rabidus-test/Assets/SCSM/SciFiShipController/Scripts/AI/PathData.cs

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2023-07-24 16:38:13 +03:00
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
using System.Collections.Generic;
using UnityEngine;
namespace SciFiShipController
{
/// <summary>
/// Class to store path data. Should not include any path
/// manupulation code. Typically this would be in SSManager or
/// in a user-defined class.
/// </summary>
[System.Serializable]
public class PathData
{
#region Public variables
// IMPORTANT When changing this section update:
// SetClassDefaults() and PathData(PathData pathData) clone constructor
/// <summary>
/// A user-defined optional name for the path
/// </summary>
public string name;
/// <summary>
/// Unique identifier of the path
/// </summary>
public int guidHash;
/// <summary>
/// Path distances are out of date and need to be
/// refreshed by calling sscManager.RefreshPathDistances(..)
/// </summary>
public bool isDirty;
/// <summary>
/// An ordered list of Locations associated with this Path. If they are
/// orphaned or unassigned and not in the SSCManager.locationDataList,
/// the isUnassigned flag should be set on the Location.
/// </summary>
public List<PathLocationData> pathLocationDataList;
/// <summary>
/// Whether the Path is drawn in the scene view of the editor
/// </summary>
public bool showGizmosInSceneView;
/// <summary>
/// Whether the Path Location number are displayed in the scene
/// when the SSCManager is selected
/// </summary>
public bool showPointNumberLabelsInScene;
/// <summary>
/// Whether the Location names are displayed in the scene
/// when the SSCManager is selected
/// </summary>
public bool showPointNameLabelsInScene;
/// <summary>
/// Whether the cummulative distances are displayed in the scene
/// when the SSCManager is selected
/// </summary>
public bool showDistancesInScene;
/// <summary>
/// Whether the path is shown as expanded in the inspector window of the editor.
/// </summary>
public bool showInEditor;
/// <summary>
/// Whether the Path Locations are shown as expanded in the inspector window of the editor
/// There could be a lot of Locations in many Paths, so collapse by default
/// </summary>
public bool showLocationsInEditor;
/// <summary>
/// Is the Path's last Location joined to the first Location to complete
/// a closed circuit?
/// </summary>
public bool isClosedCircuit;
/// <summary>
/// The colour of the lines drawn in the scene stored as RGBA floats
/// </summary>
public Vector4 pathLineColour;
/// <summary>
/// The distance to place a new Location on the Path away from the line of sight object
/// </summary>
[Range(0f, 50f)] public float locationDefaultNormalOffset;
/// <summary>
/// The total length of the Path. Call sscManager.RefreshPathDistances(..) to
/// update.
/// </summary>
public float splineTotalDistance;
/// <summary>
/// The maximum height in up direction that SnapToMesh will use when looking for
/// the heighest mesh. See SCCManager.SnapToMesh(..).
/// </summary>
public float snapMaxHeight;
/// <summary>
/// The lowest mesh in the up direction that SnapToMesh will use when looking for
/// the heighest mesh. See SCCManager.SnapToMesh(..).
/// </summary>
public float snapMinHeight;
#endregion
#region Internal or Private variables
/// <summary>
/// [INTERNAL ONLY]
/// When a Path is attached to ShipDockingStation as an entry or exit Path
/// for a ShipDockingPoint, the LocationData must be initialised so that
/// they can correctly move with the docking station at runtime.
/// The same Path may be used multiple times on a ShipDockingStation.
/// </summary>
[System.NonSerialized] internal bool isDynamicPathInitialised = false;
/// <summary>
/// The world velocity of the path as a vector. Derived from the world velocity
/// of the rigidbody that the path is attached to. This would typically be a mothership
/// for a ShipDockingStation.
/// </summary>
internal Vector3 worldVelocity;
/// <summary>
/// [INTERNAL ONLY]
/// The world angular velocity of the path as a vector. Derived from the world velocity
/// of the rigidbody that the path is attached to. This would typically be a mothership
/// for a ShipDockingStation.
/// </summary>
internal Vector3 worldAngularVelocity;
/// <summary>
/// [INTERNAL ONLY]
/// When a path is attached to a moving ShipDockingStation this is the current position
/// of that gameobject, else it is Vector3.zero.
/// </summary>
internal Vector3 anchorPoint;
/// <summary>
/// [INTERNAL ONLY]
/// This is used to determine if this path has already been updated in the current frame.
/// Used with ShipDockingStation to avoid updating the same Path (and Locations) multiple
/// times.
/// </summary>
[System.NonSerialized] internal float updateSeqNumber;
#endregion
#region Class Constructors
public PathData()
{
SetClassDefaults();
}
// Copy constructor
public PathData(PathData pathData)
{
if (pathData == null) { SetClassDefaults(); }
else
{
name = pathData.name;
guidHash = pathData.guidHash;
isDirty = pathData.isDirty;
if (pathData.pathLocationDataList == null) { pathLocationDataList = new List<PathLocationData>(3); }
else { pathLocationDataList = pathData.pathLocationDataList.ConvertAll(plocData => new PathLocationData(plocData)); }
showInEditor = pathData.showInEditor;
showLocationsInEditor = pathData.showLocationsInEditor;
showGizmosInSceneView = pathData.showGizmosInSceneView;
showPointNumberLabelsInScene = pathData.showPointNumberLabelsInScene;
showPointNameLabelsInScene = pathData.showPointNameLabelsInScene;
showDistancesInScene = pathData.showDistancesInScene;
isClosedCircuit = pathData.isClosedCircuit;
pathLineColour = pathData.pathLineColour;
locationDefaultNormalOffset = pathData.locationDefaultNormalOffset;
splineTotalDistance = pathData.splineTotalDistance;
snapMinHeight = pathData.snapMinHeight;
snapMaxHeight = pathData.snapMaxHeight;
worldVelocity = pathData.worldVelocity;
worldAngularVelocity = pathData.worldAngularVelocity;
anchorPoint = pathData.anchorPoint;
}
}
#endregion
#region Initialisation
private void SetClassDefaults()
{
name = string.Empty;
// Get a unique GUID then convert it to a hash for efficient non-GC access.
guidHash = SSCMath.GetHashCodeFromGuid();
isDirty = false;
// Assume at least 3 points in list
pathLocationDataList = new List<PathLocationData>(3);
showGizmosInSceneView = true;
showPointNumberLabelsInScene = false;
showPointNameLabelsInScene = false;
showDistancesInScene = false;
showInEditor = true;
showLocationsInEditor = false;
isClosedCircuit = false;
pathLineColour = new Vector4(1f,0f,0f,1f);
locationDefaultNormalOffset = 1f;
splineTotalDistance = 0f;
// Used with SSCManager.SnapToMesh(..)
snapMinHeight = 0f;
snapMaxHeight = 2000f;
worldVelocity = Vector3.zero;
worldAngularVelocity = Vector3.zero;
anchorPoint = Vector3.zero;
}
#endregion
#region Overrides
/// <summary>
/// PathData comparison
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public override bool Equals(object obj)
{
if (obj == null || GetType() != obj.GetType()) { return false; }
else
{
return guidHash == ((PathData)obj).guidHash;
}
}
public override int GetHashCode()
{
return guidHash;
}
#endregion
}
}