = effectSubmodule.effectCollection;
|
||||
noteVisual.effectSubmodule.effectCollection["Generate"].ForEach(e => e.UpdateEffect(exactJudgeTime));
|
||||
noteVisual.effectSubmodule.effectCollection["StartHold"].ForEach(e => e.UpdateEffect(exactJudgeTime));
|
||||
noteVisual.effectSubmodule.effectCollection["Holding"].ForEach(e => e.UpdateEffect(exactJudgeTime));
|
||||
|
||||
// 优化:手动遍历避免Lambda
|
||||
UpdateEffectList(effectColl["Generate"], exactJudgeTime);
|
||||
UpdateEffectList(effectColl["StartHold"], exactJudgeTime);
|
||||
UpdateEffectList(effectColl["Holding"], exactJudgeTime);
|
||||
UpdateEffectList(effectColl["GeneralJudge"], holdEndTime);
|
||||
UpdateEffectList(effectColl["AfterJudge"], holdEndTime);
|
||||
|
||||
// 优化switch语句
|
||||
var judgeType = EditorManager.instance.currentJudgeType;
|
||||
switch (judgeType)
|
||||
noteVisual.effectSubmodule.effectCollection["GeneralJudge"].ForEach(e => e.UpdateEffect(holdEndTime));
|
||||
switch (EditorManager.instance.currentJudgeType)
|
||||
{
|
||||
case NoteJudgeType.Perfect:
|
||||
UpdateEffectList(effectColl["Perfect"], holdEndTime);
|
||||
noteVisual.effectSubmodule.effectCollection["Perfect"].ForEach(e => e.UpdateEffect(holdEndTime));
|
||||
break;
|
||||
case NoteJudgeType.Good:
|
||||
UpdateEffectList(effectColl["Good"], holdEndTime);
|
||||
noteVisual.effectSubmodule.effectCollection["Good"].ForEach(e => e.UpdateEffect(holdEndTime));
|
||||
break;
|
||||
case NoteJudgeType.Bad:
|
||||
UpdateEffectList(effectColl["Bad"], holdEndTime);
|
||||
noteVisual.effectSubmodule.effectCollection["Bad"].ForEach(e => e.UpdateEffect(holdEndTime));
|
||||
break;
|
||||
case NoteJudgeType.Miss:
|
||||
UpdateEffectList(effectColl["Miss"], holdEndTime);
|
||||
noteVisual.effectSubmodule.effectCollection["Miss"].ForEach(e => e.UpdateEffect(holdEndTime));
|
||||
break;
|
||||
}
|
||||
|
||||
noteVisual.effectSubmodule.effectCollection["AfterJudge"].ForEach(e => e.UpdateEffect(holdEndTime));
|
||||
|
||||
if (EditorManager.instance.cameraManager.haveGameCamera)
|
||||
{
|
||||
noteScreenPosition = EditorManager.instance.cameraManager.gameCamera.gameCamera.WorldToScreenPoint(noteVisual.noteVisualPosition);
|
||||
}
|
||||
}
|
||||
|
||||
// 优化:使用HashSet避免Contains的GC
|
||||
// 优化持有列表的添加和移除
|
||||
if (isHolding)
|
||||
{
|
||||
holdingHoldSet.Add(this);
|
||||
if (!holdingHoldList.Contains(this))
|
||||
holdingHoldList.Add(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
holdingHoldSet.Remove(this);
|
||||
}
|
||||
}
|
||||
|
||||
// 辅助方法:避免Lambda产生的GC
|
||||
private void UpdateEffectList(List<EffectBase> effects, float time)
|
||||
{
|
||||
for (int i = 0; i < effects.Count; i++)
|
||||
{
|
||||
effects[i].UpdateEffect(time);
|
||||
if (holdingHoldList.Contains(this))
|
||||
holdingHoldList.Remove(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -22,7 +22,6 @@ namespace Ichni.RhythmGame
|
||||
|
||||
[Title("NoteVisual")]
|
||||
public NoteVisualBase noteVisual;
|
||||
public float NoteAppearTime => noteVisual ? noteVisual.NoteAppearTime : -1;
|
||||
|
||||
[Title("Submodules")]
|
||||
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
|
||||
@@ -34,22 +33,9 @@ namespace Ichni.RhythmGame
|
||||
[FormerlySerializedAs("isJudged")] public bool isFirstJudged;
|
||||
public override int HierarchyPriority => -10;
|
||||
|
||||
|
||||
public override void Initialize(string name, Guid elementGuid, List<string> tags, bool isFirstGenerated, GameElement parentElement)
|
||||
{
|
||||
base.Initialize(name, elementGuid, tags, isFirstGenerated, parentElement);
|
||||
NoteManager.instance.AddNote(this);
|
||||
|
||||
}
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 在MovableTrack上更新Note的位置,注意HoldNote需要重写这个方法
|
||||
/// </summary>
|
||||
|
||||
public virtual void UpdateNoteInMovableTrack()
|
||||
{
|
||||
TrackTimeSubmoduleMovable trackTimeSubmoduleMovable = track.trackTimeSubmodule as TrackTimeSubmoduleMovable;
|
||||
@@ -89,7 +75,7 @@ namespace Ichni.RhythmGame
|
||||
|
||||
foreach (SampleWindow i in SampleWindow.instances.Where(i => i.gameElement)) i.OnceSpawnNote();
|
||||
}
|
||||
public virtual void UpdateNote()
|
||||
protected virtual void Update()
|
||||
{
|
||||
var editor = EditorManager.instance;
|
||||
var cameraManager = editor.cameraManager;
|
||||
@@ -105,13 +91,13 @@ namespace Ichni.RhythmGame
|
||||
if (isFirstJudged && songTime < exactJudgeTime)
|
||||
{
|
||||
isFirstJudged = false;
|
||||
if (noteVisual != null) noteVisual.GetComponent<Collider>().enabled = !isFirstJudged;
|
||||
noteVisual.GetComponent<Collider>().enabled = !isFirstJudged;
|
||||
}
|
||||
else if (!isFirstJudged && songTime >= exactJudgeTime)
|
||||
{
|
||||
noteAudioSubmodule?.PlayNoteJudgeAudios(editor.currentJudgeType);
|
||||
isFirstJudged = true;
|
||||
if (noteVisual != null) noteVisual.GetComponent<Collider>().enabled = !isFirstJudged;
|
||||
noteVisual.GetComponent<Collider>().enabled = !isFirstJudged;
|
||||
}
|
||||
|
||||
// 判定单元更新
|
||||
@@ -249,11 +235,6 @@ namespace Ichni.RhythmGame
|
||||
foreach (SampleWindow i in SampleWindow.instances.Where(i => i.gameElement)) i.OnceSpawnNote();
|
||||
|
||||
}
|
||||
NoteManager.instance.RemoveNote(this);
|
||||
if (noteVisual != null)
|
||||
{
|
||||
noteVisual.OnDelete();
|
||||
}
|
||||
}
|
||||
|
||||
public int CompareTo(NoteBase other)
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Ichni.Editor;
|
||||
using UniRx;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
@@ -23,10 +21,7 @@ namespace Ichni.RhythmGame
|
||||
public List<GameObject> effectPrefabList;
|
||||
|
||||
public virtual Vector3 noteVisualPosition => noteMain.transform.position;
|
||||
|
||||
public NoteGenerateEffect generateEffect;
|
||||
public float NoteAppearTime => generateEffect is null ? note.exactJudgeTime : note.exactJudgeTime - generateEffect.generateTime;
|
||||
|
||||
|
||||
public EffectSubmodule effectSubmodule { get; set; }
|
||||
public SelectSubmodule selectSubmodule { get; set; }
|
||||
|
||||
@@ -39,19 +34,8 @@ namespace Ichni.RhythmGame
|
||||
noteVisual.isHighlighted = isHighlighted;
|
||||
noteVisual.SetHighlight();
|
||||
noteVisual.SetEditorSubmodules();
|
||||
Observable.NextFrame().Subscribe(_ =>
|
||||
{
|
||||
noteVisual.AfterInitialize();
|
||||
|
||||
});
|
||||
return noteVisual;
|
||||
}
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
generateEffect ??= effectSubmodule.effectCollection["Generate"].First(i => i is NoteGenerateEffect) as NoteGenerateEffect;
|
||||
if (generateEffect == null) throw new Exception("NoteVisual必须有一个生成特效。");
|
||||
}
|
||||
|
||||
public override void SetDefaultSubmodules()
|
||||
{
|
||||
@@ -64,7 +48,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
selectSubmodule ??= new SelectSubmodule(this, note);
|
||||
}
|
||||
|
||||
|
||||
public override void SetUpInspector()
|
||||
{
|
||||
base.SetUpInspector();
|
||||
@@ -79,7 +63,7 @@ namespace Ichni.RhythmGame
|
||||
inspector.GenerateToggle(this, settingsSubcontainer, "Highlight", nameof(isHighlighted))
|
||||
.AddListenerFunction(SetHighlight);
|
||||
}
|
||||
|
||||
|
||||
public virtual void Recover()
|
||||
{
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Lean.Pool;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
@@ -18,47 +19,28 @@ namespace Ichni.Editor
|
||||
[Tooltip("指定网格所在的平面:0 = XZ (y=0), 1 = XY (z=0), 2 = YZ (x=0)")]
|
||||
public int gridPlane = 0;
|
||||
|
||||
[Tooltip("网格基础缩放值,单位 1")]
|
||||
public float baseScale = 1f;
|
||||
[Tooltip("网格基础缩放值,单位 1")] public float baseScale = 1f;
|
||||
|
||||
[Tooltip("调整缩放的影响因子,建议值 1~5")]
|
||||
public float scaleMultiplier = 1f;
|
||||
[Tooltip("调整缩放的影响因子,建议值 1~5")] public float scaleMultiplier = 1f;
|
||||
|
||||
[Tooltip("距离因子,用于计算对数缩放(例如距离大于该值时切换到下一级单位)")]
|
||||
public float distanceFactor = 10f;
|
||||
|
||||
[Tooltip("位置文本更新频率(秒)")]
|
||||
public float textUpdateFrequency = 0.1f;
|
||||
|
||||
[FormerlySerializedAs("showPositionText")]
|
||||
public bool canShowPositionText;
|
||||
|
||||
public bool isShowingPositionText;
|
||||
public Transform textContainer;
|
||||
public GameObject positionTextPrefab;
|
||||
|
||||
// 内部缓存材质
|
||||
private Material gridMaterial;
|
||||
public Dictionary<GameObject, Vector3> positionTexts = new Dictionary<GameObject, Vector3>();
|
||||
|
||||
// 对象池相关
|
||||
private Queue<GameObject> textPool = new Queue<GameObject>();
|
||||
private const int POOL_SIZE = 50;
|
||||
|
||||
// 性能优化缓存
|
||||
private float lastTextUpdateTime = 0f;
|
||||
private Vector3 lastCameraPosition;
|
||||
private float lastGridScale;
|
||||
private Plane gridPlaneCache;
|
||||
private Vector2 screenCenter;
|
||||
|
||||
public float logScale;
|
||||
public float gridScale; // 1, 4, 16, 64...
|
||||
|
||||
[FormerlySerializedAs("showPositionText")] public bool canShowPositionText;
|
||||
public bool isShowingPositionText;
|
||||
public Transform textContainer;
|
||||
public GameObject positionTextPrefab;
|
||||
public Dictionary<GameObject, Vector3> positionTexts;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
InitializeTextPool();
|
||||
positionTexts = new Dictionary<GameObject, Vector3>();
|
||||
|
||||
sceneCamera = EditorManager.instance.cameraManager.sceneCamera.sceneCamera;
|
||||
// 实例化材质,避免修改共享材质
|
||||
@@ -70,12 +52,6 @@ namespace Ichni.Editor
|
||||
float screenWidth = Screen.width;
|
||||
float lineWidth = lineWidthOf3840 * (screenWidth / 3840f);
|
||||
gridMaterial.SetFloat("_LineWidth", lineWidth);
|
||||
|
||||
// 预计算屏幕中心
|
||||
screenCenter = new Vector2(Screen.width / 2f, Screen.height / 2f);
|
||||
|
||||
// 预计算网格平面
|
||||
UpdateGridPlaneCache();
|
||||
}
|
||||
|
||||
void Update()
|
||||
@@ -108,266 +84,84 @@ namespace Ichni.Editor
|
||||
|
||||
if (canShowPositionText && isShowingPositionText)
|
||||
{
|
||||
// 添加更新频率控制
|
||||
bool shouldUpdate = Time.time - lastTextUpdateTime >= textUpdateFrequency ||
|
||||
Vector3.Distance(sceneCamera.transform.position, lastCameraPosition) > gridScale * 0.5f ||
|
||||
Mathf.Abs(gridScale - lastGridScale) > 0.1f;
|
||||
GetPoints();
|
||||
|
||||
if (shouldUpdate)
|
||||
foreach (KeyValuePair<GameObject, Vector3> positionText in positionTexts)
|
||||
{
|
||||
GetPoints();
|
||||
lastTextUpdateTime = Time.time;
|
||||
lastCameraPosition = sceneCamera.transform.position;
|
||||
lastGridScale = gridScale;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 只更新文本朝向(性能较轻)
|
||||
UpdateTextOrientations();
|
||||
}
|
||||
}
|
||||
else if (isShowingPositionText && !canShowPositionText)
|
||||
{
|
||||
ClearAllTexts();
|
||||
isShowingPositionText = false;
|
||||
}
|
||||
}
|
||||
|
||||
#region 文本显示优化
|
||||
|
||||
private void InitializeTextPool()
|
||||
{
|
||||
for (int i = 0; i < POOL_SIZE; i++)
|
||||
{
|
||||
GameObject textObj = Instantiate(positionTextPrefab, textContainer);
|
||||
textObj.SetActive(false);
|
||||
textPool.Enqueue(textObj);
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject GetTextFromPool()
|
||||
{
|
||||
if (textPool.Count > 0)
|
||||
{
|
||||
GameObject textObj = textPool.Dequeue();
|
||||
textObj.SetActive(true);
|
||||
return textObj;
|
||||
}
|
||||
|
||||
// 如果池子空了,动态创建一个(应该很少发生)
|
||||
GameObject newTextObj = Instantiate(positionTextPrefab, textContainer);
|
||||
return newTextObj;
|
||||
}
|
||||
|
||||
private void ReturnTextToPool(GameObject textObj)
|
||||
{
|
||||
textObj.SetActive(false);
|
||||
textPool.Enqueue(textObj);
|
||||
}
|
||||
|
||||
private void UpdateTextOrientations()
|
||||
{
|
||||
foreach (var textObj in positionTexts.Keys)
|
||||
{
|
||||
if (textObj != null && textObj.activeInHierarchy)
|
||||
{
|
||||
Vector3 direction = sceneCamera.transform.position - textObj.transform.position;
|
||||
textObj.transform.forward = -direction.normalized;
|
||||
positionText.Key.transform.position = positionText.Value + new Vector3(gridScale / 6, 0, gridScale / 12);
|
||||
float scaleFactor = gridScale * 1.5f;
|
||||
positionText.Key.transform.localScale = new Vector3(scaleFactor, scaleFactor, scaleFactor);
|
||||
Vector3 direction = EditorManager.instance.cameraManager.currentCamera.transform.position - positionText.Key.transform.position;
|
||||
positionText.Key.transform.forward = -direction.normalized;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ClearAllTexts()
|
||||
{
|
||||
foreach (var textObj in positionTexts.Keys)
|
||||
{
|
||||
if (textObj != null)
|
||||
{
|
||||
ReturnTextToPool(textObj);
|
||||
}
|
||||
}
|
||||
positionTexts.Clear();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 网格点计算优化
|
||||
|
||||
void GetPoints()
|
||||
{
|
||||
// 使用平面射线检测替代 Physics.Raycast(性能更好)
|
||||
Ray sceneCameraRay = sceneCamera.ScreenPointToRay(screenCenter);
|
||||
|
||||
if (gridPlaneCache.Raycast(sceneCameraRay, out float enter))
|
||||
Ray sceneCameraRay = sceneCamera.ScreenPointToRay(new Vector2(Screen.width / 2f, Screen.height / 2f));
|
||||
if (Physics.Raycast(sceneCameraRay, out RaycastHit sceneCameraHit, float.MaxValue, LayerMask.GetMask("Grid")))
|
||||
{
|
||||
Vector3 point = sceneCameraRay.GetPoint(enter);
|
||||
|
||||
// 添加距离检查,太远就不显示文本
|
||||
float distanceToCamera = Vector3.Distance(sceneCamera.transform.position, point);
|
||||
if (distanceToCamera > 50f)
|
||||
if (sceneCameraHit.collider.gameObject == gameObject)
|
||||
{
|
||||
ClearAllTexts();
|
||||
return;
|
||||
}
|
||||
Vector3 point = sceneCameraHit.point;
|
||||
|
||||
float radius = gridScale * 16f;
|
||||
float step = gridScale * 4f;
|
||||
float radius = gridScale * 16f;
|
||||
float step = gridScale * 4f;
|
||||
|
||||
// 计算可见区域边界
|
||||
Vector2Int minMaxX = CalculateBounds(point.x, radius, step);
|
||||
Vector2Int minMaxZ = CalculateBounds(point.z, radius, step);
|
||||
float minX = point.x - radius;
|
||||
float maxX = point.x + radius;
|
||||
float minZ = point.z - radius;
|
||||
float maxZ = point.z + radius;
|
||||
|
||||
// 使用 HashSet 来跟踪需要显示的位置(避免重复计算)
|
||||
HashSet<Vector3> requiredPositions = new HashSet<Vector3>();
|
||||
// 对于 X 与 Z 方向,根据网格间距取整,确保从整点开始
|
||||
minX = Mathf.Floor(minX / step) * step;
|
||||
maxX = Mathf.Ceil(maxX / step) * step;
|
||||
minZ = Mathf.Floor(minZ / step) * step;
|
||||
maxZ = Mathf.Ceil(maxZ / step) * step;
|
||||
|
||||
for (int x = minMaxX.x; x <= minMaxX.y; x++)
|
||||
{
|
||||
for (int z = minMaxZ.x; z <= minMaxZ.y; z++)
|
||||
List<Vector3> newPositions = new List<Vector3>();
|
||||
|
||||
// 添加距离检测逻辑
|
||||
bool withinDistance = Vector3.Distance(sceneCamera.transform.position, point) <= 50f;
|
||||
|
||||
for (float x = minX; x <= maxX; x += step)
|
||||
{
|
||||
Vector3 position = new Vector3(x * step, 0, z * step);
|
||||
requiredPositions.Add(position);
|
||||
for (float z = minZ; z <= maxZ; z += step)
|
||||
{
|
||||
Vector3 position = new Vector3(x, 0, z);
|
||||
|
||||
if (withinDistance && !positionTexts.ContainsValue(position))
|
||||
{
|
||||
GameObject posText = LeanPool.Spawn(positionTextPrefab);
|
||||
posText.transform.position = position + new Vector3(gridScale / 8, 0, gridScale / 16);
|
||||
posText.transform.forward = -transform.up;
|
||||
posText.GetComponent<TMP_Text>().text = $"({Mathf.RoundToInt(position.x)}, {Mathf.RoundToInt(position.z)})";
|
||||
posText.transform.SetParent(textContainer);
|
||||
positionTexts.Add(posText, position);
|
||||
}
|
||||
|
||||
newPositions.Add(new Vector3(x, 0, z));
|
||||
}
|
||||
}
|
||||
|
||||
List<GameObject> toRemove = new List<GameObject>();
|
||||
// 清除不在新范围内的Text
|
||||
foreach (KeyValuePair<GameObject, Vector3> positionText in positionTexts)
|
||||
{
|
||||
if (!newPositions.Contains(positionText.Value))
|
||||
{
|
||||
LeanPool.Despawn(positionText.Key);
|
||||
toRemove.Add(positionText.Key);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (GameObject text in toRemove)
|
||||
{
|
||||
positionTexts.Remove(text);
|
||||
}
|
||||
}
|
||||
|
||||
UpdateTextDisplay(requiredPositions);
|
||||
}
|
||||
}
|
||||
|
||||
// 辅助方法:计算边界(避免重复的数学运算)
|
||||
private Vector2Int CalculateBounds(float center, float radius, float step)
|
||||
{
|
||||
int min = Mathf.FloorToInt((center - radius) / step);
|
||||
int max = Mathf.CeilToInt((center + radius) / step);
|
||||
return new Vector2Int(min, max);
|
||||
}
|
||||
|
||||
// 更新网格平面缓存
|
||||
private void UpdateGridPlaneCache()
|
||||
{
|
||||
gridPlaneCache = gridPlane switch
|
||||
{
|
||||
0 => new Plane(Vector3.up, transform.position), // XZ
|
||||
1 => new Plane(Vector3.forward, transform.position), // XY
|
||||
2 => new Plane(Vector3.right, transform.position), // YZ
|
||||
_ => new Plane(Vector3.up, transform.position)
|
||||
};
|
||||
}
|
||||
|
||||
private void UpdateTextDisplay(HashSet<Vector3> requiredPositions)
|
||||
{
|
||||
// 第一步:移除不再需要的位置文本
|
||||
List<GameObject> toRemove = new List<GameObject>();
|
||||
foreach (var kvp in positionTexts)
|
||||
{
|
||||
if (!requiredPositions.Contains(kvp.Value))
|
||||
{
|
||||
toRemove.Add(kvp.Key);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (GameObject textObj in toRemove)
|
||||
{
|
||||
positionTexts.Remove(textObj);
|
||||
ReturnTextToPool(textObj);
|
||||
}
|
||||
|
||||
// 第二步:添加新位置文本
|
||||
foreach (Vector3 position in requiredPositions)
|
||||
{
|
||||
if (!ContainsPosition(position))
|
||||
{
|
||||
GameObject textObj = GetTextFromPool();
|
||||
SetupTextObject(textObj, position);
|
||||
positionTexts[textObj] = position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool ContainsPosition(Vector3 position)
|
||||
{
|
||||
foreach (var pos in positionTexts.Values)
|
||||
{
|
||||
if (Vector3.Distance(pos, position) < 0.1f)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private void SetupTextObject(GameObject textObj, Vector3 position)
|
||||
{
|
||||
textObj.transform.position = position + new Vector3(gridScale / 6, 0, gridScale / 12);
|
||||
|
||||
float scaleFactor = gridScale * 1.5f;
|
||||
textObj.transform.localScale = new Vector3(scaleFactor, scaleFactor, scaleFactor);
|
||||
|
||||
// 设置文本内容
|
||||
TMP_Text tmpText = textObj.GetComponent<TMP_Text>();
|
||||
if (tmpText != null)
|
||||
{
|
||||
tmpText.text = $"({Mathf.RoundToInt(position.x)}, {Mathf.RoundToInt(position.z)})";
|
||||
}
|
||||
|
||||
// 初始朝向
|
||||
Vector3 direction = sceneCamera.transform.position - textObj.transform.position;
|
||||
textObj.transform.forward = -direction.normalized;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 公共方法
|
||||
|
||||
public void ShowPositionText()
|
||||
{
|
||||
canShowPositionText = true;
|
||||
isShowingPositionText = true;
|
||||
lastTextUpdateTime = 0; // 强制下一次更新
|
||||
}
|
||||
|
||||
public void HidePositionText()
|
||||
{
|
||||
canShowPositionText = false;
|
||||
ClearAllTexts();
|
||||
}
|
||||
|
||||
public void SetGridPlane(int planeIndex)
|
||||
{
|
||||
if (planeIndex >= 0 && planeIndex <= 2)
|
||||
{
|
||||
gridPlane = planeIndex;
|
||||
gridMaterial.SetFloat("_Plane", gridPlane);
|
||||
UpdateGridPlaneCache();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// 清理资源
|
||||
if (gridMaterial != null)
|
||||
{
|
||||
if (Application.isEditor)
|
||||
DestroyImmediate(gridMaterial);
|
||||
else
|
||||
Destroy(gridMaterial);
|
||||
}
|
||||
|
||||
ClearAllTexts();
|
||||
|
||||
// 清理对象池
|
||||
foreach (var textObj in textPool)
|
||||
{
|
||||
if (textObj != null)
|
||||
{
|
||||
if (Application.isEditor)
|
||||
DestroyImmediate(textObj);
|
||||
else
|
||||
Destroy(textObj);
|
||||
}
|
||||
}
|
||||
textPool.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user