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It calculates a steering vector representing a desired point + to move to. + + + There are some simple built-in locomotion systems for Rigid + Bodies or Character Controllers. 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It needs a Collider component and + almost always a Kinematic RigidBody too, it''ll warn you if it''s missing. + + + This + is a more versatile and performant sensor then the Range sensor, but it''s a + little more nuanced. Configure your projects physics layer collision matrix to + control what the trigger sensor detects.' +--- !u!114 &244703010 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 244703007} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 41f6fec8fb4941a8b51158e83854d6d0, type: 3} + m_Name: + m_EditorClassIdentifier: + signalProcessors: [] + OnDetected: + m_PersistentCalls: + m_Calls: [] + OnLostDetection: + m_PersistentCalls: + m_Calls: [] + OnSomeDetection: + m_PersistentCalls: + m_Calls: [] + OnNoDetection: + m_PersistentCalls: + m_Calls: [] + signalFilter: + IgnoreList: [] + EnableTagFilter: 0 + AllowedTags: [] + DetectionMode: 0 + runInSafeMode: + value: 0 +--- !u!54 &244703011 +Rigidbody: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 244703007} + serializedVersion: 2 + m_Mass: 1 + m_Drag: 0 + m_AngularDrag: 0.05 + m_UseGravity: 0 + m_IsKinematic: 1 + m_Interpolate: 0 + m_Constraints: 0 + m_CollisionDetection: 0 +--- !u!135 &244703012 +SphereCollider: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 244703007} + m_Material: {fileID: 0} + m_IsTrigger: 1 + m_Enabled: 1 + serializedVersion: 2 + m_Radius: 2 + m_Center: {x: 0, y: 0, z: 0} +--- !u!1 &250512348 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 250512349} + - component: {fileID: 250512351} + - component: {fileID: 250512350} + m_Layer: 0 + m_Name: Sensor + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &250512349 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 250512348} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_Children: + - {fileID: 1424742369} + m_Father: {fileID: 1848134296} + m_RootOrder: 0 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!114 &250512350 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 250512348} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 49143767f1d3487ab2d0267f48f2d7eb, type: 3} + m_Name: + m_EditorClassIdentifier: + comment: 'This is similar to the previous station but optimised. + + + The input + sensor (Range Sensor) is now configured so that it can''t detect the characters + limbs. I''ve attached a new GameObject to the characters torso called ''SensorTarget'' + and created a trigger collider on that. The input sensor is configured so it + can detect this new collider but not the limbs. + + + Why have I done this? + + The + performance of SensorToolkit depends on the performance of the Unity physics + system. The physics system must perform intersection tests for each collider + the sensor may detect. The more things that can be detected the more intersection + tests that need to happen. In this case it''s not necessary to detect the limbs + individually, we want the input sensor to detect the characters root and pass + that to the LOS Sensor. + + + Why is the SensorTarget attached to the torso? + + This + character is a ragdoll which makes it possible for the armature to ''fall away'' + from the character root. We want the input sensor to detect when the Armature + is nearby, which may not be at the same position as the root. + + + **Note** + + It''s + important to use the LOSColliderOwner component in this setup (placed on the + character root). Otherwise the Line of Sight results may show the character is + obstructed by its own limbs. 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Each link has a collider and RigidBody. One of + the chains has a SignalProxy on each of the links that points to its root. + + + If + a GameObject is detected by a sensor and that GameObject has a SignalProxy component, + then the sensor will instead detect the target pointed to by the SignalProxy.' +--- !u!114 &254777270 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 254777267} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 5f00a8324cac4f1e84ad1644ec747516, type: 3} + m_Name: + m_EditorClassIdentifier: + signalProcessors: [] + OnDetected: + m_PersistentCalls: + m_Calls: [] + OnLostDetection: + m_PersistentCalls: + m_Calls: [] + OnSomeDetection: + m_PersistentCalls: + m_Calls: [] + OnNoDetection: + m_PersistentCalls: + m_Calls: [] + signalFilter: + IgnoreList: [] + EnableTagFilter: 0 + AllowedTags: [] + DetectionMode: 1 + Shape: 0 + Sphere: + Radius: 2.38 + Box: + HalfExtents: {x: 0.5, y: 0.5, z: 0.5} + Capsule: + Radius: 0.5 + Height: 1 + DetectsOnLayers: + serializedVersion: 2 + m_Bits: 1 + IgnoreTriggerColliders: 0 + pulseRoutine: + Mode: + value: 2 + UpdateFunction: 0 + Interval: + value: 1 +--- !u!1 &258608015 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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"YellowBase" : "MagentaBase"); + } + + void Update() { + SteerSensor.Locomotion.MaxSpeedMultiplier = Holder.IsHolding ? .5f : 1f; + } + + IEnumerator DefaultState() { + while (true) { + yield return null; + + if (Holder.Held != null) { + yield return SetFSMState(CarryToBaseState()); + } + + var nearestPickup = Sight.GetNearestComponent(); + if (nearestPickup != null) { + if (nearestPickup.IsHeld && TeamMember.IsEnemy(nearestPickup.Holder.gameObject)) { + yield return SetFSMState(AttackState(nearestPickup.Holder.gameObject)); + } else if (Random.value > 0.9f) { + yield return SetFSMState(PickUpState(nearestPickup)); + } + } + + var nearestEnemy = Sight.GetNearestDetection(s => TeamMember.IsEnemy(s.Object)); + if (nearestEnemy != null) { + yield return SetFSMState(AttackState(nearestEnemy)); + } + + float countdown = 1f; + while (countdown > 0f) { + // Make way to the center of the map + SteerSensor.ArriveTo(Vector3.zero); + SteerSensor.Locomotion.Strafing.Clear(); + countdown -= Time.deltaTime; + yield return null; + } + } + } + + IEnumerator AttackState(GameObject target) { + if (target == null) { + yield return SetFSMState(DefaultState()); + } else if ((target.transform.position - transform.position).magnitude > 10f) { + yield return SetFSMState(ChargeState(target)); + } else { + yield return SetFSMState(StrafeState(target)); + } + } + + IEnumerator ChargeState(GameObject target) { + var timer = Random.Range(0.5f, 2f); + while (timer >= 0f) { + timer -= Time.deltaTime; + yield return null; + + if (target == null) { + break; + } + SteerSensor.SeekTo(target.transform); + SteerSensor.Locomotion.Strafing.Clear(); + + Gun.Fire(); + if (Gun.IsEmptyClip) { + Gun.Reload(); + } + } + yield return SetFSMState(DefaultState()); + } + + IEnumerator StrafeState(GameObject target) { + var timer = Random.Range(0.5f, 2f); + var strafeDirection = new Vector3(Random.Range(-1f, 1f), 0f, Random.Range(-1f, 1f)).normalized; + while (timer > 0f) { + timer -= Time.deltaTime; + yield return null; + + if (target == null) { + break; + } + + SteerSensor.SeekTo(transform.position + strafeDirection * 10); + SteerSensor.Locomotion.Strafing.SetFaceTarget(target.transform); + + Gun.Fire(); + if (Gun.IsEmptyClip && !Gun.IsReloading) { + Gun.Reload(); + if (Random.value > 0.5f) { + yield return SetFSMState(FleeState()); + } + } + } + yield return SetFSMState(DefaultState()); + } + + IEnumerator FleeState() { + var timer = Random.Range(2f, 4f); + + SteerSensor.Locomotion.Strafing.Clear(); + + while (timer > 0) { + timer -= Time.deltaTime; + yield return null; + + var nearestEnemy = Sight.GetNearestDetection(s => TeamMember.IsEnemy(s.Object)); + if (nearestEnemy == null) { + break; + } + + SteerSensor.SeekTo(nearestEnemy.transform, 20f); // Seek position 20-units away from target. 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assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/ScreenRay.cs b/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/ScreenRay.cs new file mode 100644 index 0000000..0150adb --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/ScreenRay.cs @@ -0,0 +1,44 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit.Example.Developer { + public class ScreenRay : MonoBehaviour { + [Header("References")] + public GameObject LineGraphic; + [Header("Runtime")] + public Vector2 P1; + public Vector2 P2; + public Vector2 Direction => (P2 - P1); + public bool IsZero => Direction == Vector2.zero; + public void Clear() { + P1 = P2 = Vector2.zero; + } + void LateUpdate() { + var mouseGUIPos = new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y); + var isOverGUI = TestAngleSensor.GUIRect.Contains(mouseGUIPos); + if (!isOverGUI) { + if (Input.GetMouseButtonDown(0)) { + P1 = P2 = Input.mousePosition; + } + if (Input.GetMouseButton(0)) { + P2 = Input.mousePosition; + } + } + Draw(LineGraphic); + } + void Draw(GameObject lineGraphic) { + if (P1 == P2) { + lineGraphic.SetActive(false); + return; + } + lineGraphic.SetActive(true); + var cam = Camera.main; + var p1Proj = cam.ScreenToWorldPoint(new Vector3(P1.x, P1.y, 1f)); + var p2Proj = cam.ScreenToWorldPoint(new Vector3(P2.x, P2.y, 1f)); + lineGraphic.transform.position = p1Proj; + lineGraphic.transform.LookAt(p2Proj); + lineGraphic.transform.localScale = new Vector3(1f, 1f, Vector3.Distance(p1Proj, p2Proj)); + } + } +} \ No newline at end of file diff --git a/Assets/_Game/Scripts/Support/Localization/LanguageManagerSO.cs.meta b/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/ScreenRay.cs.meta similarity index 83% rename from Assets/_Game/Scripts/Support/Localization/LanguageManagerSO.cs.meta rename to Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/ScreenRay.cs.meta index 9d2432a..e456f4b 100644 --- a/Assets/_Game/Scripts/Support/Localization/LanguageManagerSO.cs.meta +++ b/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/ScreenRay.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 0305b3bda1379324883e51f0fb0d5cb4 +guid: 403866b322211be44a31664f59f00330 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/TargetGraphics.cs b/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/TargetGraphics.cs new file mode 100644 index 0000000..dab5d17 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/TargetGraphics.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit.Example.Developer { + public class TargetGraphics : MonoBehaviour { + [Header("References")] + public Material Mat1; + public Material Mat2; + public GameObject Diamond; + public GameObject Border; + [Header("Runtime")] + public GameObject Target; + + Renderer[] renderers; + + void Awake() { + renderers = gameObject.GetComponentsInChildren(); + } + + public void SetStyle(int code) { + var mat = code == 0 ? Mat1 : Mat2; + foreach (var renderer in renderers) { + renderer.sharedMaterial = mat; + } + } + + void LateUpdate() { + if (Target == null) { + Diamond.SetActive(false); + Border.SetActive(false); + return; + } + Diamond.SetActive(true); + Border.SetActive(true); + var bounds = GetBoundsOfTarget(); + transform.position = bounds.center; + Diamond.transform.localPosition = Vector3.up * bounds.extents.y; + Border.transform.localScale = new Vector3(bounds.size.x, bounds.size.y, 1f); + var cam = Camera.main; + transform.LookAt(cam.transform.position); + } + + Bounds GetBoundsOfTarget() { + Bounds bounds = default; + var renderers = Target.GetComponentsInChildren(); + foreach (var renderer in renderers) { + if (bounds.size == Vector3.zero) { + bounds = renderer.bounds; + } else { + bounds.Encapsulate(renderer.bounds); + } + } + return bounds; + } + } +} \ No newline at end of file diff --git a/Assets/_Game/Scripts/Support/Localization/LocalizationManager.cs.meta b/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/TargetGraphics.cs.meta similarity index 83% rename from Assets/_Game/Scripts/Support/Localization/LocalizationManager.cs.meta rename to Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/TargetGraphics.cs.meta index 9b41b76..5582107 100644 --- a/Assets/_Game/Scripts/Support/Localization/LocalizationManager.cs.meta +++ b/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/TargetGraphics.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 46d9a88adb6ede743a783e306209d4e2 +guid: d3923f1eec978bc44b271bede5d1d8f4 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/TestAngleSensor.cs b/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/TestAngleSensor.cs new file mode 100644 index 0000000..13c4be4 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Developer/TestAngleSensor/TestAngleSensor.cs @@ -0,0 +1,138 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Micosmo.SensorToolkit.Example.Developer { + public class TestAngleSensor : MonoBehaviour { + public static Rect GUIRect = new Rect(10, 10, 150, 100); + + [Header("Prefabs")] + public ScreenRay ScreenRayPrefab; + public TargetGraphics TargetGraphicsPrefab; + [Header("References")] + public Sensor InputSensor; + [Header("Attributes")] + public FOVRange FOV; + public AngleEnumerator.AngleMethodType AngleMethod; + public AngleEnumerator.SortByType SortBy; + public float VerticalAnglePenalty = 0.5f; + public float DistancePenalty = 0.5f; + [Header("Runtime")] + public GameObject Target; + + ScreenRay screenRay; + TargetGraphics targetGraphics; + TargetGraphics nextTargetGraphics; + AngleEnumerator angleEnumerator = AngleEnumerator.Create(); + + void Awake() { + screenRay = Instantiate(ScreenRayPrefab.gameObject).GetComponent(); + targetGraphics = Instantiate(TargetGraphicsPrefab.gameObject).GetComponent(); + targetGraphics.SetStyle(0); + nextTargetGraphics = Instantiate(TargetGraphicsPrefab.gameObject).GetComponent(); + nextTargetGraphics.SetStyle(1); + } + + void Update() { + if (Target) { + transform.LookAt(Target.transform); + } + targetGraphics.Target = Target; + if (Target) { + nextTargetGraphics.Target = GetSuccessor(Target.transform.position, VerticalAnglePenalty, DistancePenalty, Target); + } + } + + void ResetState() { + Target = null; + targetGraphics.Target = null; + nextTargetGraphics.Target = null; + screenRay.Clear(); + transform.rotation = Quaternion.identity; + } + + void TargetNearest() { + var results = GetDetectionsByCentralAngle(); + Target = results.Count > 0 ? results[0].Object : null; + } + + void TargetNext() { + if (Target) { + Target = GetSuccessor(Target.transform.position, VerticalAnglePenalty, DistancePenalty, Target); + } + } + public GameObject GetSuccessor(Vector3 refPoint, float vertAnglePenalty, float distPenalty, GameObject ignore = null) { + if (screenRay.IsZero) { + return null; + } + var frame = ReferenceFrame.From(transform, screenRay.Direction); + var dirCoords = AngleUtils.ViewAnglesToPoint(frame, refPoint); + var results = GetDetectionsByPlanarAngle(); + var bestGrade = float.MaxValue; + GameObject bestObject = null; + + foreach (var result in results) { + if (ReferenceEquals(result.Object, ignore)) { + continue; + } + var deltaHoriz = result.Angles.HorizAngle - dirCoords.HorizAngle; + if (deltaHoriz < 0) { + deltaHoriz += 360f; + } + var grade = deltaHoriz + (vertAnglePenalty * Mathf.Abs(result.Angles.VertAngle)) + (distPenalty * result.Distance); + if (grade < bestGrade) { + bestGrade = grade; + bestObject = result.Object; + } + } + + return bestObject; + } + + public List GetDetectionsByCentralAngle() { + var frame = ReferenceFrame.From(transform, Vector2.right); + angleEnumerator.AngleMethod = AngleEnumerator.AngleMethodType.BoundingBox; + angleEnumerator.SortBy = AngleEnumerator.SortByType.CentralAngle; + angleEnumerator.Calculate(frame, FOV, InputSensor.GetSignals()); + return angleEnumerator.results; + } + public List GetDetectionsByPlanarAngle() { + var frame = ReferenceFrame.From(transform, screenRay.Direction); + angleEnumerator.AngleMethod = AngleEnumerator.AngleMethodType.Center; + angleEnumerator.SortBy = AngleEnumerator.SortByType.HorizontalAngle; + angleEnumerator.Calculate(frame, FOV, InputSensor.GetSignals()); + return angleEnumerator.results; + } + + void OnDrawGizmosSelected() { + if (!Application.isPlaying) { + return; + } + var frame = ReferenceFrame.From(transform, screenRay.IsZero ? 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file mode 100644 index 0000000..2dd6fdb --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Developer/TestProjectiveSphere.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a54f5af7229bfa04a9e46f34cbb9af52 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/Developer/TestProjectiveSphere/TestProjectiveSphere.cs b/Assets/SensorToolkit/Examples/assets/Developer/TestProjectiveSphere/TestProjectiveSphere.cs new file mode 100644 index 0000000..2d60b5c --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Developer/TestProjectiveSphere/TestProjectiveSphere.cs @@ -0,0 +1,115 @@ +using System.Linq; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Micosmo.SensorToolkit.Experimental; + +namespace Micosmo.SensorToolkit.Example.Developer { + public class TestProjectiveSphere : MonoBehaviour { + + public List Polygons = new List(); + + void OnDrawGizmos() { + SensorGizmos.PushColor(Color.blue); + SensorGizmos.SphereGizmo(transform.position, 1f); + SensorGizmos.PopColor(); + + foreach (var polygon in Polygons) { + polygon.DrawGizmos(this); + } + } + + void ProjectPointGizmo(Vector3 point, float pointSize = 0.02f) { + var spherePoint = transform.InverseTransformPoint(point).normalized; + var projPoint = ProjectiveSphere.Project(spherePoint); + SensorGizmos.PushColor(Color.red); + SensorGizmos.SphereGizmo(transform.TransformPoint(spherePoint), pointSize); + SensorGizmos.PopColor(); + if (!projPoint.IsInfinity) { + var worldProjPoint = transform.TransformPoint(projPoint); + SensorGizmos.PushColor(Color.green); + SensorGizmos.SphereGizmo(worldProjPoint, pointSize); + SensorGizmos.PopColor(); + } + } + + void ProjectPolylineGizmo(List polyline, bool showProjLines, float pointSize = 0.02f) { + var projPolyline = new List(); + foreach (var pt in polyline) { + var localPoint = transform.InverseTransformPoint(pt); + projPolyline.Add(ProjectiveSphere.Project(localPoint)); + } + SensorGizmos.PushColor(Color.red); + foreach (var pt in projPolyline) { + var spherePoint = transform.TransformPoint(pt.Unproject); + SensorGizmos.SphereGizmo(spherePoint, pointSize); + } + var isClockWise = Vector3.Cross((Vector3)projPolyline[1] - (Vector3)projPolyline[0], (Vector3)projPolyline[2] - (Vector3)projPolyline[1]).z > 0; + SensorGizmos.PushColor(isClockWise ? Color.green : Color.yellow); + SensorGizmos.Polyline(2f, projPolyline.Select(pt => transform.TransformPoint(pt)).ToArray()); + SensorGizmos.PopColor(); + SensorGizmos.PopColor(); + if (showProjLines) { + SensorGizmos.PushColor(Color.white); + for (int i = 0; i < polyline.Count; i++) { + var spherePoint = transform.TransformPoint(projPolyline[i].Unproject); + var pt = transform.TransformPoint(projPolyline[i]); + SensorGizmos.ThickLineNoZTest(spherePoint, pt, 2f); + } + SensorGizmos.PopColor(); + } + } + + [System.Serializable] + public struct Polygon { + public Transform Object; + public bool FaceSphere; + public bool IsBox; + public bool ShowProjectionLines; + public float CircleRadius; + public int CircleResolution; + public Vector2 BoxSize; + + public List GetPolyline(TestProjectiveSphere sphere) { + var frame = FaceSphere + ? ReferenceFrame.From(Object.position, Quaternion.LookRotation((sphere.transform.position - Object.position).normalized, Object.up)) + : ReferenceFrame.From(Object); + var points = new List(); + + if (IsBox) { + var up = Vector3.Cross(frame.Right, frame.Forward).normalized; + var pt1 = frame.Position + frame.Right * BoxSize.x - up * BoxSize.y; + var pt2 = frame.Position - frame.Right * BoxSize.x - up * BoxSize.y; + var pt3 = frame.Position - frame.Right * BoxSize.x + up * BoxSize.y; + var pt4 = frame.Position + frame.Right * BoxSize.x + up * BoxSize.y; + AddStraightPolyline(pt1, pt2, points); + AddStraightPolyline(pt2, pt3, points); + AddStraightPolyline(pt3, pt4, points); + AddStraightPolyline(pt4, pt1, points); + } else { + for (int i = 0; i < CircleResolution; i++) { + var angle = 360f * ((float)i / CircleResolution); + var dir = Quaternion.AngleAxis(angle, frame.Forward) * frame.Right; + points.Add(frame.Position + dir * CircleRadius); + } + } + + points.Add(points[0]); + return 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Debug.Log("Signal added: " + signal.Object.name); + signal.Object.SetActive(false); + }; + Sensor.OnSignalLost += (Signal signal, Sensor sensor) => { + Debug.Log("Signal lost: " + signal.Object.name); + }; + } + + } +} + diff --git a/Assets/SensorToolkit/Examples/assets/Developer/TestRecursivePulse/TestDisableOnDetection.cs.meta b/Assets/SensorToolkit/Examples/assets/Developer/TestRecursivePulse/TestDisableOnDetection.cs.meta new file mode 100644 index 0000000..5581ced --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Developer/TestRecursivePulse/TestDisableOnDetection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 639bd19afd6eaae47b580c9465611c21 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/Developer/TestRecursivePulse/TestRecursivePulse.cs 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m_Name: + m_EditorClassIdentifier: + ToIgnore: {fileID: 0} diff --git a/Assets/SensorToolkit/Examples/assets/Spaceships/SpaceShip.prefab.meta b/Assets/SensorToolkit/Examples/assets/Spaceships/SpaceShip.prefab.meta new file mode 100644 index 0000000..01b94e2 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Spaceships/SpaceShip.prefab.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 85335d311c544ec0af990836cb6501cb +timeCreated: 1505044559 +licenseType: Store +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/Stealth.meta b/Assets/SensorToolkit/Examples/assets/Stealth.meta new file mode 100644 index 0000000..0d2b59b --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Stealth.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cc973658d54f47c183544df399d998f2 +folderAsset: yes +timeCreated: 1504444895 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/Stealth/AlarmController.cs b/Assets/SensorToolkit/Examples/assets/Stealth/AlarmController.cs new file mode 100644 index 0000000..fd4d6ff --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Stealth/AlarmController.cs @@ -0,0 +1,45 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example +{ + public class AlarmController : MonoBehaviour { + public Light PointLight; + public Color AlarmColour; + public float FlashFrequency; + + bool alarmStarted = false; + + public static AlarmController Instance { + get { + if (instance == null) { + instance = Object.FindFirstObjectByType(); + } + return instance; + } + } + static AlarmController instance; + + public bool IsAlarmState => alarmStarted && WhoTrippedAlarm != null; + public GameObject WhoTrippedAlarm { get; private set; } + + public void StartAlarm(GameObject whoTrippedAlarm) { + if (!alarmStarted) { + WhoTrippedAlarm = whoTrippedAlarm; + StartCoroutine(alarmRoutine()); + } + } + + IEnumerator alarmRoutine() { + alarmStarted = true; + PointLight.color = AlarmColour; + var startIntensity = PointLight.intensity; + + while (true) { + var intensity = (Mathf.Sin(FlashFrequency * Time.time * Mathf.PI * 2f) + 1f) / 2f * startIntensity; + PointLight.intensity = intensity; + yield return null; + } + } + } +} diff --git a/Assets/SensorToolkit/Examples/assets/Stealth/AlarmController.cs.meta b/Assets/SensorToolkit/Examples/assets/Stealth/AlarmController.cs.meta new file mode 100644 index 0000000..22a3aa6 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Stealth/AlarmController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: abd200bd9818453a89f202b77dc122c9 +timeCreated: 1491100022 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/Stealth/AutomaticSlidingDoor.cs b/Assets/SensorToolkit/Examples/assets/Stealth/AutomaticSlidingDoor.cs new file mode 100644 index 0000000..27cc7f3 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Stealth/AutomaticSlidingDoor.cs @@ -0,0 +1,56 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example +{ + public class AutomaticSlidingDoor : MonoBehaviour + { + public Sensor ObjectSensor; + public GameObject LeftDoor; + public GameObject RightDoor; + public float SlideAmount; + public float Speed; + + Vector3 leftStart; + Vector3 rightStart; + + void Start() + { + leftStart = LeftDoor.transform.localPosition; + rightStart = RightDoor.transform.localPosition; + StartCoroutine(ClosingState()); + } + + IEnumerator ClosingState() + { + Start: + + if (ObjectSensor.GetNearestDetection() != null) + { + StartCoroutine(OpeningState()); yield break; + } + + LeftDoor.transform.localPosition = Vector3.Lerp(LeftDoor.transform.localPosition, leftStart, Time.deltaTime * Speed); + RightDoor.transform.localPosition = Vector3.Lerp(RightDoor.transform.localPosition, rightStart, Time.deltaTime * Speed); + + yield return null; + goto Start; + } + + IEnumerator OpeningState() + { + Start: + + if (ObjectSensor.GetNearestDetection() == null) + { + StartCoroutine(ClosingState()); yield break; + } + + LeftDoor.transform.localPosition = Vector3.Lerp(LeftDoor.transform.localPosition, leftStart - Vector3.right * SlideAmount, Time.deltaTime * Speed); + RightDoor.transform.localPosition = Vector3.Lerp(RightDoor.transform.localPosition, rightStart + Vector3.right * SlideAmount, Time.deltaTime * Speed); + + yield return null; + goto Start; + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/Stealth/AutomaticSlidingDoor.cs.meta b/Assets/SensorToolkit/Examples/assets/Stealth/AutomaticSlidingDoor.cs.meta new file mode 100644 index 0000000..a352627 --- /dev/null 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gun; + public TeamMember team; + + bool ascending = true; + + void OnEnable() { + SetFSMState(PatrolState()); + } + + Coroutine CheckHostileTransitions() { + var nearestEnemy = Sight.GetNearestDetection(s => team.IsEnemy(s.Object)); + if (nearestEnemy != null) { + return SetFSMState(AttackState(nearestEnemy)); + } + if (AlarmController.Instance.IsAlarmState) { + return SetFSMState(Chase()); + } + return null; + } + + IEnumerator PatrolState() { + var nextWaypoint = GetNearestWaypointIndex(); + + while (true) { + yield return CheckHostileTransitions(); + + Steering.ArriveTo(PatrolPath[nextWaypoint]); + if ((transform.position - PatrolPath[nextWaypoint].position).magnitude < WaypointArriveDistance) { + // We've arrived at our target waypoint. Select the next waypoint. + nextWaypoint = ascending ? nextWaypoint + 1 : nextWaypoint - 1; + // If this was the last waypoint in the sequence then pause for a moment before following + // the waypoints in reverse. + if (nextWaypoint >= PatrolPath.Length || nextWaypoint < 0) { + ascending = !ascending; + yield return SetFSMState(PauseState()); + } + } + } + } + + IEnumerator PauseState() { + Steering.ArriveTo(transform.position + WanderVector()); + float timer = PauseTime; + while (timer > 0f) { + timer -= Time.deltaTime; + yield return CheckHostileTransitions(); + } + yield return SetFSMState(PatrolState()); + } + + IEnumerator AttackState(GameObject ToAttack) { + Steering.Stop(); + Steering.Locomotion.Strafing.SetFaceTarget(ToAttack.transform); + var alarmTimer = SoundAlarmTime; + + while (true) { + yield return null; + + if (ToAttack == null) { + yield return SetFSMState(PauseState()); + } + if (!Sight.IsDetected(ToAttack)) { + break; + } + + alarmTimer -= Time.deltaTime; + if (alarmTimer <= 0f) { + AlarmController.Instance.StartAlarm(ToAttack); + } + + // Rotate the gun in hand to face the enemy, reload if empty, otherwise fire the gun. + GunPivot.transform.LookAt(new Vector3(ToAttack.transform.position.x, GunPivot.transform.position.y, ToAttack.transform.position.z)); + if (gun.IsEmptyClip) { + gun.Reload(); + } else { + gun.Fire(); + } + } + + Steering.Locomotion.Strafing.Clear(); + GunPivot.transform.localRotation = Quaternion.identity; // Return gun rotation back to resting position + yield return SetFSMState(Investigate(ToAttack.transform.position)); + } + + IEnumerator Investigate(Vector3 position) { + Steering.ArriveTo(position); + float timer = 5f; + + while (timer > 0f) { + timer -= Time.deltaTime; + yield return CheckHostileTransitions(); + + if (Steering.IsDestinationReached) { + break; + } + } + + yield return SetFSMState(PauseState()); + } + + IEnumerator Chase() { + while (true) { + yield return CheckHostileTransitions(); + + if 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b/Assets/SensorToolkit/Examples/assets/Stealth/SecurityCamera.cs new file mode 100644 index 0000000..0cc0813 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/Stealth/SecurityCamera.cs @@ -0,0 +1,93 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Micosmo.SensorToolkit.Extras; + +namespace Micosmo.SensorToolkit.Example { + public class SecurityCamera : StupidSimpleFSM { + public float RotationSpeed; + public float ScanTime; + public float TrackTime; + public float ScanArcAngle; + public Color ScanColour; + public Color TrackColour; + public Color AlarmColour; + + [Header("References")] + public TeamMember TeamMember; + public Light SpotLight; + public Sensor Sensor; + + Quaternion leftExtreme; + Quaternion rightExtreme; + Quaternion targetRotation; + + void Awake() { + leftExtreme = Quaternion.AngleAxis(ScanArcAngle / 2f, Vector3.up) * transform.rotation; + rightExtreme = Quaternion.AngleAxis(-ScanArcAngle / 2f, Vector3.up) * transform.rotation; + } + + void OnEnable() { + targetRotation = transform.rotation; + transform.rotation = rightExtreme; + SetFSMState(ChooseScanDirectionState()); + } + + void Update() { + transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, RotationSpeed * Time.deltaTime); + } + + IEnumerator ChooseScanDirectionState() { + if (targetRotation == leftExtreme) { + targetRotation = rightExtreme; + } else { + targetRotation = leftExtreme; + } + yield return SetFSMState(ScanState()); + } + + IEnumerator ScanState() { + var timer = ScanTime; + SpotLight.color = ScanColour; + while (timer >= 0) { + timer -= Time.deltaTime; + yield return null; + + if (AlarmController.Instance.IsAlarmState) { + yield return SetFSMState(AlarmState()); + } + var nearestEnemy = Sensor.GetNearestDetection(s => TeamMember.IsEnemy(s.Object)); + if (nearestEnemy != null) { + yield return SetFSMState(TrackState(nearestEnemy)); + } + } + + yield return 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@@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example +{ + public class BoxSpawner : MonoBehaviour + { + public Teams Team; + public GameObject ToSpawn; + public int Number; + public float SpawnInterval; + public int StartSpawnAmount; + + public float SizeX = 10f; + public float SizeY = 10f; + public float SizeZ = 10f; + + public float ClearRadius = 1f; + public LayerMask ObstructingLayers; + + float spawnCountdown; + GameObject[] spawned; + + void Awake() + { + spawned = new GameObject[Number]; + } + + void Start() + { + for (int i = 0; i < StartSpawnAmount; i++) + { + spawn(); + } + } + + void OnEnable() + { + StartCoroutine(SpawnRoutine()); + } + + IEnumerator SpawnRoutine() + { + spawnCountdown = SpawnInterval; + while (true) + { + spawnCountdown -= Time.deltaTime; + if (spawnCountdown <= 0f) + { + spawn(); + } + yield return null; + } + } + + int nextAvailableSlot + { + get + { + for (int i = 0; i < spawned.Length; i++) + { + if (spawned[i] == null) return i; + } + return -1; + } + } + + void spawn() + { + spawnCountdown = SpawnInterval; + var nextSlot = nextAvailableSlot; + if (nextSlot == -1) return; // No spawn slots available + + int nTrys = 0; + Vector3 pos; + do + { + nTrys++; + if (nTrys > 10) + { + Debug.LogWarning("Failed to find spawn location after 10 tries, aborting.", gameObject); + return; + } + pos = chooseLocation(); + } while (locationIsObstructed(pos)); + + var newInst = Instantiate(ToSpawn, pos, transform.rotation) as GameObject; + newInst.transform.SetParent(transform.parent); + if (Team != Teams.None) + { + var instTeam = newInst.GetComponent(); + if (instTeam != null) + { + instTeam.StartTeam = Team; + } + } + spawned[nextSlot] = newInst; + } + + Vector3 chooseLocation() + { + var dims = new Vector3(SizeX / 2f, SizeY / 2f, SizeZ / 2f); + var randVector = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f)); + var pos = Vector3.Scale(dims, randVector) + transform.position; + return pos; + } + + bool locationIsObstructed(Vector3 location) + { + return Physics.CheckSphere(location, ClearRadius, ObstructingLayers); + } + + protected static readonly Color YellowColor = Color.yellow; + protected static readonly Color MagentaColor = Color.magenta; + protected static readonly Color NoneColor = Color.green; + protected static readonly Color RedColor = Color.red; + public void OnDrawGizmosSelected() + { + if (!isActiveAndEnabled) return; + + if (Team == Teams.Yellow) Gizmos.color = YellowColor; + else if (Team == Teams.Magenta) Gizmos.color = MagentaColor; + else Gizmos.color = NoneColor; + Gizmos.DrawCube(transform.position, new Vector3(SizeX, SizeY, SizeZ)); + + Gizmos.color = RedColor; + Gizmos.DrawSphere(transform.position + Vector3.up * (SizeY / 2f + ClearRadius), ClearRadius); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/BoxSpawner.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/BoxSpawner.cs.meta new file mode 100644 index 0000000..5a66183 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/BoxSpawner.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dfc8537d25f24bcaafe4a88711d9d0bf +timeCreated: 1504614921 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Bullet.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/Bullet.cs new file mode 100644 index 0000000..923e467 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Bullet.cs @@ -0,0 +1,61 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example { + public class Bullet : MonoBehaviour { + public float Speed; + public float Damage; + public float MaxAge; + public float ImpactForce; + [Header("References")] + public RaySensor RaySensor; + public GameObject HitEffect; + + float age; + + void Start() { + RaySensor.PulseMode = PulseRoutine.Modes.Manual; + age = 0; + } + + void Update() { + age += Time.deltaTime; + if (age > MaxAge) { + explode(Vector3.up); + return; + } + + var deltaPos = transform.forward * Speed * Time.deltaTime; + RaySensor.Length = deltaPos.magnitude; + RaySensor.Pulse(); + + var nearestDetection = RaySensor.GetNearestDetection(); + if (nearestDetection != null) { + HitObject(nearestDetection); + } else if (RaySensor.IsObstructed) { + HitWall(); + } else { + transform.position += deltaPos; + } + } + + void HitObject(GameObject g) { + var health = g.GetComponent(); + if (health != null) { + health.Impact(Damage, transform.forward * ImpactForce, RaySensor.GetDetectionRayHit(g).Point); + } + explode(RaySensor.GetDetectionRayHit(g).Normal); + } + + void HitWall() { + explode(RaySensor.GetObstructionRayHit().Normal); + } + + void explode(Vector3 direction) { + if (HitEffect != null) { + Instantiate(HitEffect, transform.position, Quaternion.LookRotation(direction)); + } + Destroy(gameObject); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Bullet.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/Bullet.cs.meta new file mode 100644 index 0000000..4c70305 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Bullet.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1c4dcc55d3134c2583cb7212168f559f +timeCreated: 1504602544 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Comment.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/Comment.cs new file mode 100644 index 0000000..076ed74 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Comment.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Micosmo.SensorToolkit.Example { + public class Comment : MonoBehaviour { + [TextArea(3,40)] + public string comment; + } +} + +#if UNITY_EDITOR +namespace Micosmo.SensorToolkit.Editors { + + [CustomEditor(typeof(Example.Comment))] + public class CommentEditor : Editor { + + SerializedProperty text; + + void OnEnable() { + text = serializedObject.FindProperty("comment"); + } + + public override void OnInspectorGUI() { + serializedObject.Update(); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(text); + + serializedObject.ApplyModifiedProperties(); + } + + } + +} +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Comment.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/Comment.cs.meta new file mode 100644 index 0000000..b99d7da --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Comment.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 49143767f1d3487ab2d0267f48f2d7eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Convert3DTo2D.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/Convert3DTo2D.cs new file mode 100644 index 0000000..7f55be3 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Convert3DTo2D.cs @@ -0,0 +1,56 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Micosmo.SensorToolkit.Example { + + public class Convert3DTo2D : MonoBehaviour { + public List ToConvert; + + public void DoConvert() { + var all = All(); + foreach (var t in all) { + var p = t.localPosition; + var s = t.localScale; + t.localPosition = new Vector3(p.x, p.z, -p.y); + t.localScale = new Vector3(s.x, s.z, s.y); + } + } + + HashSet All() { + var set = new HashSet(); + var list = new List(); + + foreach (var go in ToConvert) { + list.Clear(); + Descend(go.transform, list); + set.UnionWith(list); + } + + return set; + } + + void Descend(Transform node, List list) { + list.Add(node); + for (var i = 0; i < node.childCount; i++) { + Descend(node.GetChild(i), list); + } + } + } + +#if UNITY_EDITOR + [CustomEditor(typeof(Convert3DTo2D))] + public class Convert3DTo2DEditor : Editor { + public override void OnInspectorGUI() { + DrawDefaultInspector(); + if (GUILayout.Button("Convert")) { + (serializedObject.targetObject as Convert3DTo2D).DoConvert(); + } + serializedObject.ApplyModifiedProperties(); + } + } +#endif +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Convert3DTo2D.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/Convert3DTo2D.cs.meta new file mode 100644 index 0000000..c2f6c81 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Convert3DTo2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3f3f7fda54eea74a9b1964f2cdf4d16 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/DestroyOnTouch.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/DestroyOnTouch.cs new file mode 100644 index 0000000..10d2ff4 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/DestroyOnTouch.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit.Example { + + public class DestroyOnTouch : MonoBehaviour { + + public Sensor TouchSensor; + + void OnEnable() { + TouchSensor.OnDetected.AddListener(OnDetectionHandler); + } + + void OnDisable() { + TouchSensor.OnDetected.RemoveListener(OnDetectionHandler); + } + + void OnDetectionHandler(GameObject detectedObject, Sensor sensor) { + detectedObject.transform.position = new Vector3(10000, 10000, 10000); // In case were using a TriggerSensor. See manual why is this recomended + Destroy(detectedObject); + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/DestroyOnTouch.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/DestroyOnTouch.cs.meta new file mode 100644 index 0000000..cd38851 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/DestroyOnTouch.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 41c87e6b859e9e34b974aab617f155ad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/DirectionalGridTester.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/DirectionalGridTester.cs new file mode 100644 index 0000000..e53b4ea --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/DirectionalGridTester.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Collections; + +namespace Micosmo.SensorToolkit.Example { + + public class DirectionalGridTester : MonoBehaviour { + + public enum SamplingMode { NearestCell, Sample, MaxContinuous }; + + public bool IsSpherical; + public int Resolution; + public List SeekTargets; + + [Space] + public bool AvoidDanger; + public List DangerTargets; + public float DangerThreshold = 0.5f; + + [Space] + public SamplingMode Mode; + public Transform SampleDirection; + + DirectionalGrid grid; + DirectionalGrid dangerGrid; + + void OnDrawGizmos() { + if (IsSpherical) { + grid = DirectionalGrid.CreateSphere(Resolution, Allocator.Persistent); + dangerGrid = DirectionalGrid.CreateSphere(Resolution, Allocator.Persistent); + } else { + grid = DirectionalGrid.CreateCircle(Resolution * 4, Vector3.up, Allocator.Persistent); + dangerGrid = DirectionalGrid.CreateCircle(Resolution * 4, Vector3.up, Allocator.Persistent); + } + if (SeekTargets != null) { + foreach (var target in SeekTargets) { + var delta = target.position - transform.position; + grid.GradientFill(delta, -1f); + } + } + if (AvoidDanger && DangerTargets != null) { + foreach (var target in DangerTargets) { + var delta = target.position - transform.position; + dangerGrid.GradientFill(delta, 0f); + } + grid.MergeDanger(dangerGrid, DangerThreshold); + } + + Gizmos.color = Color.yellow; + grid.DrawGizmos(transform.position, 0f, 1f, 5f); + + Gizmos.color = Color.red; + if (Mode != SamplingMode.MaxContinuous) { + if (SampleDirection != null) { + var direction = (SampleDirection.position - transform.position).normalized; + var value = Mode == SamplingMode.Sample ? grid.SampleDirection(direction) : grid.Values[grid.GetCell(direction)]; + Gizmos.DrawRay(transform.position, direction * value); + } + } else { + var max = grid.GetMaxContinuous(); + Gizmos.DrawRay(transform.position, max); + } + + } + + } + +} diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/DirectionalGridTester.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/DirectionalGridTester.cs.meta new file mode 100644 index 0000000..6fed048 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/DirectionalGridTester.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6e0d1ae88872d124781ae0fb64227ae3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/ExampleTag.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/ExampleTag.cs new file mode 100644 index 0000000..7916b06 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/ExampleTag.cs @@ -0,0 +1,11 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit.Example { + + public class ExampleTag : MonoBehaviour { + public string Tag; + } + +} diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/ExampleTag.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/ExampleTag.cs.meta new file mode 100644 index 0000000..b245d96 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/ExampleTag.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cb5487ad06f11d948b58f528455d2f03 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/FilterExampleTagProcessor.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/FilterExampleTagProcessor.cs new file mode 100644 index 0000000..1a2e214 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/FilterExampleTagProcessor.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit.Example { + + public class FilterExampleTagProcessor : SignalProcessor { + + public string[] AllowedTags; + + public override bool Process(ref Signal signal, Sensor sensor) { + if (signal.Object != null) { + var tag = signal.Object.GetComponent(); + if (tag != null) { + foreach (var allowedTag in AllowedTags) { + if (tag.Tag == allowedTag) { + return true; + } + } + return false; + } + } + return false; + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/FilterExampleTagProcessor.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/FilterExampleTagProcessor.cs.meta new file mode 100644 index 0000000..ead3ac6 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/FilterExampleTagProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4d63a66c7ef695b47961d7aadd236bbc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/GunWithClip.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/GunWithClip.cs new file mode 100644 index 0000000..3d8e026 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/GunWithClip.cs @@ -0,0 +1,79 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example { + public class GunWithClip : MonoBehaviour + { + public float FireInterval; + public int ClipSize; + public float ReloadTime; + public GameObject Nozzle; + public GameObject Bullet; + public GameObject FireEffect; + + int clipRemaining; + float cooldown; + + public bool IsReady { get { return cooldown <= float.Epsilon; } } + public bool IsEmptyClip { get { return clipRemaining == 0; } } + public bool IsReloading { get; private set; } + public float ReloadFraction { get { return IsReloading ? (1f - cooldown / ReloadTime) : 1f; } } + + public void Fire() + { + if (IsReady && !IsEmptyClip) + { + var bullet = Instantiate(Bullet, Nozzle.transform.position, Nozzle.transform.rotation) as GameObject; + var raySensor = bullet.GetComponent(); + raySensor.IgnoreList.Clear(); + raySensor.IgnoreList.Add(gameObject); + var effect = Instantiate(FireEffect, Nozzle.transform.position, Nozzle.transform.rotation) as GameObject; + effect.transform.SetParent(Nozzle.transform); + cooldown = FireInterval; + clipRemaining--; + } + } + + public void Reload() + { + if (IsReady && clipRemaining < ClipSize && !IsReloading) + { + StopCoroutine("FiringRoutine"); + StartCoroutine("ReloadRoutine"); + } + } + + void Start() + { + StartCoroutine("FiringRoutine"); + } + + IEnumerator FiringRoutine() + { + cooldown = 0f; + clipRemaining = ClipSize; + IsReloading = false; + while (true) + { + cooldown = Mathf.Max(cooldown - Time.deltaTime, 0f); + yield return null; + } + } + + IEnumerator ReloadRoutine() + { + IsReloading = true; + cooldown = ReloadTime; + while (true) + { + cooldown = Mathf.Max(cooldown - Time.deltaTime, 0f); + if (IsReady) + { + StartCoroutine("FiringRoutine"); + yield break; + } + yield return null; + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/GunWithClip.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/GunWithClip.cs.meta new file mode 100644 index 0000000..2a83cf1 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/GunWithClip.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0f47bbf264584d43b278d510f06d106e +timeCreated: 1504607339 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Health.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/Health.cs new file mode 100644 index 0000000..e401f0a --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Health.cs @@ -0,0 +1,52 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example +{ + public class Health : MonoBehaviour + { + public float MaxHP; + public GameObject Corpse; + + Rigidbody rb; + + public float HP { get; private set; } + + public void Impact(float amount, Vector3 impactForce, Vector3 impactPoint) + { + HP -= amount; + if (HP <= 0f) + { + var corpse = Instantiate(Corpse, transform.position, transform.rotation) as GameObject; + corpse.transform.SetParent(transform.parent); + + var myTeam = GetComponent(); + var corpseTeam = corpse.GetComponent(); + if (myTeam != null && corpseTeam != null) corpseTeam.StartTeam = myTeam.Team; + + var corpseRBs = corpse.GetComponentsInChildren(); + for (int i = 0; i < corpseRBs.Length; i++) + { + corpseRBs[i].AddForceAtPosition(impactForce, impactPoint); + } + + Destroy(gameObject); + } + else if (rb != null) + { + rb.AddForceAtPosition(impactForce, impactPoint); + } + } + + public void Damage(float amount) + { + Impact(amount, Vector3.zero, Vector3.zero); + } + + void Start() + { + rb = GetComponent(); + HP = MaxHP; + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Health.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/Health.cs.meta new file mode 100644 index 0000000..1f58885 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Health.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8512b89e08294e7a811ed9e34aaa82e6 +timeCreated: 1504612966 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Holdable.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/Holdable.cs new file mode 100644 index 0000000..457a498 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Holdable.cs @@ -0,0 +1,45 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example { + + public class Holdable : MonoBehaviour { + public float PickupTime; + + public Holder Holder { get; private set; } + public bool IsHeld => Holder != null; + + public bool PickUp(Holder holder) { + if (IsHeld || holder == null) { + return false; + } + + Drop(); + + Holder = holder; + + transform.position = holder.HoldSlot.transform.position; + transform.rotation = holder.HoldSlot.transform.rotation; + + joint = gameObject.AddComponent(); + joint.connectedBody = holder.GetComponent(); + + return true; + } + + public void Drop() { + Holder = null; + if (joint != null) { + Destroy(joint); + } + } + + FixedJoint joint; + + void Update() { + if (!IsHeld && joint != null) { + Drop(); + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Holdable.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/Holdable.cs.meta new file mode 100644 index 0000000..fe4ab3e --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Holdable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9ec1e62bbc2744b599bf9623005aaafc +timeCreated: 1504783392 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Holder.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/Holder.cs new file mode 100644 index 0000000..0d08af0 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Holder.cs @@ -0,0 +1,50 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example { + + public class Holder : MonoBehaviour { + public Sensor InteractionRange; + public GameObject HoldSlot; + + public bool IsInteracting { get; private set; } + Holdable held; + + public Holdable Held => held; + public bool IsHolding => held != null; + + public void PickUp(Holdable holdable) { + if (held != null || IsInteracting || !InteractionRange.IsDetected(holdable.gameObject) || holdable.IsHeld) { + return; + } else { + StartCoroutine(PickUpRoutine(holdable)); + } + } + + public bool CanPickUp(Holdable holdable) => InteractionRange.IsDetected(holdable?.gameObject); + + IEnumerator PickUpRoutine(Holdable holdable) { + float countdown = holdable.PickupTime; + IsInteracting = true; + + while (countdown > 0f) { + countdown -= Time.deltaTime; + if (holdable.IsHeld || !InteractionRange.IsDetected(holdable.gameObject)) { + // Conditions have changed, holdable can no longer be picked up + IsInteracting = false; + yield break; + } + yield return null; + } + if (holdable.PickUp(this)) { + held = holdable; + } + IsInteracting = false; + } + + void Start() { + IsInteracting = false; + held = null; + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Holder.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/Holder.cs.meta new file mode 100644 index 0000000..9ea8582 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Holder.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3bcea66905244152a26154e18d611a96 +timeCreated: 1504693244 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Lifetime.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/Lifetime.cs new file mode 100644 index 0000000..2c16583 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Lifetime.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example +{ + public class Lifetime : MonoBehaviour + { + public float MaxAge; + + float age; + + void OnEnable() + { + age = 0f; + } + + void Update() + { + age += Time.deltaTime; + if (age >= MaxAge) + { + Destroy(gameObject); + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/Lifetime.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/Lifetime.cs.meta new file mode 100644 index 0000000..4322392 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/Lifetime.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 383545ddb7d0484eb74fdf5c6bb35593 +timeCreated: 1504605957 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/PhysicsSettings.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/PhysicsSettings.cs new file mode 100644 index 0000000..354b0d4 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/PhysicsSettings.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example { + public class PhysicsSettings : MonoBehaviour { + + public Vector3 GravityForce = Vector3.down * 9.81f; + + void Awake() { + Physics.autoSyncTransforms = false; + Physics2D.autoSyncTransforms = false; + + Physics.gravity = GravityForce; + Physics2D.gravity = GravityForce; + + // Make the IgnoreRaycast layer ignore itself, all trigger sensor volumes are put on this layer in the examples. + Physics.IgnoreLayerCollision(2, 2, true); + Physics2D.IgnoreLayerCollision(2, 2, true); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/PhysicsSettings.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/PhysicsSettings.cs.meta new file mode 100644 index 0000000..c4e4ae3 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/PhysicsSettings.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bdf091b3cc164b439c78caf8c628b8dc +timeCreated: 1505617073 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/TeamMember.cs b/Assets/SensorToolkit/Examples/assets/common/Scripts/TeamMember.cs new file mode 100644 index 0000000..6614233 --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/TeamMember.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit.Example +{ + public enum Teams { Yellow, Magenta, None }; + + public class TeamMember : MonoBehaviour { + public Teams StartTeam; + public Material YellowMaterial; + public Material MagentaMaterial; + + private Teams team; + public Teams Team { + get => initialised ? team : StartTeam; + set => SetTeam(value); + } + + bool initialised = false; + + public bool IsEnemy(GameObject other) => IsEnemy(other.GetComponent()); + public bool IsEnemy(TeamMember other) => other != null && other.team != Teams.None && other.team != team; + + public bool IsFriendly(GameObject other) => IsFriendly(other.GetComponent()); + public bool IsFriendly(TeamMember other) => other != null && other.team != Teams.None && other.team == team; + + void Start() { + Team = StartTeam; + initialised = true; + } + + void SetTeam(Teams x) { + team = x; + var targetMat = team == Teams.Yellow ? YellowMaterial : MagentaMaterial; + var renderers = GetComponentsInChildren(); + foreach (var renderer in renderers) { + var mat = renderer.sharedMaterial; + if (mat == YellowMaterial || mat == MagentaMaterial) { + renderer.sharedMaterial = targetMat; + } + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Examples/assets/common/Scripts/TeamMember.cs.meta b/Assets/SensorToolkit/Examples/assets/common/Scripts/TeamMember.cs.meta new file mode 100644 index 0000000..c0503bf --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Scripts/TeamMember.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 95e0d36f264843f69a311bed62f92c1c +timeCreated: 1504611744 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Terrain.meta b/Assets/SensorToolkit/Examples/assets/common/Terrain.meta new file mode 100644 index 0000000..5a6420a --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Terrain.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e72ec0ea94094b22a92c976949f96276 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Terrain/NavMesh.asset b/Assets/SensorToolkit/Examples/assets/common/Terrain/NavMesh.asset new file mode 100644 index 0000000..779f0a4 Binary files /dev/null and b/Assets/SensorToolkit/Examples/assets/common/Terrain/NavMesh.asset differ diff --git a/Assets/SensorToolkit/Examples/assets/common/Terrain/NavMesh.asset.meta b/Assets/SensorToolkit/Examples/assets/common/Terrain/NavMesh.asset.meta new file mode 100644 index 0000000..4321d0d --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Terrain/NavMesh.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 10b4ca0b30b844689a93bd7a02a26f09 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Examples/assets/common/Terrain/Terrain.asset b/Assets/SensorToolkit/Examples/assets/common/Terrain/Terrain.asset new file mode 100644 index 0000000..ec1f0db Binary files /dev/null and b/Assets/SensorToolkit/Examples/assets/common/Terrain/Terrain.asset differ diff --git a/Assets/SensorToolkit/Examples/assets/common/Terrain/Terrain.asset.meta b/Assets/SensorToolkit/Examples/assets/common/Terrain/Terrain.asset.meta new file mode 100644 index 0000000..7b637bf --- /dev/null +++ b/Assets/SensorToolkit/Examples/assets/common/Terrain/Terrain.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 50cefc010c9d486eb1f1034e11550cf2 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Extras.meta b/Assets/SensorToolkit/Extras.meta new file mode 100644 index 0000000..36c44c8 --- /dev/null +++ b/Assets/SensorToolkit/Extras.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fe2203f67307496f95d64c7658dfc919 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Extras/Micosmo.SensorToolkit.asmref b/Assets/SensorToolkit/Extras/Micosmo.SensorToolkit.asmref new file mode 100644 index 0000000..e3316c3 --- /dev/null +++ b/Assets/SensorToolkit/Extras/Micosmo.SensorToolkit.asmref @@ -0,0 +1,3 @@ +{ + "reference": "GUID:b9d61b92870877a459c95c25c7d15074" +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Extras/Micosmo.SensorToolkit.asmref.meta b/Assets/SensorToolkit/Extras/Micosmo.SensorToolkit.asmref.meta new file mode 100644 index 0000000..4c64b4e --- /dev/null +++ b/Assets/SensorToolkit/Extras/Micosmo.SensorToolkit.asmref.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9393cfcd8e280044a8a5af77300e572c +AssemblyDefinitionReferenceImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Extras/NavMeshPathfinder.cs b/Assets/SensorToolkit/Extras/NavMeshPathfinder.cs new file mode 100644 index 0000000..7afc201 --- /dev/null +++ b/Assets/SensorToolkit/Extras/NavMeshPathfinder.cs @@ -0,0 +1,222 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.AI; + +namespace Micosmo.SensorToolkit.Extras { + + public class NavMeshPathfinder : MonoBehaviour { + + enum PathfinderMode { None, SeekTransform, SeekPosition }; + + [Header("Configuration")] + public float AgentRadius = .5f; + public float AgentHeight = 2f; + public float RecalculateTime = 5f; + + [Header("Destination")] + [SerializeField] + ObservableTransform target = new ObservableTransform(); + public ObservableTransform Target => target; + + [Header("Runtime State (Dont touch)")] + public bool IsPathReady; + public float RemainingDistance; + public bool IsDestinationReached; + + public Vector3 TargetPosition { + get { + if (mode == PathfinderMode.SeekTransform) { + return Target.Value != null ? Target.Value.position : transform.position; + } else if (mode == PathfinderMode.SeekPosition) { + return targetPosition; + } + return transform.position; + } + } + + Vector3 targetPosition; + PathfinderMode mode = PathfinderMode.None; + + public Vector3 NextCorner { + get { + if (!IsPathReady) { + return Vector3.zero; + } + storeCorners(); + var nextCorner = corners[1]; + if (pathLength > 2 && (nextCorner-transform.position).magnitude < AgentRadius) { + nextCorner = corners[2]; + } + return nextCorner; + } + } + + NavMeshAgent agent; + Vector3[] corners = new Vector3[100]; + Coroutine calculatePathRoutineInstance; + int pathLength = 0; + + public void SetTargetTransform(Transform target) { + Target.Value = target; + } + + public void SetTargetPosition(Vector3 p) { + Target.Value = null; + if (mode != PathfinderMode.SeekPosition && targetPosition != p) { + targetPosition = p; + mode = PathfinderMode.SeekPosition; + RestartPathfinderRoutine(); + } + } + + public void StopAndClear() { + Target.Value = null; + mode = PathfinderMode.None; + StopPathfinderRoutine(); + } + + void Awake() { + GameObject agentGO = new GameObject("AINavigation Agent"); + agentGO.transform.SetParent(transform, false); + agent = agentGO.AddComponent(); + agent.agentTypeID = 0; + agent.baseOffset = 0; + agent.speed = 0; + agent.angularSpeed = 0; + agent.acceleration = 0; + agent.stoppingDistance = 0; + agent.autoBraking = false; + agent.radius = AgentRadius; + agent.height = AgentHeight; + agent.obstacleAvoidanceType = ObstacleAvoidanceType.HighQualityObstacleAvoidance; + agent.avoidancePriority = 50; + + agent.updatePosition = false; + agent.updateRotation = false; + agent.updateUpAxis = false; + } + + void OnDestroy() { + Destroy(agent.gameObject); + } + + void OnEnable() { + RestartPathfinderRoutine(); + Target.OnChanged += TargetChangeHandler; + TargetChangeHandler(); + } + + void OnDisable() { + Target.OnChanged -= TargetChangeHandler; + } + + void Update() { + agent.nextPosition = transform.position; + + WarpOnStuck(); + + RemainingDistance = IsPathReady ? agent.remainingDistance : 0f; + IsDestinationReached = IsPathReady && (TargetPosition - transform.position).magnitude < AgentRadius; + } + + void StopPathfinderRoutine() { + IsPathReady = false; + RemainingDistance = 0f; + IsDestinationReached = false; + if (calculatePathRoutineInstance != null) { + StopCoroutine(calculatePathRoutineInstance); + } + } + + void RestartPathfinderRoutine() { + StopPathfinderRoutine(); + calculatePathRoutineInstance = StartCoroutine(calculatePathRoutine()); + } + + float stuckTimer = 0f; + void WarpOnStuck() { + var delta = agent.nextPosition - transform.position; + var xzDist = new Vector2(delta.x, delta.z).magnitude; + var yDist = Mathf.Abs(delta.y); + if (xzDist > AgentRadius || yDist > AgentHeight) { + stuckTimer += Time.deltaTime; + } else { + stuckTimer = 0f; + } + + if (stuckTimer >= 1f) { + var isSuccess = agent.Warp(transform.position); + Debug.LogWarning($"The NavMeshAgent's position is out-of-sync, attempted to warp to gameobject. Success: {isSuccess}", gameObject); + stuckTimer = 0f; + RestartPathfinderRoutine(); + } + } + + IEnumerator calculatePathRoutine() { + IsPathReady = false; + agent.Warp(transform.position); + + while (true) { + if (IsDestinationReached) { + yield return null; + continue; + } + + agent.SetDestination(TargetPosition); + + while (agent.pathPending) { + IsPathReady = false; + yield return null; + } + + storeCorners(); + IsPathReady = true; + + yield return new WaitForSeconds(RecalculateTime); + } + } + + void storeCorners() { + while (true) { + pathLength = agent.path.GetCornersNonAlloc(corners); + if (pathLength < corners.Length) { + break; + } + + // Gotta try again + corners = new Vector3[corners.Length * 2]; + } + } + + void TargetChangeHandler() { + if (Target.Value != null) { + mode = PathfinderMode.SeekTransform; + RestartPathfinderRoutine(); + } + } + + void OnDrawGizmosSelected() { + if (!IsPathReady) { + return; + } + + for (int i = 0; i < pathLength; i++) { + if (i == 0) { + continue; + } + + var corner = corners[i]; + var prevCorner = corners[i - 1]; + + SensorGizmos.PushColor(i == 1 ? Color.green : STPrefs.defaultCyan); + + Gizmos.DrawLine(prevCorner, corner); + Gizmos.DrawCube(corner, Vector3.one * 0.2f); + + SensorGizmos.PopColor(); + } + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Extras/NavMeshPathfinder.cs.meta b/Assets/SensorToolkit/Extras/NavMeshPathfinder.cs.meta new file mode 100644 index 0000000..6961fc6 --- /dev/null +++ b/Assets/SensorToolkit/Extras/NavMeshPathfinder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1af24ac976034792806badec35f0d33f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Extras/StupidSimpleFSM.cs b/Assets/SensorToolkit/Extras/StupidSimpleFSM.cs new file mode 100644 index 0000000..8a87d96 --- /dev/null +++ b/Assets/SensorToolkit/Extras/StupidSimpleFSM.cs @@ -0,0 +1,64 @@ +using System.Text.RegularExpressions; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Micosmo.SensorToolkit.Extras { + + public abstract class StupidSimpleFSM : MonoBehaviour { + public string CurrentStateName => GetNiceStateName(currentState); + public string PreviousStateName => GetNiceStateName(prevState); + + static Regex rxNiceName = new Regex(@"^<(.*)>.*$", RegexOptions.Compiled); + string GetNiceStateName(IEnumerator state) { + if (state == null) { + return "None"; + } + return rxNiceName.Match(state.GetType().Name).Groups[1].Value; + } + + IEnumerator currentState; + IEnumerator prevState; + + protected virtual void OnDisable() { + currentState = null; + prevState = null; + } + + public Coroutine SetFSMState(IEnumerator nextState) { + if (currentState?.GetType() == nextState?.GetType()) { + return null; + } + if (currentState != null) { + StopCoroutine(currentState); + } + prevState = currentState; + currentState = nextState; + return StartCoroutine(currentState); + } + } +} + +#if UNITY_EDITOR +namespace Micosmo.SensorToolkit.Extras.Editors { + [CustomEditor(typeof(StupidSimpleFSM), true)] + [CanEditMultipleObjects] + public class StupidSimpleFSMEditor : Editor { + public override void OnInspectorGUI() { + DrawDefaultInspector(); + + var fsm = target as StupidSimpleFSM; + + if (Application.isPlaying && fsm != null) { + EditorGUILayout.Separator(); + EditorGUILayout.LabelField("FSM Runtime", EditorStyles.boldLabel); + EditorGUILayout.TextField("Current State", fsm.CurrentStateName); + EditorGUILayout.TextField("Previous State", fsm.PreviousStateName); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Extras/StupidSimpleFSM.cs.meta b/Assets/SensorToolkit/Extras/StupidSimpleFSM.cs.meta new file mode 100644 index 0000000..2f864d1 --- /dev/null +++ b/Assets/SensorToolkit/Extras/StupidSimpleFSM.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dff83748b31e45398e1edfc87df93cf2 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+DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions.meta new file mode 100644 index 0000000..4994fb5 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 262a50ffa4954f42a4a38a0eb8361f25 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorClear.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorClear.cs new file mode 100644 index 0000000..3a6f58f --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorClear.cs @@ -0,0 +1,42 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("Clears the sensor of its detections.")] + public class SensorClear : SensorToolkitAction { + + [Tooltip("Pulse sensor each frame.")] + public bool everyFrame; + + public override void Reset() { + base.Reset(); + everyFrame = false; + } + + public override void OnEnter() { + DoAction(); + if (!everyFrame) { + Finish(); + } + } + + public override void OnUpdate() { + DoAction(); + } + + void DoAction() { + if (typedSensor == null) { + return; + } + typedSensor.Clear(); + } + + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorClear.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorClear.cs.meta new file mode 100644 index 0000000..f2ad0b6 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorClear.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8c2597a264b5f224789810e9475ab164 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorConfigurePulseRoutine.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorConfigurePulseRoutine.cs new file mode 100644 index 0000000..e210fad --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorConfigurePulseRoutine.cs @@ -0,0 +1,53 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("Configure how often a sensor should pulse.")] + public class SensorConfigurePulseRoutine : SensorToolkitAction { + + [ObjectType(typeof(PulseRoutine.Modes))] + public FsmEnum pulseMode; + + [HideIf("HidePulseInterval")] + public FsmFloat pulseInterval; + + [Tooltip("Configure the pulse routine each frame.")] + public bool everyFrame; + PulseRoutine.Modes _pulseMode => (PulseRoutine.Modes)pulseMode.Value; + + public bool HidePulseInterval() => _pulseMode != PulseRoutine.Modes.FixedInterval; + + public override void Reset() { + base.Reset(); + pulseMode = null; + pulseInterval = 1; + everyFrame = false; + } + + public override void OnEnter() { + DoAction(); + if (!everyFrame) { + Finish(); + } + } + + public override void OnUpdate() { + DoAction(); + } + + void DoAction() { + if (typedSensor == null) { + return; + } + typedSensor.PulseMode = _pulseMode; + typedSensor.PulseInterval = pulseInterval.Value; + } + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorConfigurePulseRoutine.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorConfigurePulseRoutine.cs.meta new file mode 100644 index 0000000..4872f4e --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorConfigurePulseRoutine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 037e4bd61c1e407a83a431dcd7300f65 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetectionRayHit.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetectionRayHit.cs new file mode 100644 index 0000000..2410b83 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetectionRayHit.cs @@ -0,0 +1,90 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("For a valid raycasting sensor this will retrieve the ray intersection details for a detected object. Works with the Ray Sensor, Arc Sensor and their 2D analogues.")] + public class SensorGetDetectionRayHit : SensorToolkitAction { + + [ActionSection("Inputs")] + + [RequiredField] + [Tooltip("The object to retrieve the RayHit for")] + public FsmGameObject targetObject; + + [Tooltip("Run each frame?")] + public bool everyFrame; + + [ActionSection("Outputs")] + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the point where the ray intersected the object")] + public FsmVector3 storePoint; + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the normal vector at the interesection point")] + public FsmVector3 storeNormal; + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the distance travelled by the ray before intersecting the object")] + public FsmFloat storeDistance; + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the fraction of the ray's length travelled before intersecting the object")] + public FsmFloat storeDistanceFraction; + + [ActionSection("Events")] + + [Tooltip("Invoked if the targetObject is detected")] + public FsmEvent isIntersectedEvent; + + [Tooltip("Invoked if the targetObject is not detected")] + public FsmEvent isNotIntersectedEvent; + UnityEngine.GameObject _targetObject => targetObject.Value; + + public override void Reset() { + base.Reset(); + targetObject = null; + storePoint = null; + storeNormal = null; + storeDistance = null; + storeDistanceFraction = null; + isIntersectedEvent = null; + isNotIntersectedEvent = null; + everyFrame = false; + } + + public override void OnEnter() { + DoAction(); + if (!everyFrame) { + Finish(); + } + } + + public override void OnUpdate() { + DoAction(); + } + + void DoAction() { + if (typedSensor == null || _targetObject == null) { + return; + } + var hit = typedSensor.GetDetectionRayHit(_targetObject); + storePoint.Value = hit.Point; + storeNormal.Value = hit.Normal; + storeDistance.Value = hit.Distance; + storeDistanceFraction.Value = hit.DistanceFraction; + if (hit.Equals(RayHit.None)) { + Fsm.Event(isNotIntersectedEvent); + } else { + Fsm.Event(isIntersectedEvent); + } + } + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetectionRayHit.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetectionRayHit.cs.meta new file mode 100644 index 0000000..295447e --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetectionRayHit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d6c77c99d20944a5985cd50453deda05 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetections.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetections.cs new file mode 100644 index 0000000..dd2ab59 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetections.cs @@ -0,0 +1,222 @@ +#if PLAYMAKER + +using System.Linq; +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("Queries the sensor for the GameObjects it detects. There's a handful of query types including: 'All' to get all detected objects and 'Nearest' to get only the nearest detected object by distance. The query can be fine-tuned to return objects with specific tags, or objects that have specific components.")] + public class SensorGetDetections : SensorToolkitAction { + + public enum QueryType { All, ByDistance, ByDistanceToPoint, Nearest, NearestToPoint } + + [ActionSection("Inputs")] + + [ObjectType(typeof(QueryType))] + public FsmEnum queryType; + + [Tooltip("Find only detected objects with this tag.")] + public FsmString tag; + + [HideIf("hideTestPoint")] + [Tooltip("Order detections by distance to this point.")] + public FsmVector3 testPoint; + + [Tooltip("Set steering configurations each frame.")] + public bool everyFrame; + + [ActionSection("Outputs")] + + [HideIf("isSingleResult")] + [UIHint(UIHint.Variable)] + [Tooltip("Stores the number of detections matching the query.")] + public FsmInt storeDetectionCount; + + [HideIf("isSingleResult")] + [UIHint(UIHint.Variable)] + [ArrayEditor(VariableType.GameObject)] + [Tooltip("Stores GameObjects detected by the sensor, if there is one.")] + public FsmArray storeAllDetected; + + [HideIf("isSingleResult")] + [UIHint(UIHint.Variable)] + [ArrayEditor(VariableType.Object)] + [Tooltip("Detections must have matching component. Store all the components here.")] + public FsmArray storeAllComponents; + + [ActionSection("Outputs")] + + [HideIf("isArrayResult")] + [UIHint(UIHint.Variable)] + [Tooltip("Stores all GameObjects detected by the sensor.")] + public FsmGameObject storeDetected; + + [HideIf("isArrayResult")] + [UIHint(UIHint.Variable)] + [ObjectType(typeof(UnityEngine.Component))] + [Tooltip("Detections must have matching component. Store the component here.")] + public FsmObject storeComponent; + + [ActionSection("Events")] + [Tooltip("Fires this event if there is at least one detected GameObject that matches the search filters.")] + public FsmEvent detectedEvent; + [Tooltip("Fires this event if no GameObject is detected that matches the search filters.")] + public FsmEvent noneDetectedEvent; + + QueryType _queryType => (QueryType)queryType.Value; + + string _tag => tag.Value; + bool useTag => !string.IsNullOrEmpty(_tag); + + System.Type componentType => isSingleResult() ? storeComponent.ObjectType : storeAllComponents.ObjectType; + bool useComponent => isSingleResult() ? !storeComponent.IsNone : !storeAllComponents.IsNone; + + public bool isArrayResult() => _queryType != QueryType.Nearest && _queryType != QueryType.NearestToPoint; + public bool isSingleResult() => !isArrayResult(); + public bool hideTestPoint() => !(_queryType == QueryType.ByDistanceToPoint || _queryType == QueryType.NearestToPoint); + + public override void Reset() { + base.Reset(); + queryType = QueryType.All; + storeDetectionCount = null; + storeAllComponents = null; + storeAllDetected = null; + storeComponent = null; + storeDetected = null; + testPoint = null; + tag = null; + detectedEvent = null; + noneDetectedEvent = null; + everyFrame = false; + } + + public override void OnEnter() { + DoAction(); + if (!everyFrame) { + Finish(); + } + } + + public override void OnUpdate() { + DoAction(); + } + + void DoAction() { + if (typedSensor == null) { + return; + } + var isSomethingDetected = switchAction(); + if (isSomethingDetected) { + Fsm.Event(detectedEvent); + } else { + Fsm.Event(noneDetectedEvent); + } + } + + bool switchAction() { + switch(_queryType) { + case QueryType.All: + return DoAll(); + case QueryType.ByDistance: + return DoByDistance(); + case QueryType.ByDistanceToPoint: + return DoByDistanceToPoint(); + case QueryType.Nearest: + return DoNearest(); + case QueryType.NearestToPoint: + return DoNearestToPoint(); + default: + return false; + } + } + + bool DoAll() { + if (useComponent) { + var components = useTag + ? typedSensor.GetDetectedComponents(componentType, _tag).ToArray() + : typedSensor.GetDetectedComponents(componentType).ToArray(); + storeAllComponents.Values = components; + storeAllDetected.Values = components.Select(c => c.gameObject).ToArray(); + } else { + storeAllDetected.Values = useTag + ? typedSensor.GetDetections(_tag).ToArray() + : typedSensor.GetDetections().ToArray(); + } + if (!storeDetectionCount.IsNone) { + storeDetectionCount.Value = storeAllDetected.Values.Length; + } + return storeAllDetected.Values.Length > 0; + } + + bool DoByDistance() { + if (useComponent) { + var components = useTag + ? typedSensor.GetDetectedComponentsByDistance(componentType, _tag).ToArray() + : typedSensor.GetDetectedComponentsByDistance(componentType).ToArray(); + storeAllComponents.Values = components; + storeAllDetected.Values = components.Select(c => c.gameObject).ToArray(); + } else { + storeAllDetected.Values = useTag + ? typedSensor.GetDetectionsByDistance(_tag).ToArray() + : typedSensor.GetDetectionsByDistance().ToArray(); + } + if (!storeDetectionCount.IsNone) { + storeDetectionCount.Value = storeAllDetected.Values.Length; + } + return storeAllDetected.Values.Length > 0; + } + + bool DoByDistanceToPoint() { + if (useComponent) { + var components = useTag + ? typedSensor.GetDetectedComponentsByDistanceToPoint(testPoint.Value, componentType, _tag).ToArray() + : typedSensor.GetDetectedComponentsByDistanceToPoint(testPoint.Value, componentType).ToArray(); + storeAllComponents.Values = components; + storeAllDetected.Values = components.Select(c => c.gameObject).ToArray(); + } else { + storeAllDetected.Values = useTag + ? typedSensor.GetDetectionsByDistanceToPoint(testPoint.Value, _tag).ToArray() + : typedSensor.GetDetectionsByDistanceToPoint(testPoint.Value).ToArray(); + } + if (!storeDetectionCount.IsNone) { + storeDetectionCount.Value = storeAllDetected.Values.Length; + } + return storeAllDetected.Values.Length > 0; + } + + bool DoNearest() { + if (useComponent) { + var component = useTag + ? typedSensor.GetNearestComponent(componentType, _tag) + : typedSensor.GetNearestComponent(componentType); + storeComponent.Value = component; + storeDetected.Value = component != null ? component.gameObject : null; + } else { + storeDetected.Value = useTag + ? typedSensor.GetNearestDetection(_tag) + : typedSensor.GetNearestDetection(); + } + return storeDetected.Value != null; + } + + bool DoNearestToPoint() { + if (useComponent) { + var component = useTag + ? typedSensor.GetNearestComponentToPoint(testPoint.Value, componentType, _tag) + : typedSensor.GetNearestComponentToPoint(testPoint.Value, componentType); + storeComponent.Value = component; + storeDetected.Value = component != null ? component.gameObject : null; + } else { + storeDetected.Value = useTag + ? typedSensor.GetNearestDetectionToPoint(testPoint.Value, _tag) + : typedSensor.GetNearestDetectionToPoint(testPoint.Value); + } + return storeDetected.Value != null; + } + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetections.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetections.cs.meta new file mode 100644 index 0000000..4ef0c3c --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetDetections.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7ef0c9b8e3934a3bb9169776eb7bbcf8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetLineOfSightResult.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetLineOfSightResult.cs new file mode 100644 index 0000000..96c44f7 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetLineOfSightResult.cs @@ -0,0 +1,113 @@ +#if PLAYMAKER + +using System.Collections; +using System.Linq; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("For a LOS Sensor this will give more detailed results from the line-of-sight test performed on an object. You will rarely need this action. To know an objects visibility it's better to use the 'Sensor Get Signal' action and use the 'Store Strength' output.")] + public class SensorGetLineOfSightResult : SensorToolkitAction3DOr2D { + + [ActionSection("Inputs")] + + [RequiredField] + [Tooltip("Retrieves LOS result for this GameObject")] + public FsmGameObject targetObject; + + [Tooltip("Runs the action every frame.")] + public bool everyFrame; + + [ActionSection("Outputs")] + + [UIHint(UIHint.Variable)] + public FsmFloat storeVisibility; + + [UIHint(UIHint.Variable)] + public FsmBool storeIsVisible; + + [Tooltip("Store the array of visible LOSTarget Transforms here.")] + [UIHint(UIHint.Variable)] + [ArrayEditor(VariableType.GameObject)] + public FsmArray storeVisibleTransforms; + + [Tooltip("Store the array of visible target positions here.")] + [UIHint(UIHint.Variable)] + [ArrayEditor(VariableType.Vector3)] + public FsmArray storeVisiblePositions; + + public override void Reset() { + base.Reset(); + targetObject = null; + storeVisibility = null; + storeIsVisible = null; + storeVisibleTransforms = null; + storeVisiblePositions = null; + everyFrame = false; + } + + public override void OnEnter2D(LOSSensor2D sensor) { + OnUpdate2D(sensor); + if (!everyFrame) { + Finish(); + } + } + + public override void OnEnter3D(LOSSensor sensor) { + OnUpdate3D(sensor); + if (!everyFrame) { + Finish(); + } + } + + public override void OnExit3D(LOSSensor sensor) { } + + public override void OnExit2D(LOSSensor2D sensor) { } + + public override void OnUpdate2D(LOSSensor2D sensor) { + var result = sensor.GetResult(targetObject.Value); + if (result != null) { + storeVisibility.Value = result.Visibility; + storeIsVisible.Value = result.IsVisible; + if (!storeVisibleTransforms.IsNone) { + storeVisibleTransforms.Values = result.Rays + .Where(r => r.TargetTransform != null && r.Visibility > 0) + .Select(r => r.TargetTransform).ToArray(); + } + if (!storeVisiblePositions.IsNone) { + var visiblePositions = result.Rays.Where(r => r.Visibility > 0).Select(r => r.TargetPoint).ToList(); + var boxedPositions = new object[visiblePositions.Count]; + for (int i = 0; i < visiblePositions.Count; i++) { + boxedPositions[i] = visiblePositions[i]; + } + storeVisiblePositions.Values = boxedPositions; + } + } + } + + public override void OnUpdate3D(LOSSensor sensor) { + var result = sensor.GetResult(targetObject.Value); + if (result != null) { + storeVisibility.Value = result.Visibility; + storeIsVisible.Value = result.IsVisible; + if (!storeVisibleTransforms.IsNone) { + storeVisibleTransforms.Values = result.Rays + .Where(r => r.TargetTransform != null && r.Visibility > 0) + .Select(r => r.TargetTransform).ToArray(); + } + if (!storeVisiblePositions.IsNone) { + var visiblePositions = result.Rays.Where(r => r.Visibility > 0).Select(r => r.TargetPoint).ToList(); + var boxedPositions = new object[visiblePositions.Count]; + for (int i = 0; i < visiblePositions.Count; i++) { + boxedPositions[i] = visiblePositions[i]; + } + storeVisiblePositions.Values = boxedPositions; + } + } + } + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetLineOfSightResult.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetLineOfSightResult.cs.meta new file mode 100644 index 0000000..a4f8154 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetLineOfSightResult.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4dc5b16be65d4e7c9fdca28a3783bcad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetObstructionRayHit.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetObstructionRayHit.cs new file mode 100644 index 0000000..2037942 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetObstructionRayHit.cs @@ -0,0 +1,84 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("For a valid raycasting sensor this will retrieve the ray intersection details where it's obstructed. Works with the Ray Sensor, Arc Sensor, NavMesh Sensor and their 2D analogues.")] + public class SensorGetObstructionRayHit : SensorToolkitAction { + + [ActionSection("Inputs")] + + [Tooltip("Run each frame?")] + public bool everyFrame; + + [ActionSection("Outputs")] + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the point where the ray is obstructed")] + public FsmVector3 storePoint; + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the normal vector at the interesection point")] + public FsmVector3 storeNormal; + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the distance travelled by the ray before it's obstructed")] + public FsmFloat storeDistance; + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the fraction of the ray's length travelled before reaching the obstruction")] + public FsmFloat storeDistanceFraction; + + [ActionSection("Events")] + + [Tooltip("Invoked if the sensor is obstructed")] + public FsmEvent isObstructedEvent; + + [Tooltip("Invoked if the sensor is not obstructed")] + public FsmEvent isNotObstructedEvent; + + public override void Reset() { + base.Reset(); + storePoint = null; + storeNormal = null; + storeDistance = null; + storeDistanceFraction = null; + isObstructedEvent = null; + isNotObstructedEvent = null; + everyFrame = false; + } + + public override void OnEnter() { + DoAction(); + if (!everyFrame) { + Finish(); + } + } + + public override void OnUpdate() { + DoAction(); + } + + void DoAction() { + if (typedSensor == null) { + return; + } + var hit = typedSensor.GetObstructionRayHit(); + storePoint.Value = hit.Point; + storeNormal.Value = hit.Normal; + storeDistance.Value = hit.Distance; + storeDistanceFraction.Value = hit.DistanceFraction; + if (hit.Equals(RayHit.None)) { + Fsm.Event(isNotObstructedEvent); + } else { + Fsm.Event(isObstructedEvent); + } + } + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetObstructionRayHit.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetObstructionRayHit.cs.meta new file mode 100644 index 0000000..37ce5d6 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetObstructionRayHit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 90de75cb475540f9bd5b4b881e36d0c8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetSignal.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetSignal.cs new file mode 100644 index 0000000..1391c1b --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetSignal.cs @@ -0,0 +1,93 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("Retrieve the Signal data for a GameObject. This will give you the objects visibility (Signal Strength) and it's center point. Use this also if you want to check if a GameObject is currently detected or not.")] + public class SensorGetSignal : SensorToolkitAction { + + [ActionSection("Inputs")] + [RequiredField] + [Tooltip("Retrieves the Signal for this GameObject")] + public FsmGameObject targetObject; + + [Tooltip("Run each frame?")] + public bool everyFrame; + + [ActionSection("Outputs")] + + [UIHint(UIHint.Variable)] + [Tooltip("Stores size of the signal's bounding box. Taken from Signal.Bounds.size")] + public FsmVector3 storeSignalBoundsSize; + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the center-point of the signal's bounding box (world space). Taken from Signal.Bounds.center")] + public FsmVector3 storeSignalBoundsCenter; + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the signals 'strength'. Can be interpreted as visibility score between 0-1.")] + public FsmFloat storeSignalStrength; + + [ActionSection("Events")] + + [Tooltip("Invoked if a signal exists for the target object")] + public FsmEvent isDetectedEvent; + + [Tooltip("Invoked when there is no signal for the target object")] + public FsmEvent notDetectedEvent; + + UnityEngine.GameObject _targetObject => targetObject.Value; + + public override void Reset() { + base.Reset(); + targetObject = null; + storeSignalBoundsSize = null; + storeSignalBoundsCenter = null; + storeSignalStrength = null; + isDetectedEvent = null; + notDetectedEvent = null; + everyFrame = false; + } + + public override void OnEnter() { + DoAction(); + if (!everyFrame) { + Finish(); + } + } + + public override void OnUpdate() { + DoAction(); + } + + void DoAction() { + if (typedSensor == null || _targetObject == null) { + SetSignal(default); + return; + } + Signal signal; + if (typedSensor.TryGetSignal(_targetObject, out signal)) { + SetSignal(signal); + Fsm.Event(isDetectedEvent); + } else { + SetSignal(new Signal { + Object = _targetObject, + Bounds = new UnityEngine.Bounds(_targetObject.transform.position, UnityEngine.Vector3.zero), + Strength = 0f + }); + Fsm.Event(notDetectedEvent); + } + } + + void SetSignal(Signal signal) { + storeSignalBoundsSize.Value = signal.Bounds.size; + storeSignalBoundsCenter.Value = signal.Bounds.center; + storeSignalStrength.Value = signal.Strength; + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetSignal.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetSignal.cs.meta new file mode 100644 index 0000000..38b4900 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorGetSignal.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f87adb93e0e44e7a87e98fce9106f22d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorListenDetectionEvents.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorListenDetectionEvents.cs new file mode 100644 index 0000000..a9be8b7 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorListenDetectionEvents.cs @@ -0,0 +1,94 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("Subscribe to a sensors OnDetection, OnLostDetection events.")] + public class SensorListenDetectionEvents : SensorToolkitAction { + + public enum EventType { NewDetection, LostDetection } + + [ActionSection("New Detection")] + + [Tooltip("Event fired when a new object was detected")] + public FsmEvent newDetectionEvent; + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the gameobject that was newly detected")] + public FsmGameObject storeNewDetection; + + [ActionSection("Detection Lost")] + + [Tooltip("Event fired when a detection was lost")] + public FsmEvent lostDetectionEvent; + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the gameobject whose detection was lost")] + public FsmGameObject storeLostDetection; + + [ActionSection("Any Detections")] + + [Tooltip("Event fired when there were previously no detections and now there is at least one detection.")] + public FsmEvent someDetectionEvent; + + [Tooltip("Event fired when all detections are lost.")] + public FsmEvent noDetectionEvent; + + public override void Reset() { + base.Reset(); + newDetectionEvent = null; + storeNewDetection = null; + lostDetectionEvent = null; + storeLostDetection = null; + someDetectionEvent = null; + noDetectionEvent = null; + } + + public override void OnEnter() { + if (typedSensor == null) { + return; + } + typedSensor.OnDetected.AddListener(OnDetectionHandler); + typedSensor.OnLostDetection.AddListener(DetectionLostHandler); + typedSensor.OnSomeDetection.AddListener(OnSomeDetectionHandler); + typedSensor.OnNoDetection.AddListener(OnNoDetectionHandler); + } + + public override void OnExit() { + if (typedSensor == null) { + return; + } + typedSensor.OnDetected.RemoveListener(OnDetectionHandler); + typedSensor.OnLostDetection.RemoveListener(DetectionLostHandler); + typedSensor.OnSomeDetection.RemoveListener(OnSomeDetectionHandler); + typedSensor.OnNoDetection.RemoveListener(OnNoDetectionHandler); + } + + void OnDetectionHandler(UnityEngine.GameObject go, Sensor sensor) { + if (!storeNewDetection.IsNone) { + storeNewDetection.Value = go; + } + Fsm.Event(newDetectionEvent); + } + + void DetectionLostHandler(UnityEngine.GameObject go, Sensor sensor) { + if (!storeLostDetection.IsNone) { + storeLostDetection.Value = go; + } + Fsm.Event(lostDetectionEvent); + } + + void OnSomeDetectionHandler() { + Fsm.Event(someDetectionEvent); + } + + void OnNoDetectionHandler() { + Fsm.Event(noDetectionEvent); + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorListenDetectionEvents.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorListenDetectionEvents.cs.meta new file mode 100644 index 0000000..6ba5a45 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorListenDetectionEvents.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9231a456607c485bbe572dd146ceb783 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorPulse.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorPulse.cs new file mode 100644 index 0000000..c576f88 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorPulse.cs @@ -0,0 +1,49 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("Manually pulses the sensor.")] + public class SensorPulse : SensorToolkitAction { + + [Tooltip("Also pulse any input sensors.")] + public bool pulseInputs; + + [Tooltip("Pulse sensor each frame.")] + public bool everyFrame; + + public override void Reset() { + base.Reset(); + pulseInputs = false; + everyFrame = false; + } + + public override void OnEnter() { + DoAction(); + if (!everyFrame) { + Finish(); + } + } + + public override void OnUpdate() { + DoAction(); + } + + void DoAction() { + if (typedSensor == null) { + return; + } + if (pulseInputs) { + typedSensor.PulseAll(); + } else { + typedSensor.Pulse(); + } + } + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorPulse.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorPulse.cs.meta new file mode 100644 index 0000000..a3281bd --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorPulse.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4cfcd2cc9a8d47d6a9ebad465000606c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction.cs new file mode 100644 index 0000000..433a43e --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction.cs @@ -0,0 +1,52 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + public abstract class SensorToolkitAction : FsmStateAction where T : class { + + [HideIf("isSpecificSensorMode")] + [RequiredField, DisplayOrder(0)] + [Tooltip("The GameObject that owns the sensor.")] + public FsmOwnerDefault gameObject; + + [HideIf("isGameObjectMode")] + [DisplayOrder(1)] + [ObjectType(typeof(BasePulsableSensor))] + [Title("Specific Sensor")] + [Tooltip("You may optionally specify the sensor to act on here. This is useful when there are multiple sensors on the same GameObject.")] + public FsmObject sensor; + + public bool isGameObjectMode() => (gameObject.OwnerOption == OwnerDefaultOption.SpecifyGameObject) && !isSpecificSensorMode(); + public bool isSpecificSensorMode() => sensor != null && (sensor.UsesVariable || sensor.Value != null); + + ComponentCache typedSensorCache; + + protected T typedSensor { + get { + if (isSpecificSensorMode()) { + return sensor.Value as T; + } + var owner = Fsm.GetOwnerDefaultTarget(gameObject); + return typedSensorCache.GetComponent(owner); + } + } + + public override string ErrorCheck() { + var sensorIsNull = ReferenceEquals(typedSensor, null); + if (!isSpecificSensorMode() && sensorIsNull && Fsm.GetOwnerDefaultTarget(gameObject) != null) { + return $"GameObject requires a sensor matching {typeof(T)}"; + } + if (sensor.Value != null && sensorIsNull && sensor.Value != null) { + return $"Sensor is incompatible with this action. Must be {typeof(T)}"; + } + return base.ErrorCheck(); + } + + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction.cs.meta new file mode 100644 index 0000000..7215c86 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e30bcb13a297325408f87556d56999f3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction3DOr2D.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction3DOr2D.cs new file mode 100644 index 0000000..98c0515 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction3DOr2D.cs @@ -0,0 +1,97 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + public abstract class SensorToolkitAction3DOr2D : FsmStateAction where T1 : BasePulsableSensor where T2 : BasePulsableSensor { + + [HideIf("isSpecificSensorMode")] + [RequiredField, DisplayOrder(0)] + [Tooltip("The GameObject that owns the sensor.")] + public FsmOwnerDefault gameObject; + + [HideIf("isGameObjectMode")] + [DisplayOrder(1)] + [ObjectType(typeof(BasePulsableSensor))] + [Title("Specific Sensor")] + [Tooltip("You may optionally specify the sensor to act on here. This is useful when there are multiple sensors on the same GameObject.")] + public FsmObject sensor; + + public bool isGameObjectMode() => (gameObject.OwnerOption == OwnerDefaultOption.SpecifyGameObject) && !isSpecificSensorMode(); + public bool isSpecificSensorMode() => sensor != null && (sensor.UsesVariable || sensor.Value != null); + + ComponentCache typedSensor3DCache; + ComponentCache typedSensor2DCache; + + protected T1 sensor3D { + get { + if (isSpecificSensorMode()) { + return sensor.Value as T1; + } + var owner = Fsm.GetOwnerDefaultTarget(gameObject); + return typedSensor3DCache.GetComponent(owner); + } + } + + protected T2 sensor2D { + get { + if (isSpecificSensorMode()) { + return sensor.Value as T2; + } + var owner = Fsm.GetOwnerDefaultTarget(gameObject); + return typedSensor2DCache.GetComponent(owner); + } + } + + public override void OnEnter() { + if (sensor3D != null) { + OnEnter3D(sensor3D); + } else if (sensor2D != null) { + OnEnter2D(sensor2D); + } + } + + public override void OnExit() { + if (sensor3D != null) { + OnExit3D(sensor3D); + } else if (sensor2D != null) { + OnExit2D(sensor2D); + } + } + + public override void OnUpdate() { + if (sensor3D != null) { + OnUpdate3D(sensor3D); + } else if (sensor2D != null) { + OnUpdate2D(sensor2D); + } + } + + public abstract void OnEnter3D(T1 sensor); + public abstract void OnEnter2D(T2 sensor); + + public abstract void OnExit3D(T1 sensor); + public abstract void OnExit2D(T2 sensor); + + public abstract void OnUpdate3D(T1 sensor); + public abstract void OnUpdate2D(T2 sensor); + + public override string ErrorCheck() { + var sensor2DIsNull = ReferenceEquals(sensor2D, null); + var sensor3DIsNull = ReferenceEquals(sensor3D, null); + if (!isSpecificSensorMode() && sensor3DIsNull && sensor2DIsNull && Fsm.GetOwnerDefaultTarget(gameObject) != null) { + return $"GameObject requires a sensor matching either {typeof(T1)} or {typeof(T2)}"; + } + if (sensor.Value != null && sensor3DIsNull && sensor2DIsNull && sensor.Value != null) { + return $"Sensor is incompatible with this action. Must be either {typeof(T1)} or {typeof(T2)}"; + } + return base.ErrorCheck(); + } + + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction3DOr2D.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction3DOr2D.cs.meta new file mode 100644 index 0000000..9100aae --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SensorToolkitAction3DOr2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 870d3baba0bd44329f20f48caf6fd3b2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider.cs new file mode 100644 index 0000000..9ddd5a1 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider.cs @@ -0,0 +1,58 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker +{ + [ActionCategory("SensorToolkit")] + [Tooltip ("Sets the properties of a FOVCollider object. Note that rebuilding the collider can incur a large performance cost, so it is not recommended on a per-frame basis.")] + public class SetFOVCollider : FsmStateAction { + [RequiredField] + [ObjectType(typeof(FOVCollider))] + public FsmObject fovCollider; + + public FsmFloat length; + public FsmFloat nearDistance; + [HasFloatSlider(0,180f)] + public FsmFloat FOVAngle; + [HasFloatSlider(0, 180f)] + public FsmFloat elevationAngle; + public FsmInt resolution; + + public FOVCollider _fovCollider => fovCollider.Value as FOVCollider; + + public override void Reset() { + OwnerDefaultSensor(); + length = 5f; + nearDistance = 0.1f; + FOVAngle = 90f; + resolution = 1; + elevationAngle = 90f; + } + + void OwnerDefaultSensor() { + if (Owner != null) { + fovCollider = new FsmObject() { Value = Owner.GetComponent(typeof(FOVCollider)) }; + } else { + fovCollider = null; + } + } + + public override void OnEnter() { + setCollider(); + Finish(); + } + + void setCollider() { + _fovCollider.Length = length.Value; + _fovCollider.NearDistance = nearDistance.Value; + _fovCollider.FOVAngle = FOVAngle.Value; + _fovCollider.ElevationAngle = elevationAngle.Value; + _fovCollider.Resolution = resolution.Value; + _fovCollider.CreateCollider(); + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider.cs.meta new file mode 100644 index 0000000..ebecf31 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 23794e41a90f46c58221b496c555eaf7 +timeCreated: 1498906059 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider2D.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider2D.cs new file mode 100644 index 0000000..e65fe57 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider2D.cs @@ -0,0 +1,54 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker +{ + [ActionCategory("SensorToolkit")] + [Tooltip ("Sets the properties of a FOVCollider2D object. Note that rebuilding the collider can incur a large performance cost, so it is not recommended on a per-frame basis.")] + public class SetFOVCollider2D : FsmStateAction { + [RequiredField] + [ObjectType(typeof(FOVCollider2D))] + public FsmObject fovCollider; + + public FsmFloat length; + public FsmFloat nearDistance; + [HasFloatSlider(0,180f)] + public FsmFloat FOVAngle; + public FsmInt resolution; + + public FOVCollider2D _fovCollider => fovCollider.Value as FOVCollider2D; + + public override void Reset() { + OwnerDefaultSensor(); + length = 5f; + nearDistance = 0.1f; + FOVAngle = 90f; + resolution = 1; + } + + void OwnerDefaultSensor() { + if (Owner != null) { + fovCollider = new FsmObject() { Value = Owner.GetComponent(typeof(FOVCollider2D)) }; + } else { + fovCollider = null; + } + } + + public override void OnEnter() { + setCollider(); + Finish(); + } + + void setCollider() { + _fovCollider.Length = length.Value; + _fovCollider.NearDistance = nearDistance.Value; + _fovCollider.FOVAngle = FOVAngle.Value; + _fovCollider.Resolution = resolution.Value; + _fovCollider.CreateCollider(); + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider2D.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider2D.cs.meta new file mode 100644 index 0000000..09f5f01 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SetFOVCollider2D.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 43ca970d11ce4c889302de822190bdbb +timeCreated: 1498914605 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorConfigure.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorConfigure.cs new file mode 100644 index 0000000..1842f16 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorConfigure.cs @@ -0,0 +1,83 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("Exposes some configuration settings on the Steering Sensor that control its behaviour.")] + public class SteeringSensorConfigure : SensorToolkitAction3DOr2D { + + [ActionSection("Seek")] + + public bool setArrivalDistanceThreshold; + public bool HideArrivalDistanceThreshold() => !setArrivalDistanceThreshold; + [Tooltip("The distance from target when it is reached.")] + [HideIf("HideArrivalDistanceThreshold")] + public FsmFloat arrivalDistanceThreshold; + + [ActionSection("Velocity")] + + public bool setVelocity; + public bool HideVelocity() => !setVelocity; + [Tooltip("Speed sensor should aim for in absence of obstacles.")] + [HideIf("HideVelocity")] + public FsmFloat preferredSpeed; + [Tooltip("Max speed that can be taken to avoid collision.")] + [HideIf("HideVelocity")] + public FsmFloat maxSpeed; + + [Tooltip("Set steering configurations each frame.")] + public bool everyFrame; + + public override void Reset() { + base.Reset(); + setArrivalDistanceThreshold = false; + arrivalDistanceThreshold = 1f; + setVelocity = false; + preferredSpeed = 1f; + maxSpeed = 1f; + everyFrame = false; + } + + public override void OnEnter3D(SteeringSensor sensor) { + OnUpdate3D(sensor); + if (!everyFrame) { + Finish(); + } + } + + public override void OnEnter2D(SteeringSensor2D sensor) { + OnUpdate2D(sensor); + if (!everyFrame) { + Finish(); + } + } + + public override void OnExit3D(SteeringSensor sensor) { } + + public override void OnExit2D(SteeringSensor2D sensor) { } + + public override void OnUpdate3D(SteeringSensor sensor) { + OnUpdate(sensor); + } + + public override void OnUpdate2D(SteeringSensor2D sensor) { + OnUpdate(sensor); + } + + void OnUpdate(ISteeringSensor sensor) { + if (setArrivalDistanceThreshold) { + sensor.Seek.ArriveDistanceThreshold = arrivalDistanceThreshold.Value; + } + if (setVelocity) { + sensor.Velocity.PreferredSpeed = preferredSpeed.Value; + sensor.Velocity.MaxSpeed = maxSpeed.Value; + } + } + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorConfigure.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorConfigure.cs.meta new file mode 100644 index 0000000..55be9e3 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorConfigure.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 46fa1c4208a944949227a66f357c4624 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorSeek.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorSeek.cs new file mode 100644 index 0000000..2115b30 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorSeek.cs @@ -0,0 +1,149 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("Sets the target position to be seeked by the Steering Sensor. When the 'Target Distance' is set to a large number it behaves like a Flee behaviour. If the built-in locomotion is enabled the sensor will start moving to the target. Otherwise you can store the steering vector and move towards it with your own locomotion system.")] + public class SteeringSensorSeek : SensorToolkitAction3DOr2D { + + public enum DestinationMode { GameObject, Position, Direction, Wander, Stop } + + [ActionSection("Inputs")] + + [ObjectType(typeof(DestinationMode))] + [Tooltip("How will the seek destination be specified.")] + public FsmEnum seekMode; + + [HideIf("HideDestinationGameObject")] + [Tooltip("The gameobject that should be moved to.")] + public FsmGameObject destinationGameObject; + + [HideIf("HideDestinationPosition")] + [Tooltip("The position that should be moved to.")] + public FsmVector3 destinationPosition; + + [HideIf("HideDestinationDirection")] + [Tooltip("The direction that should be moved towards.")] + public FsmVector3 destinationDirection; + + [HideIf("HideTargetDistance")] + [Tooltip("The target distance from the destination.")] + public FsmFloat targetDistance; + + [HideIf("HideStopAtDestination")] + [Tooltip("Stop when the destination has been reached.")] + public bool stopAtDestination; + + [HideIf("HideStopOnExit")] + [Tooltip("Clear the destination when the state exits.")] + public bool stopOnExit; + + [Tooltip("Runs the action every frame.")] + public bool everyFrame; + + [ActionSection("Outputs")] + + [UIHint(UIHint.Variable)] + [Tooltip("Stores the Steering Vector calculated by the sensor.")] + public FsmVector3 storeSteeringVector; + + [ActionSection("Events")] + + [Tooltip("Fires this event if the destination position has been reached.")] + public FsmEvent destinationReachedEvent; + + DestinationMode _seekMode => (DestinationMode)seekMode.Value; + public bool HideDestinationGameObject() => _seekMode != DestinationMode.GameObject; + public bool HideDestinationPosition() => _seekMode != DestinationMode.Position; + public bool HideDestinationDirection() => _seekMode != DestinationMode.Direction; + public bool HideTargetDistance() => !(_seekMode == DestinationMode.GameObject || _seekMode == DestinationMode.Position); + public bool HideStopAtDestination() => !(_seekMode == DestinationMode.GameObject || _seekMode == DestinationMode.Position); + public bool HideStopOnExit() => _seekMode == DestinationMode.Stop; + + public override void Reset() { + base.Reset(); + seekMode = DestinationMode.GameObject; + destinationGameObject = null; + destinationPosition = null; + destinationDirection = null; + targetDistance = 0f; + stopAtDestination = true; + stopOnExit = true; + storeSteeringVector = null; + destinationReachedEvent = null; + everyFrame = false; + } + + public override void OnEnter2D(SteeringSensor2D sensor) { + OnUpdate2D(sensor); + if (!everyFrame) { + Finish(); + } + } + + public override void OnEnter3D(SteeringSensor sensor) { + OnUpdate3D(sensor); + if (!everyFrame) { + Finish(); + } + } + + public override void OnUpdate2D(SteeringSensor2D sensor) { + OnUpdate(sensor); + } + + public override void OnExit3D(SteeringSensor sensor) { + if (stopOnExit && !HideStopOnExit()) { + sensor.Stop(); + } + } + + public override void OnExit2D(SteeringSensor2D sensor) { + if (stopOnExit && !HideStopOnExit()) { + sensor.Stop(); + } + } + + public override void OnUpdate3D(SteeringSensor sensor) { + OnUpdate(sensor); + } + + void OnUpdate(ISteeringSensor sensor) { + var targetDistance = !HideTargetDistance() ? this.targetDistance.Value : 0f; + + if (_seekMode == DestinationMode.GameObject) { + if (destinationGameObject.Value != null) { + if (stopAtDestination) { + sensor.ArriveTo(destinationGameObject.Value.transform, targetDistance); + } else { + sensor.SeekTo(destinationGameObject.Value.transform, targetDistance); + } + } + } else if (_seekMode == DestinationMode.Position) { + if (stopAtDestination) { + sensor.ArriveTo(destinationPosition.Value, targetDistance); + } else { + sensor.SeekTo(destinationPosition.Value, targetDistance); + } + } else if (_seekMode == DestinationMode.Direction) { + sensor.SeekDirection(destinationDirection.Value); + } else if (_seekMode == DestinationMode.Wander) { + sensor.Wander(); + } else { + sensor.Stop(); + } + if (!storeSteeringVector.IsNone) { + storeSteeringVector.Value = sensor.GetSteeringVector(); + } + if (sensor.IsDestinationReached) { + Fsm.Event(destinationReachedEvent); + } + } + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorSeek.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorSeek.cs.meta new file mode 100644 index 0000000..d915e8a --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorSeek.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e4c47c2af9f54e408ee3638625b6492c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorStrafe.cs b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorStrafe.cs new file mode 100644 index 0000000..94c65aa --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorStrafe.cs @@ -0,0 +1,99 @@ +#if PLAYMAKER + +using System.Collections; +using HutongGames.PlayMaker; + +namespace Micosmo.SensorToolkit.PlayMaker { + + [ActionCategory("SensorToolkit")] + [Tooltip("If the Steering Sensor has built-in locomotion enabled this will control the strafing behaviour. The target is a direction or GameObject the agent should face while it seeks it's destination.")] + public class SteeringSensorStrafe : SensorToolkitAction3DOr2D { + + public enum TargetMode { GameObject, Direction, None } + + [ActionSection("Inputs")] + + [ObjectType(typeof(TargetMode))] + [Tooltip("How will the strafe target be specified.")] + public FsmEnum targetMode; + + [UIHint(UIHint.Variable)] + [HideIf("HideTargetGameObject")] + [Tooltip("The gameobject that should be faced.")] + public FsmGameObject targetGameObject; + + [HideIf("HideTargetDirection")] + [Tooltip("The position that should be faced.")] + public FsmVector3 targetDirection; + + [HideIf("HideClearOnExit")] + [Tooltip("Clear the strafe target on exit.")] + public bool clearOnExit; + + [Tooltip("Runs the action every frame.")] + public bool everyFrame; + + TargetMode _targetMode => (TargetMode)targetMode.Value; + public bool HideTargetGameObject() => _targetMode != TargetMode.GameObject; + public bool HideTargetDirection() => _targetMode != TargetMode.Direction; + public bool HideClearOnExit() => _targetMode == TargetMode.None; + + public override void Reset() { + base.Reset(); + targetMode = TargetMode.GameObject; + targetGameObject = null; + targetDirection = null; + clearOnExit = true; + everyFrame = false; + } + + public override void OnEnter2D(SteeringSensor2D sensor) { + OnUpdate2D(sensor); + if (!everyFrame) { + Finish(); + } + } + + public override void OnEnter3D(SteeringSensor sensor) { + OnUpdate3D(sensor); + if (!everyFrame) { + Finish(); + } + } + + public override void OnExit3D(SteeringSensor sensor) { + if (clearOnExit && !HideClearOnExit()) { + sensor.Locomotion.Strafing.Clear(); + } + } + + public override void OnExit2D(SteeringSensor2D sensor) { + if (clearOnExit && !HideClearOnExit()) { + sensor.Locomotion.Strafing.Clear(); + } + } + + public override void OnUpdate2D(SteeringSensor2D sensor) { + if (_targetMode == TargetMode.GameObject) { + sensor.Locomotion.Strafing.SetFaceTarget(targetGameObject.Value?.transform); + } else if (_targetMode == TargetMode.Direction) { + sensor.Locomotion.Strafing.SetFaceTarget(targetDirection.Value); + } else { + sensor.Locomotion.Strafing.Clear(); + } + } + + public override void OnUpdate3D(SteeringSensor sensor) { + if (_targetMode == TargetMode.GameObject) { + sensor.Locomotion.Strafing.SetFaceTarget(targetGameObject.Value?.transform); + } else if (_targetMode == TargetMode.Direction) { + sensor.Locomotion.Strafing.SetFaceTarget(targetDirection.Value); + } else { + sensor.Locomotion.Strafing.Clear(); + } + } + } + +} + +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorStrafe.cs.meta b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorStrafe.cs.meta new file mode 100644 index 0000000..7cd0ea8 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/SteeringSensorStrafe.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 23bf2edb4f694e809fb31ac8731f093b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Integrations/PlayMaker/Actions/Variable Type Definition.asset b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/Variable Type Definition.asset new file mode 100644 index 0000000..ecff860 --- /dev/null +++ b/Assets/SensorToolkit/Integrations/PlayMaker/Actions/Variable Type Definition.asset @@ -0,0 +1,17 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: -1572125070, guid: 336aa50a81ce85b47b50a7b6adf85a76, type: 3} + m_Name: Variable Type Definition + m_EditorClassIdentifier: + VariableTypesDefinition: + - 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I recommend first viewing the 'Fundamentals' scene. + +If you have any questions, feature requests or if you have found a bug then please send me an email at micosmogames@gmail.com + + +[CHANGELOG] +2.5.17 - Can trigger OnNoDetection from initial pulse. SensorToolkit/Settings can toggle user-comments on sensor inspectors +2.5.16 - Adds GetNavMeshHit() to NavMeshSensor, to expose the underlying NavMeshHit struct +2.5.15 - Fix il2cpp build failure, Quality point generation on LOSSensor, and a couple of other small bugs. +2.5.14 - Fix for domain reload optimization. LOSSensor allows > 180 horizontal angle. +2.5.13 - Fix boxcast shape on RaySensor2D, add setters for OnClear and OnObstruction events on raycasting sensors. +2.5.12 - Fix CollectionModifiedException when a detection event handler causes the sensor to update its list of detections. +2.5.11 - Fix 'Specific GameObject' issue in new versions of playmaker. Remove deprecation warnings in Unity 2023. 'GetDetectedComponents' allocates a list of storeIn is supplied null. +2.5.10 - Fixes an issue on the NavMeshSensor where area ids are not all consecutive. +2.5.9 - SteeringSensor has configurable Up-Direction in circular mode. 'Test' button stays visible after testing sensor in editor. Tag filter runs before signal processors. Tweak some default gizmo colours. +2.5.8 - Update GC2 integration +2.5.7 - Fix for UserSignals displaying incorrectly in the inspector. +2.5.6 - Fix for error when changing pulse interval in response to a detection event. +2.5.5 - Fix GC2 integration for latest version +2.5.4 - Fix for LOS generating invalid points in rare cases when running Quality mode. +2.5.3 - Fix NRE when pulse mode is set before it has initialized. +2.5.2 - Sensor UpdateFunction exposed via C#. Boolean sensor supports XOR. Sensors link to their doc pages from inspector. +2.5.1 - Fix error when Examples directory removed. Renamed Examples/resources to Examples/assets so its not included in builds. +2.5.0 - Big update to SteeringSensor which adds Velocity Obstacles support (Breaking changes). Most sensors will take a list of SignalProcessors. Laid a foundation to jobify the sensors, currently only the steering sensor is jobified. Many small performance fixes and improvements. +2.4.7 - RaySensor ignores intersections at distance 0 for consistency between [...]Cast and [...]CastNonAlloc. Some small performance improvements. Functions that order detections by signal strength. +2.4.6 - Bugfix for Playmaker action SensorGetDetections. +2.4.5 - LOS test points generated with Sobol sequences to reduce variance. +2.4.4 - Increased minimum Unity version to 2020.3. +2.4.3 - Better list rendering in component editors. +2.4.2 - Behaviour Designer Actions converted to Conditionals so they support 'Conditional Abort'. Fixed some cases where duplicate Sensor.OnChange events might occur. +2.4.1 - Add some helper functions so visual scripting tools can dynamically set the shapes of the ray and range sensors. +2.4.0 - **Attention** delete old SensorToolkit folder before upgrading. Adds integration package for AdventureCreator. Adds assembly definitions and reorganises scripts. Some internal refactoring to support future work. +2.3.7 - Quickfix, prev update would have compilation error in projects using Odin. +2.3.6 - Bring in latest changes to Observables. No functional difference. +2.3.5 - Fixes an issue with the TriggerSensor when it uses multiple colliders for its sensing volume +2.3.4 - Added a new component 'SignalProxy' for cases where you want to detect objects composed of many Rigidbodies. Such as a ragdoll character. +2.3.3 - Remove compiler warnings +2.3.2 - New LOSColliderOwner component can instruct LOSSensor which colliders to ignore when testing an object for LOS +2.3.1 - Replaced FOVCollider.BaseSize with 'NearDistance'. Made widget colours configurable. Fix a bug where RaySensor.Clear() won't reset 'isObstructed'. +2.3.0 - Added integration for Game Creator 2 +2.2.11 - Removed shaders causing compilation errors for some users +2.2.10 - Sensor has new events 'OnSomeDetection' and 'OnNoDetection' +2.2.9 - Sensor can be Cleared. Sensor.PulseAll will also pulse any input sensors. +2.2.8 - Simplified and improved the built-in locomotion used by the Steering Sensor. +2.2.7 - Small fix to previous update. +2.2.6 - PlayMaker actions will take either a GameObject owner or specific Sensor to target. +2.2.5 - New 'Sensor' type in PlayMaker variable-type dropdown. PlayMaker actions all take 'BasePulsableSensor'. +2.2.4 - Small improvement to Observable class. +2.2.3 - Small tweaks to filtering functions. Slightly improved performance. +2.2.2 - LOSSensor has new prop 'PointGenerationMethod', which can be 'fast' or 'quality'. The 'quality' mode will restrict the test points to the fov, 'fast' will not. +2.2.1 - Small fix for LOSSensor. It should detect a signal when it's inside its bounds. +2.2.0 - Big improvements to LOSSensor. It will now generate test points within its defined angle constraints. +2.1.3 - Sensor pulses can now optionally be run in FixedUpdate. Fixed issue causing sensor pulses not to be staggered. +2.1.2 - Small bugfix. Signal.Bounds no longer throws NRE when Signal.Object is null. +2.1.1 - Small bugfixes for Playmaker actions. +2.1.0 - Added integration for Behavior Designer. +2.0.3 - Bugfix for LOSSensor so it will generate proper test points on rotated objects. +2.0.2 - Removed a List.AddRange which had slipped through and caused GC. +2.0.1 - No functional changes. Improved formatting and comments of all the sensors code. \ No newline at end of file diff --git a/Assets/SensorToolkit/README.txt.meta b/Assets/SensorToolkit/README.txt.meta new file mode 100644 index 0000000..8d4923b --- /dev/null +++ b/Assets/SensorToolkit/README.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 84bc8513ea7f4379a4e9645eba9b76be +timeCreated: 1492266171 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors.meta b/Assets/SensorToolkit/Sensors.meta new file mode 100644 index 0000000..5da4bcd --- /dev/null +++ b/Assets/SensorToolkit/Sensors.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 00ecc3ae3c241254e93852c30ad539f5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/ArcSensor.cs b/Assets/SensorToolkit/Sensors/ArcSensor.cs new file mode 100644 index 0000000..f4b9254 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/ArcSensor.cs @@ -0,0 +1,429 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + /** + * The Arc Sensor detects objects that intersect a curve. It works just like the Ray Sensor in that it detects all + * objects up to the first obstruction. The arc is broken up into line segments and a raycast is done on each. + */ + [AddComponentMenu("Sensors/Arc Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/arc")] + public class ArcSensor : Sensor, IRayCastingSensor, IPulseRoutine { + + #region Configurations + public enum ParameterisationType { Bezier, Ballistic } + + [Tooltip("Choose how the arc is represented.")] + public ParameterisationType Parameterisation; + + // Configurations for Bezier type arc + public BezierCurve Bezier = new BezierCurve(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 1), 10); + + // Configurations for Ballistic type arc + public BallisticCurve Ballistic = new BallisticCurve(new Vector3(0, 0, 5), new Vector3(0, -10, 0), 1f, 10); + + [Tooltip("Is the curve parameterised in world space or local space.")] + public bool WorldSpace = false; + + [Tooltip("A layer mask specifying which physics layers objects will be detected on.")] + public LayerMask DetectsOnLayers; + + [Tooltip("A layer mask specifying which physics layers objects will obstruct the ray on.")] + public LayerMask ObstructedByLayers; + + [Tooltip("In Collider mode the sensor detects GameObjects attached to colliders. In RigidBody mode it detects the Collider.AttachedRigidbody.")] + public DetectionModes DetectionMode; + + [SerializeField] + SignalFilter signalFilter = new SignalFilter(); + + [Tooltip("Ignores all trigger colliders. Will not detect them or be obstructed by them.")] + public bool IgnoreTriggerColliders; + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + + #endregion + + #region Events + [SerializeField] + ObstructionEvent onObstruction; + public ObstructionEvent OnObstruction { + get => onObstruction; + set => onObstruction = value; + } + + [SerializeField] + ObstructionEvent onClear; + public ObstructionEvent OnClear { + get => onClear; + set => onClear = value; + } + + public override event Action OnPulsed; + #endregion + + #region Public + // Edit the IgnoreList at runtime. Anything in the list will not be detected + public List IgnoreList => signalFilter.IgnoreList; + + // Enable/Disable the tag filtering at runtime + public bool EnableTagFilter { + get => signalFilter.EnableTagFilter; + set => signalFilter.EnableTagFilter = value; + } + + // Change the allowed tags at runtime + public string[] AllowedTags { + get => signalFilter.AllowedTags; + set => signalFilter.AllowedTags = value; + } + + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Change at runtime if the sensor will pulse in Update or FixedUpdate + public PulseRoutine.UpdateFunctions PulseUpdateFunction { + get => pulseRoutine.UpdateFunction; + set => pulseRoutine.UpdateFunction = value; + } + + // The array size allocated for storing results from Physics.RaycastNonAlloc. Will automatically + // be doubled in size when more space is needed. + public int CurrentBufferSize => physics != null ? physics.Buffer.Length : 0; + + // Returns true if the ray sensor is being obstructed and false otherwise + public bool IsObstructed => GetObstructionRayHit().IsObstructing; + + public List UnobstructedArcPoints => arcPoints; + public List ObstructedArcPoints => obstructedArcPoints; + + public override void PulseAll() => Pulse(); + + public override void Clear() { + base.Clear(); + clearDetectedObjects(); + SendObstructionEvents(); + SampleArc(); + } + + // Returns the RayHit data associated with the detected GameObject + public RayHit GetDetectionRayHit(GameObject detectedGameObject) { + var result = RayHit.None; + goWorkList.Clear(); + signalPipeline.GetInputObjects(detectedGameObject, goWorkList); + foreach (var input in goWorkList) { + RaycastHit hit; + if (detectedObjectHits.TryGetValue(input, out hit)) { + if (result.Equals(RayHit.None) || result.Distance > hit.distance) { + result = new RayHit() { + IsObstructing = false, + Point = hit.point, + Normal = hit.normal, + Distance = hit.distance, + DistanceFraction = hit.distance / totalLength, + Collider = hit.collider + }; + } + } + } + return result; + } + + // Returns the RayHit data associated with the obstructing GameObject + public RayHit GetObstructionRayHit() { + if (!isObstructed || obstructionRayHit.collider == null) { + return RayHit.None; + } + return new RayHit() { + IsObstructing = true, + Point = obstructionRayHit.point, + Normal = obstructionRayHit.normal, + Distance = obstructionRayHit.distance, + DistanceFraction = obstructionRayHit.distance / totalLength, + Collider = obstructionRayHit.collider + }; + } + #endregion + + #region Internals + List arcPoints = new List(); + List obstructedArcPoints = new List(); + + bool isObstructed = false; + RaycastHit obstructionRayHit; + Dictionary detectedObjectHits = new Dictionary(); + List workList = new List(); + float totalLength = 0f; + List goWorkList = new List(); + + static ArcSegmentTest arcSegmentTestInstance = new ArcSegmentTest(); + PhysicsNonAlloc physics; + + protected override PulseJob GetPulseJob() { + if (physics == null) { + physics = new PhysicsNonAlloc(); + } + + MapToRigidBody.Configure(DetectionMode, false); + + TestArc(); + + UpdateAllSignals(workList); + SendObstructionEvents(); + + OnPulsed?.Invoke(); + + return default; + } + + protected override void InitialiseSignalProcessors() { + base.InitialiseSignalProcessors(); + MapToSignalProxy.Configure(true); + SignalFilter = signalFilter; + } + + protected override List GetInputColliders(GameObject InputObject, List storeIn) { + RaycastHit hit; + if (detectedObjectHits.TryGetValue(InputObject, out hit)) { + storeIn.Add(hit.collider); + } + return storeIn; + } + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + + protected override void Awake() { + base.Awake(); + + if (onObstruction == null) { + onObstruction = new ObstructionEvent(); + } + + if (onClear == null) { + onClear = new ObstructionEvent(); + } + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + void OnEnable() { + clearDetectedObjects(); + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + pulseRoutine.OnDisable(); + } + + void OnValidate() { + pulseRoutine?.OnValidate(); + } + + bool isSingleResult() { + var layerMaskIsSubsset = ((DetectsOnLayers | ObstructedByLayers) & (~ObstructedByLayers)) == 0; + return layerMaskIsSubsset && signalFilter.IsNull(); + } + + List hits = new List(); + void TestArc() { + clearDetectedObjects(); + + SampleArc(); + + var accLength = 0f; + var segmentIsObstructed = false; + for (var i = 0; i < arcPoints.Count - 1; i++) { + var p1 = arcPoints[i]; + var p2 = arcPoints[i + 1]; + var delta = p2 - p1; + var length = delta.magnitude; + var dir = delta / length; + + arcSegmentTestInstance.SegmentRay = new Ray(p1, dir); + arcSegmentTestInstance.SegmentLength = length; + var numberOfHits = physics.PerformTest(this, arcSegmentTestInstance); + + hits.Clear(); + for (int j = 0; j < numberOfHits; j++) { + var hit = physics.Buffer[j]; + hit.distance += accLength; + hits.Add(hit); + } + + hits.Sort(RaycastHitComparison); + + foreach (var hit in hits) { + if ((1 << hit.collider.gameObject.layer & DetectsOnLayers) != 0) { + if (signalFilter.TestCollider(hit.collider)) { + addRayHit(hit); + } + } + if ((1 << hit.collider.gameObject.layer & ObstructedByLayers) != 0) { + if (signalFilter.TestCollider(hit.collider)) { + obstructionRayHit = hit; + segmentIsObstructed = true; + break; + } + } + } + + if (segmentIsObstructed) { + var obspoint = obstructionRayHit.point; + obstructedArcPoints.Add(obspoint); + for (var j = i+1; j < arcPoints.Count; j++) { + obstructedArcPoints.Add(arcPoints[j]); + } + arcPoints.RemoveRange(i+1, obstructedArcPoints.Count - 1); + arcPoints.Add(obspoint); + break; + } + + accLength += length; + } + } + + void SampleArc() { + obstructedArcPoints.Clear(); + + if (Parameterisation == ParameterisationType.Bezier) { + arcPoints = Bezier.Sample( + transform.position, + WorldSpace ? Quaternion.identity : transform.rotation, + arcPoints + ); + } else if (Parameterisation == ParameterisationType.Ballistic) { + arcPoints = Ballistic.Sample( + transform.position, + WorldSpace ? Quaternion.identity : transform.rotation, + arcPoints + ); + } + + totalLength = 0f; + for (var i = 0; i < arcPoints.Count-1; i++) { + totalLength += (arcPoints[i + 1] - arcPoints[i]).magnitude; + } + } + + void SendObstructionEvents() { + if (isObstructed && obstructionRayHit.collider == null) { + isObstructed = false; + OnClear.Invoke(this); + } else if (!isObstructed && obstructionRayHit.collider != null) { + isObstructed = true; + OnObstruction.Invoke(this); + } + } + + void addRayHit(RaycastHit hit) { + var go = hit.collider.gameObject; + if (!detectedObjectHits.ContainsKey(go)) { + detectedObjectHits.Add(go, hit); + workList.Add(new Signal() { + Object = go, + Strength = 1f, + Bounds = new Bounds(hit.point, Vector3.zero) + }); + } + } + + void clearDetectedObjects() { + obstructionRayHit = new RaycastHit(); + detectedObjectHits.Clear(); + workList.Clear(); + } + + static Comparison RaycastHitComparison = new Comparison(CompareRaycastHits); + + static int CompareRaycastHits(RaycastHit x, RaycastHit y) { + if (x.distance < y.distance) { + return -1; + } else if (x.distance > y.distance) { + return 1; + } + return 0; + } + + protected override void OnDrawGizmosSelected() { + //base.OnDrawGizmosSelected(); + + if (!IsRunning()) { + SampleArc(); + } + + if (IsObstructed && IsRunning()) { + Gizmos.color = STPrefs.CastingBlockedRayColour; + } else { + Gizmos.color = STPrefs.CastingRayColour; + } + for (int i = 0; i < arcPoints.Count - 1; i++) { + var p1 = arcPoints[i]; + var p2 = arcPoints[i + 1]; + Gizmos.DrawLine(p1, p2); + } + + if (ShowDetectionGizmos) { + foreach (var detection in GetDetections()) { + var hit = GetDetectionRayHit(detection); + SensorGizmos.RaycastHitGizmo(hit.Point, hit.Normal, false); + } + if (IsObstructed) { + SensorGizmos.RaycastHitGizmo(GetObstructionRayHit().Point, GetObstructionRayHit().Normal, true); + } + } + } + + bool IsRunning() { + return Application.isPlaying || ShowDetectionGizmos; + } + + class ArcSegmentTest : ITestNonAlloc { + public Ray SegmentRay; + public float SegmentLength; + + public int Test(ArcSensor sensor, RaycastHit[] results) { + var queryTriggerInteraction = sensor.IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; + LayerMask combinedLayers = sensor.DetectsOnLayers | sensor.ObstructedByLayers; + if (sensor.isSingleResult()) { + RaycastHit hit; + if (Physics.Raycast(SegmentRay, out hit, SegmentLength, combinedLayers, queryTriggerInteraction)) { + results[0] = hit; + return 1; + } + return 0; + } else { + return Physics.RaycastNonAlloc(SegmentRay, results, SegmentLength, combinedLayers, queryTriggerInteraction); + } + } + } + #endregion + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/ArcSensor.cs.meta b/Assets/SensorToolkit/Sensors/ArcSensor.cs.meta new file mode 100644 index 0000000..d409e53 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/ArcSensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a705c069e7064afa9e7affdc2a1c06a1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: dc570dcc74309cd49b84904737d77fd5, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/ArcSensor2D.cs b/Assets/SensorToolkit/Sensors/ArcSensor2D.cs new file mode 100644 index 0000000..ec70bd7 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/ArcSensor2D.cs @@ -0,0 +1,436 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + /** + * The Arc Sensor detects objects that intersect a curve. It works just like the Ray Sensor in that it detects all + * objects up to the first obstruction. The arc is broken up into line segments and a raycast is done on each. + */ + [AddComponentMenu("Sensors/2D Arc Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/arc")] + public class ArcSensor2D : Sensor, IRayCastingSensor, IPulseRoutine { + + #region Configurations + public enum ParameterisationType { Bezier, Ballistic } + + [Tooltip("Choose how the arc is represented.")] + public ParameterisationType Parameterisation; + + // Configurations for Bezier type arc + public BezierCurve2D Bezier = new BezierCurve2D(new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), 10); + + // Configurations for Ballistic type arc + public BallisticCurve2D Ballistic = new BallisticCurve2D(new Vector2(5, 0), new Vector3(0, -10), 1f, 10); + + [Tooltip("Is the curve parameterised in world space or local space.")] + public bool WorldSpace = false; + + [Tooltip("A layer mask specifying which physics layers objects will be detected on.")] + public LayerMask DetectsOnLayers; + + [Tooltip("A layer mask specifying which physics layers objects will obstruct the ray on.")] + public LayerMask ObstructedByLayers; + + [Tooltip("In Collider mode the sensor detects GameObjects attached to colliders. In RigidBody mode it detects the Collider.AttachedRigidbody.")] + public DetectionModes DetectionMode; + + [SerializeField] + SignalFilter signalFilter = new SignalFilter(); + + [Tooltip("Ignores all trigger colliders. Will not detect them or be obstructed by them.")] + public bool IgnoreTriggerColliders; + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + #endregion + + #region Events + [SerializeField] + ObstructionEvent onObstruction; + public ObstructionEvent OnObstruction { + get => onObstruction; + set => onObstruction = value; + } + + [SerializeField] + ObstructionEvent onClear; + public ObstructionEvent OnClear { + get => onClear; + set => onClear = value; + } + + public override event Action OnPulsed; + #endregion + + #region Public + // Edit the IgnoreList at runtime. Anything in the list will not be detected + public List IgnoreList => signalFilter.IgnoreList; + + // Enable/Disable the tag filtering at runtime + public bool EnableTagFilter { + get => signalFilter.EnableTagFilter; + set => signalFilter.EnableTagFilter = value; + } + + // Change the allowed tags at runtime + public string[] AllowedTags { + get => signalFilter.AllowedTags; + set => signalFilter.AllowedTags = value; + } + + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Change at runtime if the sensor will pulse in Update or FixedUpdate + public PulseRoutine.UpdateFunctions PulseUpdateFunction { + get => pulseRoutine.UpdateFunction; + set => pulseRoutine.UpdateFunction = value; + } + + // The array size allocated for storing results from Physics.RaycastNonAlloc. Will automatically + // be doubled in size when more space is needed. + public int CurrentBufferSize => physics != null ? physics.Buffer.Length : 0; + + // Returns true if the ray sensor is being obstructed and false otherwise + public bool IsObstructed => GetObstructionRayHit().IsObstructing; + + public List UnobstructedArcPoints => arcPoints; + public List ObstructedArcPoints => obstructedArcPoints; + + public override void PulseAll() => Pulse(); + + public override void Clear() { + base.Clear(); + clearDetectedObjects(); + SendObstructionEvents(); + SampleArc(); + } + + // Returns the RayHit data associated with the detected GameObject + public RayHit GetDetectionRayHit(GameObject detectedGameObject) { + var result = RayHit.None; + goWorkList.Clear(); + signalPipeline.GetInputObjects(detectedGameObject, goWorkList); + foreach (var input in goWorkList) { + RaycastHit2D hit; + if (detectedObjectHits.TryGetValue(input, out hit)) { + if (result.Equals(RayHit.None) || result.Distance > hit.distance) { + result = new RayHit() { + IsObstructing = false, + Point = hit.point, + Normal = hit.normal, + Distance = hit.distance, + DistanceFraction = hit.distance / totalLength, + Collider2D = hit.collider + }; + } + } + } + return result; + } + + // Returns the RayHit data associated with the obstructing GameObject + public RayHit GetObstructionRayHit() { + if (!isObstructed || obstructionRayHit.collider == null) { + return RayHit.None; + } + return new RayHit { + IsObstructing = true, + Point = obstructionRayHit.point, + Normal = obstructionRayHit.normal, + Distance = obstructionRayHit.distance, + DistanceFraction = obstructionRayHit.distance / totalLength, + Collider2D = obstructionRayHit.collider + }; + } + #endregion + + #region Internals + List arcPoints = new List(); + List obstructedArcPoints = new List(); + + bool isObstructed = false; + RaycastHit2D obstructionRayHit; + Dictionary detectedObjectHits = new Dictionary(); + List workList = new List(); + float totalLength = 0f; + List goWorkList = new List(); + + static ArcSegmentTest arcSegmentTestInstance = new ArcSegmentTest(); + PhysicsNonAlloc physics; + + protected override PulseJob GetPulseJob() { + if (physics == null) { + physics = new PhysicsNonAlloc(); + } + + MapToRigidBody.Configure(DetectionMode, true); + + TestArc(); + + UpdateAllSignals(workList); + SendObstructionEvents(); + + OnPulsed?.Invoke(); + + return default; + } + + protected override void InitialiseSignalProcessors() { + base.InitialiseSignalProcessors(); + MapToSignalProxy.Configure(true); + SignalFilter = signalFilter; + } + + protected override List GetInputColliders(GameObject InputObject, List storeIn) { + RaycastHit2D hit; + if (detectedObjectHits.TryGetValue(InputObject, out hit)) { + storeIn.Add(hit.collider); + } + return storeIn; + } + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + + protected override void Awake() { + base.Awake(); + + if (onObstruction == null) { + onObstruction = new ObstructionEvent(); + } + + if (onClear == null) { + onClear = new ObstructionEvent(); + } + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + void OnEnable() { + clearDetectedObjects(); + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + pulseRoutine.OnDisable(); + } + + void OnValidate() { + pulseRoutine?.OnValidate(); + } + + bool isSingleResult() { + var layerMaskIsSubsset = ((DetectsOnLayers | ObstructedByLayers) & (~ObstructedByLayers)) == 0; + return layerMaskIsSubsset && signalFilter.IsNull(); + } + + List hits = new List(); + void TestArc() { + clearDetectedObjects(); + + var saveQHT = Physics2D.queriesHitTriggers; + Physics2D.queriesHitTriggers = !IgnoreTriggerColliders; // Must keep this, Raycast with single result doesn't support ContactFilter + SampleArc(); + Physics2D.queriesHitTriggers = saveQHT; + + var accLength = 0f; + var segmentIsObstructed = false; + for (var i = 0; i < arcPoints.Count - 1; i++) { + var p1 = arcPoints[i]; + var p2 = arcPoints[i + 1]; + var delta = p2 - p1; + var length = delta.magnitude; + var dir = delta / length; + + arcSegmentTestInstance.SegmentRay = new Ray(p1, dir); + arcSegmentTestInstance.SegmentLength = length; + var numberOfHits = physics.PerformTest(this, arcSegmentTestInstance); + + hits.Clear(); + for (int j = 0; j < numberOfHits; j++) { + var hit = physics.Buffer[j]; + hit.distance += accLength; + hits.Add(hit); + } + + hits.Sort(RaycastHitComparison); + + foreach (var hit in hits) { + if ((1 << hit.collider.gameObject.layer & DetectsOnLayers) != 0) { + if (signalFilter.TestCollider(hit.collider)) { + addRayHit(hit); + } + } + if ((1 << hit.collider.gameObject.layer & ObstructedByLayers) != 0) { + if (signalFilter.TestCollider(hit.collider)) { + obstructionRayHit = hit; + segmentIsObstructed = true; + break; + } + } + } + + if (segmentIsObstructed) { + var obspoint = obstructionRayHit.point; + obstructedArcPoints.Add(obspoint); + for (var j = i + 1; j < arcPoints.Count; j++) { + obstructedArcPoints.Add(arcPoints[j]); + } + arcPoints.RemoveRange(i + 1, obstructedArcPoints.Count - 1); + arcPoints.Add(obspoint); + break; + } + + accLength += length; + } + } + + void SampleArc() { + obstructedArcPoints.Clear(); + + if (Parameterisation == ParameterisationType.Bezier) { + arcPoints = Bezier.Sample( + transform.position, + WorldSpace ? Quaternion.identity : transform.rotation, + arcPoints + ); + } else if (Parameterisation == ParameterisationType.Ballistic) { + arcPoints = Ballistic.Sample( + transform.position, + WorldSpace ? Quaternion.identity : transform.rotation, + arcPoints + ); + } + + totalLength = 0f; + for (var i = 0; i < arcPoints.Count - 1; i++) { + totalLength += (arcPoints[i + 1] - arcPoints[i]).magnitude; + } + } + + void SendObstructionEvents() { + if (isObstructed && obstructionRayHit.collider == null) { + isObstructed = false; + OnClear.Invoke(this); + } else if (!isObstructed && obstructionRayHit.collider != null) { + isObstructed = true; + OnObstruction.Invoke(this); + } + } + + void addRayHit(RaycastHit2D hit) { + var go = hit.collider.gameObject; + if (!detectedObjectHits.ContainsKey(go)) { + detectedObjectHits.Add(go, hit); + workList.Add(new Signal() { + Object = go, + Strength = 1f, + Bounds = new Bounds(hit.point, Vector3.zero) + }); + } + } + + void clearDetectedObjects() { + obstructionRayHit = new RaycastHit2D(); + detectedObjectHits.Clear(); + workList.Clear(); + } + + static Comparison RaycastHitComparison = new Comparison(CompareRaycastHits); + + static int CompareRaycastHits(RaycastHit2D x, RaycastHit2D y) { + if (x.distance < y.distance) { + return -1; + } else if (x.distance > y.distance) { + return 1; + } + return 0; + } + + protected override void OnDrawGizmosSelected() { + //base.OnDrawGizmosSelected(); + + if (!IsRunning()) { + SampleArc(); + } + + if (IsObstructed && IsRunning()) { + Gizmos.color = STPrefs.CastingBlockedRayColour; + } else { + Gizmos.color = STPrefs.CastingRayColour; + } + for (int i = 0; i < arcPoints.Count - 1; i++) { + var p1 = arcPoints[i]; + var p2 = arcPoints[i + 1]; + Gizmos.DrawLine(p1, p2); + } + + if (ShowDetectionGizmos) { + foreach (var detection in GetDetections()) { + var hit = GetDetectionRayHit(detection); + SensorGizmos.RaycastHitGizmo(hit.Point, hit.Normal, false); + } + if (IsObstructed) { + SensorGizmos.RaycastHitGizmo(GetObstructionRayHit().Point, GetObstructionRayHit().Normal, true); + } + } + } + + bool IsRunning() { + return Application.isPlaying || ShowDetectionGizmos; + } + + class ArcSegmentTest : ITestNonAlloc { + public Ray SegmentRay; + public float SegmentLength; + + public int Test(ArcSensor2D sensor, RaycastHit2D[] results) { + var queryTriggerInteraction = sensor.IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; + LayerMask combinedLayers = sensor.DetectsOnLayers | sensor.ObstructedByLayers; + if (sensor.isSingleResult()) { + var hit = Physics2D.Raycast(SegmentRay.origin, SegmentRay.direction, SegmentLength, combinedLayers); + if (hit.collider != null) { + results[0] = hit; + return 1; + } + return 0; + } else { + var filter = new ContactFilter2D { + useLayerMask = true, + layerMask = combinedLayers, + useTriggers = !sensor.IgnoreTriggerColliders, + }; + return Physics2D.Raycast(SegmentRay.origin, SegmentRay.direction, filter, results, SegmentLength); + } + } + } + #endregion + } +} diff --git a/Assets/SensorToolkit/Sensors/ArcSensor2D.cs.meta b/Assets/SensorToolkit/Sensors/ArcSensor2D.cs.meta new file mode 100644 index 0000000..d30d0e9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/ArcSensor2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 425a559dad984a39ba714c30f4f07a4c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: b98859db70782b341b422023ea3f3375, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/BooleanSensor.cs b/Assets/SensorToolkit/Sensors/BooleanSensor.cs new file mode 100644 index 0000000..7705de3 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/BooleanSensor.cs @@ -0,0 +1,211 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + /** + * The Boolean Sensor is another Compound Sensor that combines the signals of it's input sensors. It merges the + * signals of each sensor via logical And or logical Or. + */ + [AddComponentMenu("Sensors/Boolean Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/boolean")] + public class BooleanSensor : Sensor { + + #region Configurations + public enum OperationType { And, Or, ExclusiveOr } + + [System.Serializable] + public class ObservableOperationType : Observable { } + + [Tooltip("The list of input sensors. Changing the list will cause this sensor to immediately re-evaluate it's output signals.")] + public ObservableSensorList InputSensors = new ObservableSensorList(); + + [SerializeField] + ObservableOperationType operation = new ObservableOperationType() { Value = OperationType.And }; + #endregion + + #region Events + public override event System.Action OnPulsed; + #endregion + + #region Public + // Change the operation type at runtime + public OperationType Operation { + get => operation.Value; + set => operation.Value = value; + } + + public override void PulseAll() { + foreach (var sensor in InputSensors) { + if (sensor != null) { + sensor.PulseAll(); + } + } + Pulse(); + } + #endregion + + #region Internals + Dictionary detectionCounts = new Dictionary(); + List workList = new List(); + int sensorCount; + + // In reality you shouldn't need to pulse this sensor manually. It subscribes to the OnSignalChange events of + // the input sensors and updates as soon as the input sensors update. + protected override PulseJob GetPulseJob() { + RedoFromScratch(); + + workList.Clear(); + foreach (var detectionCount in detectionCounts) { + if (SatisfiesBooleanOp(detectionCount.Value)) { + workList.Add(CombineInputSignals(detectionCount.Key)); + } + } + + UpdateAllSignals(workList); + + OnPulsed?.Invoke(); + + return default; + } + + protected override void Awake() { + base.Awake(); + + InputSensors.OnChanged += InputsChangedHandler; + InputSensors.ItemAdded += SensorAddedHandler; + InputSensors.ItemRemoved += SensorRemovedHandler; + operation.OnChanged += InputsChangedHandler; + + foreach (var sensor in InputSensors) { + SensorAddedHandler(sensor); + } + } + + void OnDestroy() { + InputSensors.OnChanged -= InputsChangedHandler; + InputSensors.ItemAdded -= SensorAddedHandler; + InputSensors.ItemRemoved -= SensorRemovedHandler; + operation.OnChanged -= InputsChangedHandler; + + foreach (var sensor in InputSensors) { + SensorRemovedHandler(sensor); + } + } + + void OnValidate() { + if (InputSensors != null) { + InputSensors.OnValidate(); + } + if (operation != null) { + operation.OnValidate(); + } + } + + void SensorAddedHandler(Sensor sensor) { + if (sensor != null) { + sensor.OnDetected.AddListener(OnDetectionHandler); + sensor.OnLostDetection.AddListener(OnLostDetectionHandler); + sensor.OnSignalChanged += OnSignalChangedHandler; + } + sensorCount += 1; + } + + void SensorRemovedHandler(Sensor sensor) { + if (sensor != null) { + sensor.OnDetected.RemoveListener(OnDetectionHandler); + sensor.OnLostDetection.RemoveListener(OnLostDetectionHandler); + sensor.OnSignalChanged -= OnSignalChangedHandler; + } + sensorCount -= 1; + } + + void OnDetectionHandler(GameObject go, Sensor sensor) { + if (SatisfiesBooleanOp(IncrementDetectionCount(go))) { + UpdateSignalImmediate(CombineInputSignals(go)); + } + } + + void OnSignalChangedHandler(Signal signal, Sensor sensor) { + if (IsDetected(signal.Object)) { + UpdateSignalImmediate(CombineInputSignals(signal.Object)); + } + } + + void OnLostDetectionHandler(GameObject go, Sensor sensor) { + if (!SatisfiesBooleanOp(DecrementDetectionCount(go))) { + LostSignalImmediate(go); + } + } + + int IncrementDetectionCount(GameObject forObject) { + var n = 0; + detectionCounts.TryGetValue(forObject, out n); + n += 1; + detectionCounts[forObject] = n; + return n; + } + + int DecrementDetectionCount(GameObject forObject) { + var n = detectionCounts[forObject]; + n -= 1; + if (n > 0) { + detectionCounts[forObject] = n; + } else { + detectionCounts.Remove(forObject); + } + return n; + } + + Signal CombineInputSignals(GameObject forObject) { + Signal signal; + Signal combinedSignal = new Signal(forObject); + bool isFirst = true; + foreach (var input in InputSensors) { + if (input.TryGetSignal(forObject, out signal)) { + if (isFirst) { + combinedSignal.Shape = signal.Shape; + isFirst = false; + } else { + combinedSignal.Shape.Encapsulate(signal.Shape); + } + combinedSignal.Strength = Mathf.Max(combinedSignal.Strength, signal.Strength); + } + } + return combinedSignal; + } + + void InputsChangedHandler() { + Pulse(); + } + + void RedoFromScratch() { + detectionCounts.Clear(); + + sensorCount = 0; + + foreach (var sensor in InputSensors) { + if (sensor == null) { + continue; + } + sensorCount += 1; + foreach (var detection in sensor.Detections) { + IncrementDetectionCount(detection); + } + } + } + + bool SatisfiesBooleanOp(int n) { + if (Operation == OperationType.And) { + return n == sensorCount; + } else if (Operation == OperationType.Or) { + return n > 0; + } else { + return n == 1; + } + } + #endregion + } +} + \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/BooleanSensor.cs.meta b/Assets/SensorToolkit/Sensors/BooleanSensor.cs.meta new file mode 100644 index 0000000..7dda68e --- /dev/null +++ b/Assets/SensorToolkit/Sensors/BooleanSensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1f53f8d119af4887ab3ce0bfbba6fc45 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 456a677bfd32e404b8990d9a71d155b5, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/FOVCollider.cs b/Assets/SensorToolkit/Sensors/FOVCollider.cs new file mode 100644 index 0000000..2f6d9fe --- /dev/null +++ b/Assets/SensorToolkit/Sensors/FOVCollider.cs @@ -0,0 +1,164 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit +{ + /* + * A paramemtric shape for creating field of view cones that work with the trigger sensor. Requires a MeshCollider + * component on the same gameobject. When the script starts it will dynamically create a mesh for the fov cone and + * assign it to this MeshCollider component. + */ + [RequireComponent(typeof(MeshCollider))] + [ExecuteInEditMode] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/fov")] + public class FOVCollider : MonoBehaviour { + [Tooltip("The length of the field of view cone in world units.")] + public float Length = 5f; + + [Tooltip("The distance to the near plane of the frustum.")] + public float NearDistance = 0.1f; + + [Range(1f, 180f), Tooltip("The arc angle of the fov cone.")] + public float FOVAngle = 90f; + + [Range(1f, 180f), Tooltip("The elevation angle of the cone.")] + public float ElevationAngle = 90f; + + [Range(0, 8), Tooltip("The number of vertices used to approximate the arc of the fov cone. Ideally this should be as low as possible.")] + public int Resolution = 0; + + // Returns the generated collider mesh so that it can be rendered. + public Mesh FOVMesh => mesh; + + Mesh mesh; + MeshCollider mc; + Vector3[] pts; + int[] triangles; + + void Awake() { + mc = GetComponent(); + CreateCollider(); + } + + void OnValidate() { + Length = Mathf.Max(0f, Length); + NearDistance = Mathf.Clamp(NearDistance, 0f, Length); + if (mc != null) { + CreateCollider(); + } + } + + public void CreateCollider() { + pts = new Vector3[4 + (2+Resolution)*(2+Resolution)]; + // There are 2 triangles on the base + var baseTriangleIndices = 2 * 3; + // The arc is (Resolution+2) vertices to each side, making (Resolution+1)*(Resolution+1) boxes of 2 tris each + var arcTriangleIndices = (Resolution + 1) * (Resolution + 1) * 2 * 3; + // There are 4 sides to the cone, and each side has Resolution+2 triangles + var sideTriangleIndices = (Resolution + 2) * 3; + triangles = new int[baseTriangleIndices + arcTriangleIndices + sideTriangleIndices*4]; + + // Base points + pts[0] = Quaternion.Euler(-ElevationAngle / 2f, -FOVAngle / 2f, 0f) * Vector3.forward * NearDistance; // Top Left + pts[1] = Quaternion.Euler(ElevationAngle / 2f, -FOVAngle / 2f, 0f) * Vector3.forward * NearDistance; // Bottom Left + pts[2] = Quaternion.Euler(ElevationAngle / 2f, FOVAngle / 2f, 0f) * Vector3.forward * NearDistance; // Bottom Right + pts[3] = Quaternion.Euler(-ElevationAngle / 2f, FOVAngle / 2f, 0f) * Vector3.forward * NearDistance; // Top Right + triangles[0] = 2; triangles[1] = 1; triangles[2] = 0; triangles[3] = 3; triangles[4] = 2; triangles[5] = 0; + + for (int y = 0; y < 2+Resolution; y++) { + for (int x = 0; x < 2+Resolution; x++) { + int i = 4 + y * (2 + Resolution) + x; + float ay = Mathf.Lerp(-FOVAngle / 2f, FOVAngle / 2f, (float)x / (float)(Resolution + 1)); + float ax = Mathf.Lerp(-ElevationAngle / 2f, ElevationAngle / 2f, (float)y / (float)(Resolution + 1)); + Vector3 p = Quaternion.Euler(ax, ay, 0f) * Vector3.forward * Length; + pts[i] = p; + + if (x < (1+Resolution) && y < (1+Resolution)) { + var ti = baseTriangleIndices + (y * (Resolution + 1) + x) * 3 * 2; + triangles[ti] = i + 1 + (2 + Resolution); // top right + triangles[ti + 1] = i + 1; // bottom right + triangles[ti + 2] = i; // bottom left + triangles[ti + 3] = i + (2 + Resolution); // top left + triangles[ti + 4] = i + (2 + Resolution) + 1; // top right + triangles[ti + 5] = i; // bottom left + } + } + } + + // Top and bottom side triangles + for (int x = 0; x < 2+Resolution; x++) { + var iTop = 4 + x; + var iBottom = 4 + (1 + Resolution) * (2 + Resolution) + x; + + var tiTop = baseTriangleIndices + arcTriangleIndices + x*3; + var tiBottom = tiTop + sideTriangleIndices; + if (x == 0) { + triangles[tiTop] = 3; + triangles[tiTop+1] = 0; + triangles[tiTop + 2] = iTop; + + triangles[tiBottom] = 1; + triangles[tiBottom + 1] = 2; + triangles[tiBottom + 2] = iBottom; + } else { + triangles[tiTop] = iTop; + triangles[tiTop + 1] = 3; + triangles[tiTop + 2] = iTop-1; + + triangles[tiBottom] = 2; + triangles[tiBottom + 1] = iBottom; + triangles[tiBottom + 2] = iBottom-1; + } + } + + // Left and right side triangles + var yIncr = 2 + Resolution; + for (int y = 0; y < 2 + Resolution; y++) { + var iLeft = 4 + y*(2+Resolution); + var iRight = iLeft + (1+Resolution); + + var tiLeft = baseTriangleIndices + arcTriangleIndices + sideTriangleIndices*2 + y*3; + var tiRight = tiLeft + sideTriangleIndices; + if (y == 0) { + triangles[tiLeft] = 0; + triangles[tiLeft + 1] = 1; + triangles[tiLeft + 2] = iLeft; + + triangles[tiRight] = 2; + triangles[tiRight + 1] = 3; + triangles[tiRight + 2] = iRight; + } else { + triangles[tiLeft] = 1; + triangles[tiLeft + 1] = iLeft; + triangles[tiLeft + 2] = iLeft - yIncr; + + triangles[tiRight] = iRight; + triangles[tiRight + 1] = 2; + triangles[tiRight + 2] = iRight - yIncr; + } + } + + releaseMesh(); + mesh = new Mesh(); + mesh.vertices = pts; + mesh.triangles = triangles; + mesh.name = "FOVColliderPoints"; + mc.sharedMesh = mesh; + mc.convex = true; + mc.isTrigger = true; + } + + void releaseMesh() { + if (mc.sharedMesh != null && mc.sharedMesh == mesh) { + DestroyImmediate(mc.sharedMesh, true); + } + } + + void OnDrawGizmosSelected() { + Gizmos.color = Color.green; + foreach(Vector3 p in pts) { + Gizmos.DrawSphere(transform.TransformPoint(p), 0.02f); + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/FOVCollider.cs.meta b/Assets/SensorToolkit/Sensors/FOVCollider.cs.meta new file mode 100644 index 0000000..311dde7 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/FOVCollider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e307e64634ea457bab5dca4083c71e14 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f477a99c1c60b6c498b80c318fa046c8, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/FOVCollider2D.cs b/Assets/SensorToolkit/Sensors/FOVCollider2D.cs new file mode 100644 index 0000000..21fec61 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/FOVCollider2D.cs @@ -0,0 +1,95 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit +{ + /* + * A paramemtric shape for creating field of view cones that work with the trigger sensor. Requires a PolygonCollider2D + * component on the same gameobject. When the script starts it will dynamically create a mesh for the fov cone and + * assign it to this PolygonCollider2D component. + */ + [RequireComponent(typeof(PolygonCollider2D))] + [ExecuteInEditMode] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/fov")] + public class FOVCollider2D : MonoBehaviour { + [Tooltip("The length of the field of view cone in world units.")] + public float Length = 5f; + + [Tooltip("The distance to the near plane of the frustum.")] + public float NearDistance = 0.1f; + + [Range(1f, 360f), Tooltip("The arc angle of the fov cone.")] + public float FOVAngle = 90f; + + [Range(0, 16), Tooltip("The number of vertices used to approximate the arc of the fov cone. Ideally this should be as low as possible.")] + public int Resolution = 0; + + // Returns the generated collider mesh so that it can be rendered. + public Mesh FOVMesh => mesh; + + PolygonCollider2D pc; + Vector2[] pts; + Mesh mesh; + + void Awake() { + pc = GetComponent(); + CreateCollider(); + } + + void OnValidate() { + Length = Mathf.Max(0f, Length); + NearDistance = Mathf.Clamp(NearDistance, 0f, Length); + if (pc != null) { + CreateCollider(); + } + } + + public void CreateCollider() { + pts = new Vector2[4 + Resolution]; + + // Base points + pts[0] = Quaternion.AngleAxis(FOVAngle / 2f, Vector3.forward) * Vector2.up * NearDistance; // Bottom Left + pts[1] = Quaternion.AngleAxis(-FOVAngle / 2f, Vector3.forward) * Vector2.up * NearDistance; // Bottom Right + + for (int i = 0; i <= 1+Resolution; i++) { + float a = -FOVAngle / 2f + FOVAngle * ((float)i / (1 + Resolution)); + Vector2 pt = Quaternion.AngleAxis(a, Vector3.forward) * (Vector2.up * Length); + pts[i + 2] = pt; + } + + pc.points = pts; + + // Create a mesh, in case we want to render fov cone + var pts3D = new Vector3[4 + Resolution]; + for (int i = 0; i < pts3D.Length; i++) { + pts3D[i] = pts[i]; + } + + var triangles = new int[(2 + Resolution) * 3]; + for (int i = 0; i < (2+Resolution); i++) { + var ti = i * 3; + if (i == 0) { + triangles[ti] = 1; + triangles[ti + 1] = 0; + triangles[ti + 2] = 2; + } else { + triangles[ti] = i+1; + triangles[ti + 1] = 0; + triangles[ti + 2] = i + 2; + } + } + + mesh = new Mesh(); + mesh.vertices = pts3D; + mesh.triangles = triangles; + mesh.name = "FOV2DColliderPoints"; + } + + void OnDrawGizmosSelected() { + Gizmos.color = Color.green; + foreach(Vector3 p in pts) { + Gizmos.DrawSphere(transform.TransformPoint(p), 0.02f); + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/FOVCollider2D.cs.meta b/Assets/SensorToolkit/Sensors/FOVCollider2D.cs.meta new file mode 100644 index 0000000..da93256 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/FOVCollider2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3bd07e63ad254b1e93d9f68dd20093b3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 23093f856ec93014bb207c831c595156, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/LOSColliderOwner.cs b/Assets/SensorToolkit/Sensors/LOSColliderOwner.cs new file mode 100644 index 0000000..54a0b00 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/LOSColliderOwner.cs @@ -0,0 +1,59 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + /* + * Put this component on an object to define explicitely what colliders it 'owns'. A line of sight + * test performed on the object will not be blocked by any colliders that belong to it. + * + * This component will be useful for example if you're doing LOS tests on a character set up like + * a ragdoll. If the character has Rigidbodies and Colliders on each of its limbs then those limbs + * may block the LOS rays targeting the character. Each limb with a Rigidbody will 'own' any Colliders + * on child objects, but the root of the character doesn't 'own' the limbs. + * + * To fix this you can put this component on the character and assign each limb into the list. You can + * put either the GameObjects with the Rigidbodies or the GameObjects with the Colliders into the list, + * either will work. + */ + [AddComponentMenu("Sensors/LOS Collider Owner")] + public class LOSColliderOwner : MonoBehaviour { + public List Colliders; + + public bool IsColliderOwner(Collider c) { + if (Colliders == null) { + return false; + } + if (c == null) { + return false; + } + if (Colliders.Contains(c.gameObject)) { + return true; + } + var rb = c.attachedRigidbody; + if (rb != null && Colliders.Contains(rb.gameObject)) { + return true; + } + return false; + } + + public bool IsColliderOwner(Collider2D c) { + if (Colliders == null) { + return false; + } + if (c == null) { + return false; + } + if (Colliders.Contains(c.gameObject)) { + return true; + } + var rb = c.attachedRigidbody; + if (rb != null && Colliders.Contains(rb.gameObject)) { + return true; + } + return false; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/LOSColliderOwner.cs.meta b/Assets/SensorToolkit/Sensors/LOSColliderOwner.cs.meta new file mode 100644 index 0000000..7b012d9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/LOSColliderOwner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: de335064d8721d041a39e9a566cec492 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/LOSSensor.cs b/Assets/SensorToolkit/Sensors/LOSSensor.cs new file mode 100644 index 0000000..78bd40a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/LOSSensor.cs @@ -0,0 +1,353 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +namespace Micosmo.SensorToolkit { + /** + * The LOS Sensor detects objects that have a visibility percentage above some threshold. It determines visibility by + * casting rays at the object and calculating the ratio that are obstructed. It is a Compound Sensor, meaning it + * requires another sensor as input. The Signals from the input sensor are each tested for line of sight. + */ + [AddComponentMenu("Sensors/LOS Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/los")] + public class LOSSensor : Sensor, IPulseRoutine { + + #region Configurations + [SerializeField] + [Tooltip("A Sensor whose Signals will be tested for line of sight.")] + ObservableSensor inputSensor = new ObservableSensor(); + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + + [Tooltip("Layermask for which physics layers block line of sight rays.")] + public LayerMask BlocksLineOfSight; + + [Tooltip("The line of sight will not be blocked by Trigger Colliders when this is true.")] + public bool IgnoreTriggerColliders; + + [Tooltip("How are test points randomly generated. Fast method randomly samples the Signal.Bounds volume. Quality will triangulate the bounds and slice it by the frustum planes.")] + public PointSamplingMethod PointSamplingMethod; + + [Tooltip("If this is true the sensor will only attempt line of sight tests on objects that have a LOSTargets component.")] + public bool TestLOSTargetsOnly; + + [Range(1, 20), Tooltip("The number of randomly generated raycast targets to test on each object. Does nothing if that object has a LOSTargets component.")] + public int NumberOfRays = 1; + + [Range(0f, 1f), Tooltip("The ratio of unobstructed raycasts must exceed this value for the object to be detected by this sensor.")] + public float MinimumVisibility = 0.5f; + + [Tooltip("Enables smoothing of visibility values over multiple frames.")] + public bool MovingAverageEnabled = false; + + [Tooltip("The number of frames to smooth visibility values over.")] + public int MovingAverageWindowSize = 10; + + [Tooltip("Enables the Distance Limits feature")] + public bool LimitDistance = false; + + [Tooltip("When LimitDistance is true an object must be within this distance for it to be detected.")] + public float MaxDistance = 1f; + + // A struct specifying how visibility is scaled as a function of distance. Choices are Step, Linear Decay or a Curve. + public ScalingFunction VisibilityByDistance = ScalingFunction.Default(); + + [Tooltip("Enables the Angle Limits feature when this is true.")] + public bool LimitViewAngle; + + [Tooltip("When LimitViewAngle is true an object must be within this horizontal view angle to be detected.")] + [Range(0f, 180f)] + public float MaxHorizAngle = 45; + + // A struct specifying how visibility is scaled as a function of horizontal view angle. Choices are Step, Linear Decay or a Curve. + public ScalingFunction VisibilityByHorizAngle = ScalingFunction.Default(); + + [Tooltip("When LimitViewAngle is true an object must be within this vertical view angle to be detected.")] + [Range(0f, 90f)] + public float MaxVertAngle = 45; + + // A struct specifying how visibility is scaled as a function of vertical view angle. Choices are Step, Linear Decay or a Curve. + public ScalingFunction VisibilityByVertAngle = ScalingFunction.Default(); + + [Tooltip("Determines how the distance and view angle are calculated. 'BoundingBox' mode will calculate it to the nearest point on the targets Bounding Box. 'PerRay' will calculate it separately for each ray cast at the target. For most use cases you want this set to 'BoundingBox'")] + public FOVConstraintMethod FOVConstraintMethod; + #endregion + + #region Events + public override event System.Action OnPulsed; + #endregion + + #region Public + // Change the input sensor at runtime + public Sensor InputSensor { + get => inputSensor.Value; + set => inputSensor.Value = value; + } + + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Change at runtime if the sensor will pulse in Update or FixedUpdate + public PulseRoutine.UpdateFunctions PulseUpdateFunction { + get => pulseRoutine.UpdateFunction; + set => pulseRoutine.UpdateFunction = value; + } + + // Displays the results of line of sight tests during OnDrawGizmosSelected for objects in this set. + // Used by the editor classes. You shouldn't need to touch this. + public HashSet ShowRayCastDebug; + + /** + * Returns a data-object with details about the line of sight test for a given GameObject. The ILOSResult instances + * are cached by the sensor and reused each time it pulses. Don't hold onto this reference for long, it will + * be invalid after the next pulse. + */ + public ILOSResult GetResult(GameObject forObject) { + if (losTests.TryGetValue(forObject, out var result)) { + return result; + } + return null; + } + + List resultsList = new List(); + // Returns a list of ILOSResult data-objects with line of sight results for all of the objects tested. + public List GetAllResults() { + resultsList.Clear(); + foreach (var tester in losTests) { + resultsList.Add(tester.Value); + } + return resultsList; + } + + public override void PulseAll() { + if (InputSensor != null) { + InputSensor.PulseAll(); + } + Pulse(); + } + + public override void Clear() { + base.Clear(); + DisposeAllLOSTests(); + } + + List clist = new List(); + /** + * Immediately test line of sight for a given signal and return the results. This gives you full control to test + * line of sight when ever you need. Just keep in mind that the ILOSResult is stored until the next Pulse and + * then returned to a cache. + */ + public ILOSResult TestSignal(Signal inputSignal) { + clist.Clear(); + var tester = getLOSTest(inputSignal.Object); + + var config = tester.Config; + + config.InputSignal = inputSignal; + config.OwnedColliders = GetInputColliders(inputSignal.Object, clist); + config.Frame = frame; + config.MinimumVisibility = MinimumVisibility; + config.BlocksLineOfSight = BlocksLineOfSight; + config.IgnoreTriggerColliders = IgnoreTriggerColliders; + config.PointSamplingMethod = PointSamplingMethod; + config.TestLOSTargetsOnly = TestLOSTargetsOnly; + config.NumberOfRays = NumberOfRays; + config.MovingAverageEnabled = MovingAverageEnabled; + config.MovingAverageWindowSize = MovingAverageWindowSize; + config.LimitDistance = LimitDistance; + config.MaxDistance = MaxDistance; + config.VisibilityByDistance = VisibilityByDistance; + config.LimitViewAngle = LimitViewAngle; + config.MaxHorizAngle = MaxHorizAngle; + config.VisibilityByHorizAngle = VisibilityByHorizAngle; + config.MaxVertAngle = MaxVertAngle; + config.VisibilityByVertAngle = VisibilityByVertAngle; + config.FOVConstraintMethod = FOVConstraintMethod; + tester.PerformTest(); + + return tester; + } + #endregion + + #region Internals + ReferenceFrame frame => ReferenceFrame.From(transform); + + // Maps a GameObject to a list of raycast target positions for calculating line of sight + Dictionary losTests = new Dictionary(); + + Dictionary prevLosTests = new Dictionary(); + + List workList = new List(); + + static ObjectCache losTestCache = new ObjectCache(); + + // Recalculates line of sight visibility for each Signal in the input sensor. + protected override PulseJob GetPulseJob() { + SwapLosTestBuffers(); + + workList.Clear(); + + if (InputSensor != null) { + foreach (var signal in InputSensor.Signals) { + var result = TestSignal(signal); + if (result.IsVisible) { + workList.Add(result.OutputSignal); + } + } + } + + UpdateAllSignals(workList); + OnPulsed?.Invoke(); + + return default; + } + + protected override List GetInputColliders(GameObject inputObject, List storeIn) + => InputSensor.GetDetectedColliders(inputObject, storeIn); + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + + protected override void Awake() { + base.Awake(); + + if (inputSensor == null) { + inputSensor = new ObservableSensor(); + } + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + protected virtual void OnEnable() { + inputSensor.OnChangedValues += InputSensorChangedHandler; + InputSensorChangedHandler(null, InputSensor); + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + inputSensor.OnChangedValues -= InputSensorChangedHandler; + pulseRoutine.OnDisable(); + } + + protected virtual void OnValidate() { + inputSensor?.OnValidate(); + pulseRoutine?.OnValidate(); + } + + void InputSensorChangedHandler(Sensor prev, Sensor next) { + if (prev != null) { + prev.OnDetected.RemoveListener(InputOnDetectedHandler); + prev.OnLostDetection.RemoveListener(InputLostDetectionHandler); + } + if (next != null) { + next.OnDetected.AddListener(InputOnDetectedHandler); + next.OnLostDetection.AddListener(InputLostDetectionHandler); + } + } + + void InputOnDetectedHandler(GameObject detection, Sensor sensor) { + var signal = sensor.GetSignal(detection); + var results = TestSignal(signal); + if (results.IsVisible) { + UpdateSignalImmediate(results.OutputSignal); + } + } + + void InputLostDetectionHandler(GameObject lost, Sensor sensor) { + DisposeLOSTest(lost); + LostSignalImmediate(lost); + } + + void SwapLosTestBuffers() { + var temp = prevLosTests; + prevLosTests = losTests; + losTests = temp; + DisposeAllLOSTests(); + } + + void DisposeLOSTest(GameObject go) { + LOSTest3D losTest; + if (losTests.TryGetValue(go, out losTest)) { + losTestCache.Dispose(losTest); + losTests.Remove(go); + } + } + + void DisposeAllLOSTests() { + var losTestEnumerator = losTests.GetEnumerator(); + while (losTestEnumerator.MoveNext()) { + var losTest = losTestEnumerator.Current.Value; + losTestCache.Dispose(losTest); + } + losTests.Clear(); + } + + LOSTest3D getLOSTest(GameObject go) { + LOSTest3D losTest; + if (prevLosTests.TryGetValue(go, out losTest)) { + losTests[go] = losTest; + prevLosTests.Remove(go); + return losTest; + } else if (losTests.TryGetValue(go, out losTest)) { + return losTest; + } else { + losTest = losTestCache.Get(); + losTest.Reset(); + losTests[go] = losTest; + } + return losTest; + } + + protected override void OnDrawGizmosSelected() { + base.OnDrawGizmosSelected(); + + if (LimitDistance && !LimitViewAngle) { + SensorGizmos.PushColor(STPrefs.LOSFovColour); + SensorGizmos.SphereGizmo(transform.position, MaxDistance); + SensorGizmos.PopColor(); + } + + if (LimitViewAngle) { + FOVRange.Of(MaxHorizAngle, MaxVertAngle, LimitDistance ? MaxDistance : float.PositiveInfinity).DrawGizmos(frame); + } + + if (!ShowDetectionGizmos || ShowRayCastDebug == null) { + return; + } + + foreach (var debug in ShowRayCastDebug) { + LOSTest3D test; + if (losTests.TryGetValue(debug, out test)) { + test.DrawGizmos(); + } + } + } + #endregion + } +} + \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/LOSSensor.cs.meta b/Assets/SensorToolkit/Sensors/LOSSensor.cs.meta new file mode 100644 index 0000000..e3cc8b1 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/LOSSensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 37d0f18f006f45eabdf63f3b9421bdb8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: a8328f113a33e1e43960ab1a1d2ee490, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/LOSSensor2D.cs b/Assets/SensorToolkit/Sensors/LOSSensor2D.cs new file mode 100644 index 0000000..f5c2fbc --- /dev/null +++ b/Assets/SensorToolkit/Sensors/LOSSensor2D.cs @@ -0,0 +1,345 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + /** + * The LOS Sensor detects objects that have a visibility percentage above some threshold. It determines visibility by + * casting rays at the object and calculating the ratio that are obstructed. It is a Compound Sensor, meaning it + * requires another sensor as input. The Signals from the input sensor are each tested for line of sight. + */ + [AddComponentMenu("Sensors/2D LOS Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/los")] + public class LOSSensor2D : Sensor, IPulseRoutine { + + #region Configurations + [SerializeField] + [Tooltip("A Sensor whose Signals will be tested for line of sight.")] + ObservableSensor inputSensor = new ObservableSensor(); + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + + [Tooltip("Layermask for which physics layers block line of sight rays.")] + public LayerMask BlocksLineOfSight; + + [Tooltip("The line of sight will not be blocked by Trigger Colliders when this is true.")] + public bool IgnoreTriggerColliders; + + [Tooltip("How are test points randomly generated. Fast method randomly samples the Signal.Bounds volume. Quality will triangulate the bounds and slice it by the frustum planes.")] + public PointSamplingMethod PointSamplingMethod; + + [Tooltip("If this is true the sensor will only attempt line of sight tests on objects that have a LOSTargets component.")] + public bool TestLOSTargetsOnly; + + [Range(1, 20), Tooltip("The number of randomly generated raycast targets to test on each object. Does nothing if that object has a LOSTargets component.")] + public int NumberOfRays = 1; + + [Range(0f, 1f), Tooltip("The ratio of unobstructed raycasts must exceed this value for the object to be detected by this sensor.")] + public float MinimumVisibility = 0.5f; + + [Tooltip("Enables smoothing of visibility values over multiple frames.")] + public bool MovingAverageEnabled = false; + + [Tooltip("The number of frames to smooth visibility values over.")] + public int MovingAverageWindowSize = 10; + + [Tooltip("Enables the Distance Limits feature")] + public bool LimitDistance = false; + + [Tooltip("When LimitDistance is true an object must be within this distance for it to be detected.")] + public float MaxDistance = 1f; + + // A struct specifying how visibility is scaled as a function of distance. Choices are Step, Linear Decay or a Curve. + public ScalingFunction VisibilityByDistance = ScalingFunction.Default(); + + [Tooltip("Enables the Angle Limits feature when this is true.")] + public bool LimitViewAngle; + + [Tooltip("When LimitViewAngle is true an object must be within this horizontal view angle to be detected.")] + [Range(0f, 180f)] + public float MaxViewAngle = 45; + + // A struct specifying how visibility is scaled as a function of horizontal view angle. Choices are Step, Linear Decay or a Curve. + public ScalingFunction VisibilityByViewAngle = ScalingFunction.Default(); + + [Tooltip("Determines how the distance and view angle are calculated. 'BoundingBox' mode will calculate it to the nearest point on the targets Bounding Box. 'PerRay' will calculate it separately for each ray cast at the target. For most use cases you want this set to 'BoundingBox'")] + public FOVConstraintMethod FOVConstraintMethod; + #endregion + + #region Events + public override event System.Action OnPulsed; + #endregion + + #region Public + // Change the input sensor at runtime + public Sensor InputSensor { + get => inputSensor.Value; + set => inputSensor.Value = value; + } + + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Change at runtime if the sensor will pulse in Update or FixedUpdate + public PulseRoutine.UpdateFunctions PulseUpdateFunction { + get => pulseRoutine.UpdateFunction; + set => pulseRoutine.UpdateFunction = value; + } + + // Displays the results of line of sight tests during OnDrawGizmosSelected for objects in this set. + // Used by the editor classes. You shouldn't need to touch this. + public HashSet ShowRayCastDebug; + + /** + * Returns a data-object with details about the line of sight test for a given GameObject. The ILOSResult instances + * are cached by the sensor and reused each time it pulses. Don't hold onto this reference for long, it will + * be invalid after the next pulse. + */ + public ILOSResult GetResult(GameObject forObject) { + if (losTests.TryGetValue(forObject, out var result)) { + return result; + } + return null; + } + + List resultsList = new List(); + // Returns a list of ILOSResult data-objects with line of sight results for all of the objects tested. + public List GetAllResults() { + resultsList.Clear(); + foreach (var tester in losTests) { + resultsList.Add(tester.Value); + } + return resultsList; + } + + public override void PulseAll() { + if (InputSensor != null) { + InputSensor.PulseAll(); + } + Pulse(); + } + + public override void Clear() { + base.Clear(); + DisposeAllLOSTests(); + } + + List clist = new List(); + /** + * Immediately test line of sight for a given signal and return the results. This gives you full control to test + * line of sight when ever you need. Just keep in mind that the ILOSResult is stored until the next Pulse and + * then returned to a cache. + */ + public ILOSResult TestSignal(Signal inputSignal) { + clist.Clear(); + var tester = getLOSTest(inputSignal.Object); + + var config = tester.Config; + + config.InputSignal = inputSignal; + config.OwnedCollider2Ds = GetInputColliders(inputSignal.Object, clist); + config.Frame = frame; + config.MinimumVisibility = MinimumVisibility; + config.BlocksLineOfSight = BlocksLineOfSight; + config.IgnoreTriggerColliders = IgnoreTriggerColliders; + config.PointSamplingMethod = PointSamplingMethod; + config.TestLOSTargetsOnly = TestLOSTargetsOnly; + config.NumberOfRays = NumberOfRays; + config.MovingAverageEnabled = MovingAverageEnabled; + config.MovingAverageWindowSize = MovingAverageWindowSize; + config.LimitDistance = LimitDistance; + config.MaxDistance = MaxDistance; + config.VisibilityByDistance = VisibilityByDistance; + config.LimitViewAngle = LimitViewAngle; + config.MaxHorizAngle = MaxViewAngle; + config.VisibilityByHorizAngle = VisibilityByViewAngle; + config.MaxVertAngle = 360; + config.VisibilityByVertAngle = new ScalingFunction() { Mode = ScalingMode.Step }; + config.FOVConstraintMethod = FOVConstraintMethod; + tester.PerformTest(); + + return tester; + } + #endregion + + #region Internals + ReferenceFrame frame => new ReferenceFrame(transform.position, transform.up, transform.right, -transform.forward); + + // Maps a GameObject to a list of raycast target positions for calculating line of sight + Dictionary losTests = new Dictionary(); + + Dictionary prevLosTests = new Dictionary(); + + List workList = new List(); + + static ObjectCache losTestCache = new ObjectCache(); + + // Recalculates line of sight visibility for each Signal in the input sensor. + protected override PulseJob GetPulseJob() { + SwapLosTestBuffers(); + + workList.Clear(); + + if (InputSensor != null) { + foreach (var signal in InputSensor.Signals) { + var result = TestSignal(signal); + if (result.IsVisible) { + workList.Add(result.OutputSignal); + } + } + } + + UpdateAllSignals(workList); + OnPulsed?.Invoke(); + + return default; + } + + protected override List GetInputColliders(GameObject inputObject, List storeIn) + => InputSensor.GetDetectedColliders(inputObject, storeIn); + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + + protected override void Awake() { + base.Awake(); + + if (inputSensor == null) { + inputSensor = new ObservableSensor(); + } + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + protected virtual void OnEnable() { + inputSensor.OnChangedValues += InputSensorChangedHandler; + InputSensorChangedHandler(null, InputSensor); + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + inputSensor.OnChangedValues -= InputSensorChangedHandler; + pulseRoutine.OnDisable(); + } + + protected virtual void OnValidate() { + inputSensor?.OnValidate(); + pulseRoutine?.OnValidate(); + } + + void InputSensorChangedHandler(Sensor prev, Sensor next) { + if (prev != null) { + prev.OnDetected.RemoveListener(InputOnDetectedHandler); + prev.OnLostDetection.RemoveListener(InputLostDetectionHandler); + } + if (next != null) { + next.OnDetected.AddListener(InputOnDetectedHandler); + next.OnLostDetection.AddListener(InputLostDetectionHandler); + } + } + + void InputOnDetectedHandler(GameObject detection, Sensor sensor) { + var signal = sensor.GetSignal(detection); + var results = TestSignal(signal); + if (results.IsVisible) { + UpdateSignalImmediate(results.OutputSignal); + } + } + + void InputLostDetectionHandler(GameObject lost, Sensor sensor) { + DisposeLOSTest(lost); + LostSignalImmediate(lost); + } + + void SwapLosTestBuffers() { + var temp = prevLosTests; + prevLosTests = losTests; + losTests = temp; + DisposeAllLOSTests(); + } + + void DisposeLOSTest(GameObject go) { + LOSTest2D losTest; + if (losTests.TryGetValue(go, out losTest)) { + losTestCache.Dispose(losTest); + losTests.Remove(go); + } + } + + void DisposeAllLOSTests() { + var losTestEnumerator = losTests.GetEnumerator(); + while (losTestEnumerator.MoveNext()) { + var losTest = losTestEnumerator.Current.Value; + losTestCache.Dispose(losTest); + } + losTests.Clear(); + } + + LOSTest2D getLOSTest(GameObject go) { + LOSTest2D losTest; + if (prevLosTests.TryGetValue(go, out losTest)) { + losTests[go] = losTest; + prevLosTests.Remove(go); + return losTest; + } else if (losTests.TryGetValue(go, out losTest)) { + return losTest; + } else { + losTest = losTestCache.Get(); + losTest.Reset(); + losTests[go] = losTest; + } + return losTest; + } + + protected override void OnDrawGizmosSelected() { + base.OnDrawGizmosSelected(); + + if (LimitDistance && !LimitViewAngle) { + SensorGizmos.PushColor(STPrefs.LOSFovColour); + SensorGizmos.SphereGizmo(transform.position, MaxDistance); + SensorGizmos.PopColor(); + } + + if (LimitViewAngle) { + FOVRange2D.Of(MaxViewAngle, LimitDistance ? MaxDistance : float.PositiveInfinity).DrawGizmos(frame); + } + + if (!ShowDetectionGizmos || ShowRayCastDebug == null) { + return; + } + + foreach (var debug in ShowRayCastDebug) { + LOSTest2D test; + if (losTests.TryGetValue(debug, out test)) { + test.DrawGizmos(); + } + } + } + #endregion + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/LOSSensor2D.cs.meta b/Assets/SensorToolkit/Sensors/LOSSensor2D.cs.meta new file mode 100644 index 0000000..48236a9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/LOSSensor2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6700ab74db1541ada368b8f42c2c6693 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 8495cb8b9113d6a47a5c21e285632042, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/LOSTargets.cs b/Assets/SensorToolkit/Sensors/LOSTargets.cs new file mode 100644 index 0000000..61ddc81 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/LOSTargets.cs @@ -0,0 +1,22 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +namespace Micosmo.SensorToolkit { + [AddComponentMenu("Sensors/LOS Targets")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/los#test-points")] + public class LOSTargets : MonoBehaviour { + public List Targets; + + protected static readonly Color GizmoColor = new Color(51 / 255f, 255 / 255f, 255 / 255f); + public virtual void OnDrawGizmosSelected() { + if (Targets == null) return; + + Gizmos.color = GizmoColor; + foreach (Transform t in Targets) { + if (t == null) return; + Gizmos.DrawCube(t.position, Vector3.one * 0.1f); + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/LOSTargets.cs.meta b/Assets/SensorToolkit/Sensors/LOSTargets.cs.meta new file mode 100644 index 0000000..695a3c9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/LOSTargets.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 33e07d4c892e462aac602282831698d2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: c2c3a63d9ea6fb24c98f6473b53ab1b6, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/Micosmo.SensorToolkit.asmdef b/Assets/SensorToolkit/Sensors/Micosmo.SensorToolkit.asmdef new file mode 100644 index 0000000..d100c4c --- /dev/null +++ b/Assets/SensorToolkit/Sensors/Micosmo.SensorToolkit.asmdef @@ -0,0 +1,3 @@ +{ + "name": "Micosmo.SensorToolkit" +} diff --git a/Assets/SensorToolkit/Sensors/Micosmo.SensorToolkit.asmdef.meta b/Assets/SensorToolkit/Sensors/Micosmo.SensorToolkit.asmdef.meta new file mode 100644 index 0000000..097557d --- /dev/null +++ b/Assets/SensorToolkit/Sensors/Micosmo.SensorToolkit.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b9d61b92870877a459c95c25c7d15074 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/NavMeshSensor.cs b/Assets/SensorToolkit/Sensors/NavMeshSensor.cs new file mode 100644 index 0000000..153b13f --- /dev/null +++ b/Assets/SensorToolkit/Sensors/NavMeshSensor.cs @@ -0,0 +1,236 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.AI; + +namespace Micosmo.SensorToolkit { + + public class NavMeshMaskAttribute : PropertyAttribute { } + + /** + * The NavMesh Sensor is a simple component that can detect certain features in a Unity NavMesh. It's a simple + * wrapper around the built-in navmesh functions: NavMesh.Raycast, NavMesh.FindClosestEdge and + * NavMesh.SamplePosition. It doesn't detect Signals and therefore it's not derived from Sensor. + */ + [AddComponentMenu("Sensors/NavMesh Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/navmesh")] + public class NavMeshSensor : BasePulsableSensor, IRayCastingSensor, IPulseRoutine { + + #region Configurations + public enum TestType { Ray, Sample, ClosestEdge } + + [Tooltip("Which nav mesh function to use.")] + public TestType Test; + + // Configurations for ray-shaped navmesh tests + public RayShape Ray = new RayShape(5f, Vector3.forward, false); + + // Configurations for sphere-shaped navmesh tests + public SphereShape Sphere = new SphereShape(4f); + + [NavMeshMask] + [Tooltip("Bitmask over the navmesh area ids.")] + public int AreaMask; + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + #endregion + + #region Events + [SerializeField] + ObstructionEvent onObstruction; + public ObstructionEvent OnObstruction => onObstruction; + + [SerializeField] + ObstructionEvent onClear; + public ObstructionEvent OnClear => onClear; + + public override event System.Action OnPulsed; + #endregion + + #region Public + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Boolean specifying if the ray is currently obstructed. + public bool IsObstructed => GetObstructionRayHit().IsObstructing; + + // Will always return RayHit.None since this sensor doesn't detect objects. Use GetObstructionRayHit() instead. + public RayHit GetDetectionRayHit(GameObject detectedGameObject) => RayHit.None; + + // Returns RayHit data for the current obstruction. + public RayHit GetObstructionRayHit() { + if (!isObstructed) { + return RayHit.None; + } + return new RayHit() { + IsObstructing = true, + Point = hit.position, + Normal = hit.normal, + Distance = hit.distance, + DistanceFraction = hit.distance / (Test == TestType.Ray ? Ray.Length : Sphere.Radius) + }; + } + + // Returns the raw NavMeshHit, useful to get at the NavMeshHit.mask property + public NavMeshHit GetNavMeshHit() { + return hit; + } + + public override void PulseAll() => Pulse(); + + public override void Clear() { + hit = default; + if (isObstructed) { + isObstructed = false; + OnClear.Invoke(this); + } + } + #endregion + + #region Internals + // Query the navmesh and update the obstruction RayHit data + protected override PulseJob GetPulseJob() { + var prevIsObstructed = isObstructed; + if (Test == TestType.Ray) { + isObstructed = TestRay(); + } else if (Test == TestType.Sample) { + isObstructed = TestSample(); + } else { + isObstructed = TestClosestEdge(); + } + + if (isObstructed && !prevIsObstructed) { + OnObstruction.Invoke(this); + } else if (!isObstructed && prevIsObstructed) { + OnClear.Invoke(this); + } + + OnPulsed?.Invoke(); + + return default; + } + + Vector3 direction => Ray.WorldSpace + ? Ray.Direction.normalized + : transform.rotation * Ray.Direction.normalized; + + NavMeshHit hit; + bool isObstructed; + + bool TestRay() => NavMesh.Raycast( + transform.position, + transform.position + direction * Ray.Length, + out hit, + AreaMask); + + bool TestSample() => NavMesh.SamplePosition( + transform.position, + out hit, + Sphere.Radius, + AreaMask); + + bool TestClosestEdge() => NavMesh.FindClosestEdge( + transform.position, + out hit, + AreaMask); + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + void Awake() { + if (onObstruction == null) { + onObstruction = new ObstructionEvent(); + } + + if (onClear == null) { + onClear = new ObstructionEvent(); + } + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + void OnEnable() { + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + pulseRoutine.OnDisable(); + } + + void OnValidate() { + pulseRoutine?.OnValidate(); + } + + void OnDrawGizmosSelected() { + if (Test == TestType.Ray) { + DrawRayGizmo(); + } else if (Test == TestType.Sample) { + DrawSphereGizmo(); + } else if (Test == TestType.ClosestEdge) { + DrawClosestEdgeGizmo(); + } + } + + void DrawRayGizmo() { + if (ShowDetectionGizmos && isObstructed) { + Gizmos.color = STPrefs.CastingBlockedRayColour; + Vector3 endPosition = transform.position + direction * hit.distance; + Gizmos.DrawLine(transform.position, endPosition); + SensorGizmos.RaycastHitGizmo(hit.position, hit.normal, true); + } else { + Gizmos.color = STPrefs.CastingRayColour; + Vector3 endPosition = transform.position + direction * Ray.Length; + Gizmos.DrawLine(transform.position, endPosition); + } + } + + void DrawSphereGizmo() { + SensorGizmos.PushColor(STPrefs.CastingRayColour); + SensorGizmos.SphereGizmo(transform.position, Sphere.Radius); + SensorGizmos.PopColor(); + if (ShowDetectionGizmos && isObstructed) { + var obs = GetObstructionRayHit(); + SensorGizmos.PushColor(STPrefs.CastingBlockedRayColour); + Gizmos.DrawLine(transform.position, obs.Point); + Gizmos.DrawCube(obs.Point, Vector3.one * 0.1f); + SensorGizmos.PopColor(); + } + } + + void DrawClosestEdgeGizmo() { + if (ShowDetectionGizmos && isObstructed) { + var obs = GetObstructionRayHit(); + SensorGizmos.PushColor(STPrefs.CastingBlockedRayColour); + Gizmos.DrawLine(transform.position, obs.Point); + SensorGizmos.RaycastHitGizmo(hit.position, obs.Normal, true); + SensorGizmos.PopColor(); + } + } + #endregion + } +} + \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/NavMeshSensor.cs.meta b/Assets/SensorToolkit/Sensors/NavMeshSensor.cs.meta new file mode 100644 index 0000000..2619d00 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/NavMeshSensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc698a6621304a75b848a9d7a714e79a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 1ada2199784bed045b2ad65cfa5e6ad9, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/RangeSensor.cs b/Assets/SensorToolkit/Sensors/RangeSensor.cs new file mode 100644 index 0000000..8ba04e5 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/RangeSensor.cs @@ -0,0 +1,219 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +namespace Micosmo.SensorToolkit { + + /* + * The Range Sensor detects objects that are inside its detection volume. It uses the family of Overlap functions inside Physics or Physics2D. + * A detected object will have one or more Collider that overlaps the detection volume. + */ + [AddComponentMenu("Sensors/Range Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/range")] + public class RangeSensor : BaseVolumeSensor, IPulseRoutine { + + #region Configurations + public enum Shapes { Sphere, Box, Capsule } + + // Determines which shape of Physics.Overlap[...] function to use + public Shapes Shape; + + // Configurations for Sphere shape. + public SphereShape Sphere = new SphereShape(1f); + // Configurations for Box shape. + public BoxShape Box = new BoxShape(Vector3.one * .5f); + // Configurations for Capsule shape. + public CapsuleShape Capsule = new CapsuleShape(.5f, 1f); + + [Tooltip("A layer mask specifying which physics layers objects will be detected on.")] + public LayerMask DetectsOnLayers; + + [Tooltip("The sensor will not detect trigger colliders when this is set to true.")] + public bool IgnoreTriggerColliders; + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + #endregion + + #region Events + public override event Action OnPulsed; + #endregion + + #region Public + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Change at runtime if the sensor will pulse in Update or FixedUpdate + public PulseRoutine.UpdateFunctions PulseUpdateFunction { + get => pulseRoutine.UpdateFunction; + set => pulseRoutine.UpdateFunction = value; + } + + // The array size allocated for storing results from Physics.RaycastNonAlloc. Will automatically + // be doubled in size when more space is needed. + public int CurrentBufferSize => physics != null ? physics.Buffer.Length : 0; + + public void SetSphereShape(float radius) { + Shape = Shapes.Sphere; + Sphere.Radius = radius; + } + public void SetBoxShape(Vector3 halfExtents) { + Shape = Shapes.Box; + Box.HalfExtents = halfExtents; + } + public void SetCapsuleShape(float radius, float height) { + Shape = Shapes.Capsule; + Capsule.Radius = radius; + Capsule.Height = height; + } + + public override void PulseAll() => Pulse(); + #endregion + + #region Internals + static OverlapSphereTest SphereTestInstance = new OverlapSphereTest(); + static OverlapBoxTest BoxTestInstance = new OverlapBoxTest(); + static OverlapCapsuleTest CapsuleTestInstance = new OverlapCapsuleTest(); + + ITestNonAlloc physicsTest { + get { + switch (Shape) { + case Shapes.Sphere: + return SphereTestInstance; + case Shapes.Box: + return BoxTestInstance; + case Shapes.Capsule: + return CapsuleTestInstance; + default: + return SphereTestInstance; + } + } + } + + PhysicsNonAlloc physics; + + // Pulses the sensor to update its list of detected objects + protected override PulseJob GetPulseJob() { + + if (physics == null) { + physics = new PhysicsNonAlloc(); + } + + int numberDetected = physics.PerformTest(this, physicsTest); + + ClearColliders(); + + for (var i = 0; i < numberDetected; i++) { + AddCollider(physics.Buffer[i], false); + } + + UpdateAllSignals(); + OnPulsed?.Invoke(); + + return default; + } + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + + protected override void Awake() { + base.Awake(); + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + protected void OnEnable() { + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + pulseRoutine.OnDisable(); + } + + void OnValidate() { + pulseRoutine?.OnValidate(); + } + + protected override void OnDrawGizmosSelected() { + base.OnDrawGizmosSelected(); + switch(Shape) { + case Shapes.Sphere: + DrawSphereGizmo(); + break; + case Shapes.Box: + DrawBoxGizmo(); + break; + case Shapes.Capsule: + DrawCapsuleGizmo(); + break; + } + } + + class OverlapSphereTest : ITestNonAlloc { + public int Test(RangeSensor sensor, Collider[] results) { + var queryTriggerInteraction = sensor.IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; + return Physics.OverlapSphereNonAlloc(sensor.transform.position, sensor.Sphere.Radius, results, sensor.DetectsOnLayers, queryTriggerInteraction); + } + } + void DrawSphereGizmo() { + SensorGizmos.PushColor(STPrefs.RangeColour); + SensorGizmos.SphereGizmo(transform.position, Sphere.Radius); + SensorGizmos.PopColor(); + } + + class OverlapBoxTest : ITestNonAlloc { + public int Test(RangeSensor sensor, Collider[] results) { + var queryTriggerInteraction = sensor.IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; + return Physics.OverlapBoxNonAlloc(sensor.transform.position, sensor.Box.HalfExtents, results, sensor.transform.rotation, sensor.DetectsOnLayers, queryTriggerInteraction); + } + } + void DrawBoxGizmo() { + Gizmos.color = STPrefs.RangeColour; + Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one); + Gizmos.DrawWireCube(Vector3.zero, Box.HalfExtents * 2f); + Gizmos.matrix = Matrix4x4.identity; + } + + class OverlapCapsuleTest : ITestNonAlloc { + public int Test(RangeSensor sensor, Collider[] results) { + var queryTriggerInteraction = sensor.IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; + var pt1 = sensor.transform.position + sensor.transform.up * sensor.Capsule.Height / 2f; + var pt2 = sensor.transform.position - sensor.transform.up * sensor.Capsule.Height / 2f; + return Physics.OverlapCapsuleNonAlloc(pt1, pt2, sensor.Capsule.Radius, results, sensor.DetectsOnLayers, queryTriggerInteraction); + } + } + void DrawCapsuleGizmo() { + SensorGizmos.PushColor(STPrefs.RangeColour); + SensorGizmos.PushMatrix(Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one)); + SensorGizmos.CapsuleGizmo(Vector3.zero, Capsule.Radius, Capsule.Height); + SensorGizmos.PopMatrix(); + SensorGizmos.PopColor(); + } + #endregion + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/RangeSensor.cs.meta b/Assets/SensorToolkit/Sensors/RangeSensor.cs.meta new file mode 100644 index 0000000..571f16b --- /dev/null +++ b/Assets/SensorToolkit/Sensors/RangeSensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5f00a8324cac4f1e84ad1644ec747516 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: e34ab08f67fe3b24595fae22e4de321b, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/RangeSensor2D.cs b/Assets/SensorToolkit/Sensors/RangeSensor2D.cs new file mode 100644 index 0000000..f68425a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/RangeSensor2D.cs @@ -0,0 +1,235 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +namespace Micosmo.SensorToolkit { + /* + * The Range Sensor detects objects that are inside its detection volume. It uses the family of Overlap functions inside Physics or Physics2D. + * A detected object will have one or more Collider that overlaps the detection volume. + */ + [AddComponentMenu("Sensors/2D Range Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/range")] + public class RangeSensor2D : BaseAreaSensor, IPulseRoutine { + + #region Configurations + public enum Shapes { Circle, Box, Capsule } + + // Determines which shape of Physics2D.Overlap[...] function to use + public Shapes Shape; + + // Configurations for Circle shape. + public SphereShape Circle = new SphereShape(1f); + // Configurations for Box shape. + public Box2DShape Box = new Box2DShape(Vector2.one * .5f); + // Configurations for Capsule shape. + public CapsuleShape Capsule = new CapsuleShape(.5f, 1f); + + [Tooltip("A layer mask specifying which physics layers objects will be detected on.")] + public LayerMask DetectsOnLayers; + + [Tooltip("The sensor will not detect trigger colliders when this is set to true.")] + public bool IgnoreTriggerColliders; + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + #endregion + + #region Events + public override event Action OnPulsed; + #endregion + + #region Public + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Change at runtime if the sensor will pulse in Update or FixedUpdate + public PulseRoutine.UpdateFunctions PulseUpdateFunction { + get => pulseRoutine.UpdateFunction; + set => pulseRoutine.UpdateFunction = value; + } + + // The array size allocated for storing results from Physics.RaycastNonAlloc. Will automatically + // be doubled in size when more space is needed. + public int CurrentBufferSize => physics != null ? physics.Buffer.Length : 0; + + public void SetCircleShape(float radius) { + Shape = Shapes.Circle; + Circle.Radius = radius; + } + public void SetBoxShape(Vector2 halfExtents) { + Shape = Shapes.Box; + Box.HalfExtents = halfExtents; + } + public void SetCapsuleShape(float radius, float height) { + Shape = Shapes.Capsule; + Capsule.Radius = radius; + Capsule.Height = height; + } + + public override void PulseAll() => Pulse(); + #endregion + + #region Internals + static OverlapCircleTest SphereTestInstance = new OverlapCircleTest(); + static OverlapBoxTest BoxTestInstance = new OverlapBoxTest(); + static OverlapCapsuleTest CapsuleTestInstance = new OverlapCapsuleTest(); + + ITestNonAlloc physicsTest { + get { + switch (Shape) { + case Shapes.Circle: + return SphereTestInstance; + case Shapes.Box: + return BoxTestInstance; + case Shapes.Capsule: + return CapsuleTestInstance; + default: + return SphereTestInstance; + } + } + } + + PhysicsNonAlloc physics; + + // Pulses the sensor to update its list of detected objects + protected override PulseJob GetPulseJob() { + if (physics == null) { + physics = new PhysicsNonAlloc(); + } + + var saveQHT = Physics2D.queriesHitTriggers; + Physics2D.queriesHitTriggers = !IgnoreTriggerColliders; + int numberDetected = physics.PerformTest(this, physicsTest); + Physics2D.queriesHitTriggers = saveQHT; + + ClearColliders(); + + for (var i = 0; i < numberDetected; i++) { + AddCollider(physics.Buffer[i], false); + } + + UpdateAllSignals(); + OnPulsed?.Invoke(); + + return default; + } + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + + protected override void Awake() { + base.Awake(); + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + protected void OnEnable() { + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + pulseRoutine.OnDisable(); + } + + void OnValidate() { + pulseRoutine?.OnValidate(); + } + + protected override void OnDrawGizmosSelected() { + base.OnDrawGizmosSelected(); + switch (Shape) { + case Shapes.Circle: + DrawCircleGizmo(); + break; + case Shapes.Box: + DrawBoxGizmo(); + break; + case Shapes.Capsule: + DrawCapsuleGizmo(); + break; + } + } + + class OverlapCircleTest : ITestNonAlloc { + public int Test(RangeSensor2D sensor, Collider2D[] results) { + var filter = new ContactFilter2D { + useLayerMask = true, + layerMask = sensor.DetectsOnLayers, + useTriggers = !sensor.IgnoreTriggerColliders + }; + return Physics2D.OverlapCircle(sensor.transform.position, sensor.Circle.Radius, filter, results); + } + } + void DrawCircleGizmo() { + SensorGizmos.PushColor(STPrefs.RangeColour); + SensorGizmos.CircleGizmo(transform.position, -Vector3.forward, Circle.Radius); + SensorGizmos.PopColor(); + } + + class OverlapBoxTest : ITestNonAlloc { + public int Test(RangeSensor2D sensor, Collider2D[] results) { + var filter = new ContactFilter2D { + useLayerMask = true, + layerMask = sensor.DetectsOnLayers, + useTriggers = !sensor.IgnoreTriggerColliders + }; + return Physics2D.OverlapBox(sensor.transform.position, 2 * sensor.Box.HalfExtents, sensor.transform.eulerAngles.z, filter, results); + } + } + void DrawBoxGizmo() { + SensorGizmos.PushColor(STPrefs.RangeColour); + SensorGizmos.PushMatrix(Matrix4x4.TRS(transform.position, Quaternion.AngleAxis(transform.eulerAngles.z, Vector3.forward), Vector3.one)); + Gizmos.DrawWireCube(Vector3.zero, Box.HalfExtents * 2f); + SensorGizmos.PopMatrix(); + SensorGizmos.PopColor(); + } + + class OverlapCapsuleTest : ITestNonAlloc { + public int Test(RangeSensor2D sensor, Collider2D[] results) { + var pos = sensor.transform.position; + var size = new Vector2(sensor.Capsule.Radius * 2, sensor.Capsule.Height); + var dir = CapsuleDirection2D.Vertical; + var angle = sensor.transform.eulerAngles.z; + var filter = new ContactFilter2D { + useLayerMask = true, + layerMask = sensor.DetectsOnLayers, + useTriggers = !sensor.IgnoreTriggerColliders + }; + return Physics2D.OverlapCapsule(pos, size, dir, angle, filter, results); + } + } + void DrawCapsuleGizmo() { + SensorGizmos.PushColor(STPrefs.RangeColour); + SensorGizmos.PushMatrix(Matrix4x4.TRS(transform.position, Quaternion.AngleAxis(transform.eulerAngles.z, Vector3.forward), Vector3.one)); + SensorGizmos.Capsule2DGizmo(Vector3.zero, Capsule.Radius, Capsule.Height); + SensorGizmos.PopMatrix(); + SensorGizmos.PopColor(); + } + #endregion + } +} diff --git a/Assets/SensorToolkit/Sensors/RangeSensor2D.cs.meta b/Assets/SensorToolkit/Sensors/RangeSensor2D.cs.meta new file mode 100644 index 0000000..2562359 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/RangeSensor2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: df2d86e514f647b4b1f579a4f0ab9022 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 3fabb3ed0748229409d0e989162dcb31, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/RaySensor.cs b/Assets/SensorToolkit/Sensors/RaySensor.cs new file mode 100644 index 0000000..c871398 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/RaySensor.cs @@ -0,0 +1,514 @@ +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.Events; +using System.Collections; +using System.Collections.Generic; +using System; + +namespace Micosmo.SensorToolkit { + /* + * The Ray Sensor detects objects intersected by a ray. It uses the family of raycast functions inside Physics or Physics2D. The sensor detects + * all objects along its path up until it hits an Obstructing Collider. It will not detect objects beyond the obstruction. + */ + [AddComponentMenu("Sensors/Ray Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/ray")] + public class RaySensor : Sensor, IRayCastingSensor, IPulseRoutine { + + #region Configurations + + public enum CastShapeType { Ray, Sphere, Box, Capsule } + + [Tooltip("The shape of the ray. Determines which Physics.Raycast function is called.")] + public CastShapeType Shape; + + // Configurations for the Sphere shape + public SphereShape Sphere = new SphereShape(1f); + // Configurations for the Box shape + public BoxShape Box = new BoxShape(Vector3.one * .5f); + // Configurations for the Capsule shape + public CapsuleShape Capsule = new CapsuleShape(.5f, 1f); + + [SerializeField] + SignalFilter signalFilter = new SignalFilter(); + + [Tooltip("The detection range in world units.")] + public float Length = 5f; + + [Tooltip("The vector direction that the ray is cast in.")] + public Vector3 Direction = Vector3.forward; + + [Tooltip("Is the Direction parameter in world space or local space.")] + public bool WorldSpace = false; + + [Tooltip("A layer mask specifying which physics layers objects will be detected on.")] + public LayerMask DetectsOnLayers; + + [Tooltip("A layer mask specifying which physics layers objects will obstruct the ray on.")] + public LayerMask ObstructedByLayers; + + [Tooltip("In Collider mode the sensor detects GameObjects attached to colliders. In RigidBody mode it detects the Collider.AttachedRigidbody.")] + public DetectionModes DetectionMode; + + [Tooltip("Ignores all trigger colliders. Will not detect them or be obstructed by them.")] + public bool IgnoreTriggerColliders; + + [Range(0f, 90f)] + [Tooltip("Calculated slope angle must be greater for the intersection to be a detection or an obstruction.")] + public float MinimumSlopeAngle = 0f; + + [Tooltip("Measure slope angle between this direction and the Normal of the RayCastHit. Interpreted in world-space.")] + public Vector3 SlopeUpDirection = Vector3.up; + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + #endregion + + #region Events + [SerializeField] + ObstructionEvent onObstruction; + public ObstructionEvent OnObstruction { + get => onObstruction; + set => onObstruction = value; + } + + [SerializeField] + ObstructionEvent onClear; + public ObstructionEvent OnClear { + get => onClear; + set => onClear = value; + } + + public override event Action OnPulsed; + #endregion + + #region Public + // Edit the IgnoreList at runtime. Anything in the list will not be detected + public List IgnoreList => signalFilter.IgnoreList; + + // Enable/Disable the tag filtering at runtime + public bool EnableTagFilter { + get => signalFilter.EnableTagFilter; + set => signalFilter.EnableTagFilter = value; + } + + // Change the allowed tags at runtime + public string[] AllowedTags { + get => signalFilter.AllowedTags; + set => signalFilter.AllowedTags = value; + } + + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Change at runtime if the sensor will pulse in Update or FixedUpdate + public PulseRoutine.UpdateFunctions PulseUpdateFunction { + get => pulseRoutine.UpdateFunction; + set => pulseRoutine.UpdateFunction = value; + } + + // The array size allocated for storing results from Physics.RaycastNonAlloc. Will automatically + // be doubled in size when more space is needed. + public int CurrentBufferSize => physics != null ? physics.Buffer.Length : 0; + + // Returns true if the ray sensor is being obstructed and false otherwise + public bool IsObstructed => GetObstructionRayHit().IsObstructing; + + public void SetRayShape() { + Shape = CastShapeType.Ray; + } + public void SetSphereShape(float radius) { + Sphere.Radius = radius; + Shape = CastShapeType.Sphere; + } + public void SetBoxShape(Vector3 halfExtents) { + Box.HalfExtents = halfExtents; + Shape = CastShapeType.Box; + } + public void SetCapsuleShape(float radius, float height) { + Capsule.Radius = radius; + Capsule.Height = height; + Shape = CastShapeType.Capsule; + } + + public override void PulseAll() => Pulse(); + + public override void Clear() { + base.Clear(); + clearDetectedObjects(); + SendObstructionEvents(); + } + + // Returns the RayHit data associated with the detected GameObject + public RayHit GetDetectionRayHit(GameObject detectedGameObject) { + var result = RayHit.None; + goWorkList.Clear(); + signalPipeline.GetInputObjects(detectedGameObject, goWorkList); + foreach (var input in goWorkList) { + RaycastHit hit; + if (detectedObjectHits.TryGetValue(input, out hit)) { + if (result.Equals(RayHit.None) || result.Distance > hit.distance) { + result = new RayHit() { + IsObstructing = false, + Point = hit.point, + Normal = hit.normal, + Distance = hit.distance, + DistanceFraction = hit.distance / Length, + Collider = hit.collider + }; + } + } + } + return result; + } + + // Returns the RayHit data associated with the obstructing GameObject + public RayHit GetObstructionRayHit() { + if (!isObstructed || obstructionRayHit.collider == null) { + return RayHit.None; + } + return new RayHit { + IsObstructing = true, + Point = obstructionRayHit.point, + Normal = obstructionRayHit.normal, + Distance = obstructionRayHit.distance, + DistanceFraction = obstructionRayHit.distance / Length, + Collider = obstructionRayHit.collider + }; + } + #endregion + + #region Internals + Vector3 direction => WorldSpace ? Direction.normalized : transform.rotation * Direction.normalized; + + QueryTriggerInteraction queryTriggerInteraction => IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; + + bool isObstructed = false; + RaycastHit obstructionRayHit; + Dictionary detectedObjectHits = new Dictionary(); + List workList = new List(); + List goWorkList = new List(); + + static SphereCastTest SphereCastTestInstance = new SphereCastTest(); + static BoxCastTest BoxCastTestInstance = new BoxCastTest(); + static CapsuleCastTest CapsuleCastTestInstance = new CapsuleCastTest(); + static RayCastTest RayCastTestInstance = new RayCastTest(); + + ITestNonAlloc physicsTest { + get { + if (Shape == CastShapeType.Sphere) { + return SphereCastTestInstance; + } else if (Shape == CastShapeType.Box) { + return BoxCastTestInstance; + } else if (Shape == CastShapeType.Capsule) { + return CapsuleCastTestInstance; + } + return RayCastTestInstance; + } + } + + PhysicsNonAlloc physics; + + // Pulse the ray sensor + protected override PulseJob GetPulseJob() { + if (physics == null) { + physics = new PhysicsNonAlloc(); + } + + MapToRigidBody.Configure(DetectionMode, false); + + TestRay(); + + UpdateAllSignals(workList); + SendObstructionEvents(); + + OnPulsed?.Invoke(); + + return default; + } + + protected override void InitialiseSignalProcessors() { + base.InitialiseSignalProcessors(); + MapToSignalProxy.Configure(true); + SignalFilter = signalFilter; + } + + protected override List GetInputColliders(GameObject inputObject, List storeIn) { + RaycastHit hit; + if (detectedObjectHits.TryGetValue(inputObject, out hit)) { + storeIn.Add(hit.collider); + } + return storeIn; + } + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + + protected override void Awake() { + base.Awake(); + + if (onObstruction == null) { + onObstruction = new ObstructionEvent(); + } + + if (onClear == null) { + onClear = new ObstructionEvent(); + } + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + void OnEnable() { + clearDetectedObjects(); + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + pulseRoutine.OnDisable(); + } + + void OnValidate() { + pulseRoutine?.OnValidate(); + } + + bool isSingleResult() { + var layerMaskIsSubsset = ((DetectsOnLayers | ObstructedByLayers) & (~ObstructedByLayers)) == 0; + return layerMaskIsSubsset && MinimumSlopeAngle == 0f && signalFilter.IsNull(); + } + + List hits = new List(); + void TestRay() { + clearDetectedObjects(); + + var numberOfHits = physics.PerformTest(this, physicsTest); + + hits.Clear(); + for (int i = 0; i < numberOfHits; i++) { + var hit = physics.Buffer[i]; + if (hit.distance == 0) { + continue; + } + hits.Add(physics.Buffer[i]); + } + + hits.Sort(RaycastHitComparison); + + foreach (var hit in hits) { + if (MinimumSlopeAngle > 0f) { + var slope = Vector3.Angle(SlopeUpDirection, hit.normal); + if (slope < MinimumSlopeAngle) { + continue; + } + } + if ((1 << hit.collider.gameObject.layer & DetectsOnLayers) != 0) { + if (signalFilter.TestCollider(hit.collider)) { + addRayHit(hit); + } + } + if ((1 << hit.collider.gameObject.layer & ObstructedByLayers) != 0) { + if (signalFilter.TestCollider(hit.collider)) { + obstructionRayHit = hit; + break; + } + } + } + } + + void SendObstructionEvents() { + if (isObstructed && obstructionRayHit.collider == null) { + isObstructed = false; + OnClear.Invoke(this); + } else if (!isObstructed && obstructionRayHit.collider != null) { + isObstructed = true; + OnObstruction.Invoke(this); + } + } + + void addRayHit(RaycastHit hit) { + var go = hit.collider.gameObject; + if (!detectedObjectHits.ContainsKey(go)) { + detectedObjectHits.Add(go, hit); + workList.Add(new Signal() { + Object = go, + Strength = 1f, + Bounds = new Bounds(hit.point, Vector3.zero) + }); + } + } + + void clearDetectedObjects() { + obstructionRayHit = new RaycastHit(); + detectedObjectHits.Clear(); + workList.Clear(); + } + + static Comparison RaycastHitComparison = new Comparison(CompareRaycastHits); + + static int CompareRaycastHits(RaycastHit x, RaycastHit y) { + if (x.distance < y.distance) { + return -1; + } else if (x.distance > y.distance) { + return 1; + } + return 0; + } + + protected override void OnDrawGizmosSelected() { + //base.OnDrawGizmosSelected(); + + switch (Shape) { + case CastShapeType.Ray: + DrawRayGizmo(); + break; + case CastShapeType.Sphere: + DrawSphereGizmo(); + break; + case CastShapeType.Box: + DrawBoxGizmo(); + break; + case CastShapeType.Capsule: + DrawCapsuleGizmo(); + break; + } + + if (ShowDetectionGizmos) { + foreach (var detection in GetDetections()) { + var hit = GetDetectionRayHit(detection); + SensorGizmos.RaycastHitGizmo(hit.Point, hit.Normal, false); + } + if (IsObstructed) { + SensorGizmos.RaycastHitGizmo(GetObstructionRayHit().Point, GetObstructionRayHit().Normal, true); + } + } + } + + bool IsRunning() { + return Application.isPlaying || ShowDetectionGizmos; + } + + class RayCastTest : ITestNonAlloc { + public int Test(RaySensor sensor, RaycastHit[] results) { + var queryTriggerInteraction = sensor.IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; + Ray ray = new Ray(sensor.transform.position, sensor.direction); + LayerMask combinedLayers = sensor.DetectsOnLayers | sensor.ObstructedByLayers; + if (sensor.isSingleResult()) { + if (Physics.Raycast(ray, out var hit, sensor.Length, combinedLayers, queryTriggerInteraction)) { + results[0] = hit; + return 1; + } + return 0; + } else { + return Physics.RaycastNonAlloc(ray, results, sensor.Length, combinedLayers, queryTriggerInteraction); + } + } + } + void DrawRayGizmo() { + Vector3 endPosition; + if (IsObstructed && IsRunning()) { + Gizmos.color = STPrefs.CastingBlockedRayColour; + endPosition = transform.position + direction * obstructionRayHit.distance; + } else { + Gizmos.color = STPrefs.CastingRayColour; + endPosition = transform.position + direction * Length; + } + Gizmos.DrawLine(transform.position, endPosition); + } + + class SphereCastTest : ITestNonAlloc { + public int Test(RaySensor sensor, RaycastHit[] results) { + var queryTriggerInteraction = sensor.IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; + Ray ray = new Ray(sensor.transform.position, sensor.direction); + LayerMask combinedLayers = sensor.DetectsOnLayers | sensor.ObstructedByLayers; + if (sensor.isSingleResult()) { + if (Physics.SphereCast(ray, sensor.Sphere.Radius, out var hit, sensor.Length, combinedLayers, queryTriggerInteraction)) { + results[0] = hit; + return 1; + } + return 0; + } else { + return Physics.SphereCastNonAlloc(ray, sensor.Sphere.Radius, results, sensor.Length, combinedLayers, queryTriggerInteraction); + } + } + } + void DrawSphereGizmo() { + var showObstruction = (isObstructed && IsRunning()); + var length = showObstruction ? obstructionRayHit.distance : Length; + var direction = WorldSpace ? transform.InverseTransformDirection(Direction) : Direction; + SensorGizmos.SpherecastGizmo(new Ray(transform.position, direction), length, transform.rotation, Sphere.Radius, showObstruction); + } + + class BoxCastTest : ITestNonAlloc { + public int Test(RaySensor sensor, RaycastHit[] results) { + var queryTriggerInteraction = sensor.IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; + LayerMask combinedLayers = sensor.DetectsOnLayers | sensor.ObstructedByLayers; + if (sensor.isSingleResult()) { + if (Physics.BoxCast(sensor.transform.position, sensor.Box.HalfExtents, sensor.direction, out var hit, sensor.transform.rotation, sensor.Length, combinedLayers, queryTriggerInteraction)) { + results[0] = hit; + return 1; + } + return 0; + } else { + return Physics.BoxCastNonAlloc(sensor.transform.position, sensor.Box.HalfExtents, sensor.direction, results, sensor.transform.rotation, sensor.Length, combinedLayers, queryTriggerInteraction); + } + } + } + void DrawBoxGizmo() { + var showObstruction = (isObstructed && IsRunning()); + var length = showObstruction ? obstructionRayHit.distance : Length; + var direction = WorldSpace ? transform.InverseTransformDirection(Direction) : Direction; + SensorGizmos.BoxcastGizmo(new Ray(transform.position, direction), length, transform.rotation, Box.HalfExtents, showObstruction); + } + + class CapsuleCastTest : ITestNonAlloc { + public int Test(RaySensor sensor, RaycastHit[] results) { + var queryTriggerInteraction = sensor.IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; + LayerMask combinedLayers = sensor.DetectsOnLayers | sensor.ObstructedByLayers; + + var center = sensor.transform.position; + var up = sensor.transform.up; + var pt1 = center + up * sensor.Capsule.Height / 2f; + var pt2 = center - up * sensor.Capsule.Height / 2f; + + if (sensor.isSingleResult()) { + if (Physics.CapsuleCast(pt1, pt2, sensor.Capsule.Radius, sensor.direction, out var hit, sensor.Length, combinedLayers, queryTriggerInteraction)) { + results[0] = hit; + return 1; + } + return 0; + } else { + return Physics.CapsuleCastNonAlloc(pt1, pt2, sensor.Capsule.Radius, sensor.direction, results, sensor.Length, combinedLayers, queryTriggerInteraction); + } + } + } + void DrawCapsuleGizmo() { + var showObstruction = (isObstructed && IsRunning()); + var length = showObstruction ? obstructionRayHit.distance : Length; + var direction = WorldSpace ? transform.InverseTransformDirection(Direction) : Direction; + SensorGizmos.CapsulecastGizmo(new Ray(transform.position, direction), length, transform.rotation, Capsule.Radius, Capsule.Height, showObstruction); + } + #endregion + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/RaySensor.cs.meta b/Assets/SensorToolkit/Sensors/RaySensor.cs.meta new file mode 100644 index 0000000..1a46601 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/RaySensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3c69b166ee884be191d6d231d343d941 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 078a21a93c2cdb64bb3634cd8ec34db0, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/RaySensor2D.cs b/Assets/SensorToolkit/Sensors/RaySensor2D.cs new file mode 100644 index 0000000..31a8418 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/RaySensor2D.cs @@ -0,0 +1,540 @@ +using UnityEngine; +using UnityEngine.Events; +using System.Collections; +using System.Collections.Generic; +using System; + +namespace Micosmo.SensorToolkit +{ + /* + * The Ray Sensor detects objects intersected by a ray. It uses the family of raycast functions inside Physics or Physics2D. The sensor detects + * all objects along its path up until it hits an Obstructing Collider. It will not detect objects beyond the obstruction. + */ + [AddComponentMenu("Sensors/2D Ray Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/ray")] + public class RaySensor2D : Sensor, IRayCastingSensor, IPulseRoutine { + + #region Configurations + + public enum CastShapeType { Ray, Circle, Box, Capsule } + + [Tooltip("The shape of the ray. Determines which Physics.Raycast function is called.")] + public CastShapeType Shape; + + // Configurations for the Circle shape + public SphereShape Circle = new SphereShape(1f); + // Configurations for the Box shape + public Box2DShape Box = new Box2DShape(Vector2.one * .5f); + // Configurations for the Capsule shape + public CapsuleShape Capsule = new CapsuleShape(.5f, 1f); + + [SerializeField] + SignalFilter signalFilter = new SignalFilter(); + + [Tooltip("The detection range in world units.")] + public float Length = 5f; + + [Tooltip("The vector direction that the ray is cast in.")] + public Vector2 Direction = Vector2.up; + + [Tooltip("Is the Direction parameter in world space or local space.")] + public bool WorldSpace = false; + + [Tooltip("A layer mask specifying which physics layers objects will be detected on.")] + public LayerMask DetectsOnLayers; + + [Tooltip("A layer mask specifying which physics layers objects will obstruct the ray on.")] + public LayerMask ObstructedByLayers; + + [Tooltip("In Collider mode the sensor detects GameObjects attached to colliders. In RigidBody mode it detects the RigidBody GameObject attached to colliders.")] + public DetectionModes DetectionMode; + + [Tooltip("Ignores all trigger colliders. Will not detect them or be obstructed by them.")] + public bool IgnoreTriggerColliders; + + [Range(0f, 90f)] + [Tooltip("Calculated slope angle must be greater for the intersection to be a detection or an obstruction.")] + public float MinimumSlopeAngle = 0f; + + [Tooltip("Measure slope angle between this direction and the Normal of the RayCastHit. Interpreted in world-space.")] + public Vector2 SlopeUpDirection = Vector3.up; + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + #endregion + + #region Events + [SerializeField] + ObstructionEvent onObstruction; + public ObstructionEvent OnObstruction { + get => onObstruction; + set => onObstruction = value; + } + + [SerializeField] + ObstructionEvent onClear; + public ObstructionEvent OnClear { + get => onClear; + set => onClear = value; + } + + public override event Action OnPulsed; + #endregion + + #region Public + // Edit the IgnoreList at runtime. Anything in the list will not be detected + public List IgnoreList => signalFilter.IgnoreList; + + // Enable/Disable the tag filtering at runtime + public bool EnableTagFilter { + get => signalFilter.EnableTagFilter; + set => signalFilter.EnableTagFilter = value; + } + + // Change the allowed tags at runtime + public string[] AllowedTags { + get => signalFilter.AllowedTags; + set => signalFilter.AllowedTags = value; + } + + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Change at runtime if the sensor will pulse in Update or FixedUpdate + public PulseRoutine.UpdateFunctions PulseUpdateFunction { + get => pulseRoutine.UpdateFunction; + set => pulseRoutine.UpdateFunction = value; + } + + // The array size allocated for storing results from Physics.RaycastNonAlloc. Will automatically + // be doubled in size when more space is needed. + public int CurrentBufferSize => physics != null ? physics.Buffer.Length : 0; + + // Returns true if the ray sensor is being obstructed and false otherwise + public bool IsObstructed => GetObstructionRayHit().IsObstructing; + + public void SetRayShape() { + Shape = CastShapeType.Ray; + } + public void SetCircleShape(float radius) { + Circle.Radius = radius; + Shape = CastShapeType.Circle; + } + public void SetBoxShape(Vector2 halfExtents) { + Box.HalfExtents = halfExtents; + Shape = CastShapeType.Box; + } + public void SetCapsuleShape(float radius, float height) { + Capsule.Radius = radius; + Capsule.Height = height; + Shape = CastShapeType.Capsule; + } + + public override void PulseAll() => Pulse(); + + public override void Clear() { + base.Clear(); + clearDetectedObjects(); + SendObstructionEvents(); + } + + // Returns the RayHit data associated with the detected GameObject + public RayHit GetDetectionRayHit(GameObject detectedGameObject) { + var result = RayHit.None; + goWorkList.Clear(); + signalPipeline.GetInputObjects(detectedGameObject, goWorkList); + foreach (var input in goWorkList) { + RaycastHit2D hit; + if (detectedObjectHits.TryGetValue(input, out hit)) { + if (result.Equals(RayHit.None) || result.Distance > hit.distance) { + result = new RayHit() { + IsObstructing = false, + Point = hit.point, + Normal = hit.normal, + Distance = hit.distance, + DistanceFraction = hit.distance / Length, + Collider2D = hit.collider + }; + } + } + } + return result; + } + + // Returns the RayHit data associated with the obstructing GameObject + public RayHit GetObstructionRayHit() { + if (!isObstructed || obstructionRayHit.collider == null) { + return RayHit.None; + } + return new RayHit() { + IsObstructing = true, + Point = obstructionRayHit.point, + Normal = obstructionRayHit.normal, + Distance = obstructionRayHit.distance, + DistanceFraction = obstructionRayHit.distance / Length, + Collider2D = obstructionRayHit.collider + }; + } + #endregion + + #region Internals + Vector2 direction => WorldSpace + ? Direction.normalized : + (Vector2)(Quaternion.AngleAxis(transform.rotation.eulerAngles.z, Vector3.forward) * Direction.normalized); + + QueryTriggerInteraction queryTriggerInteraction { get { return IgnoreTriggerColliders ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide; } } + + bool isObstructed = false; + RaycastHit2D obstructionRayHit; + Dictionary detectedObjectHits = new Dictionary(); + List workList = new List(); + List goWorkList = new List(); + + static CircleCastTest SphereCastTestInstance = new CircleCastTest(); + static BoxCastTest BoxCastTestInstance = new BoxCastTest(); + static CapsuleCastTest CapsuleCastTestInstance = new CapsuleCastTest(); + static RayCastTest RayCastTestInstance = new RayCastTest(); + + ITestNonAlloc physicsTest { + get { + if (Shape == CastShapeType.Circle) { + return SphereCastTestInstance; + } else if (Shape == CastShapeType.Box) { + return BoxCastTestInstance; + } else if (Shape == CastShapeType.Capsule) { + return CapsuleCastTestInstance; + } + return RayCastTestInstance; + } + } + + PhysicsNonAlloc physics; + + // Pulse the ray sensor + protected override PulseJob GetPulseJob() { + if (physics == null) { + physics = new PhysicsNonAlloc(); + } + + MapToRigidBody.Configure(DetectionMode, true); + + TestRay(); + + UpdateAllSignals(workList); + SendObstructionEvents(); + + OnPulsed?.Invoke(); + + return default; + } + + protected override void InitialiseSignalProcessors() { + base.InitialiseSignalProcessors(); + MapToSignalProxy.Configure(true); + SignalFilter = signalFilter; + } + + protected override List GetInputColliders(GameObject InputObject, List storeIn) { + RaycastHit2D hit; + if (detectedObjectHits.TryGetValue(InputObject, out hit)) { + storeIn.Add(hit.collider); + } + return storeIn; + } + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + + protected override void Awake() { + base.Awake(); + + if (onObstruction == null) { + onObstruction = new ObstructionEvent(); + } + + if (onClear == null) { + onClear = new ObstructionEvent(); + } + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + void OnEnable() { + clearDetectedObjects(); + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + pulseRoutine.OnDisable(); + } + + void OnValidate() { + pulseRoutine?.OnValidate(); + } + + bool isSingleResult() { + var layerMaskIsSubsset = ((DetectsOnLayers | ObstructedByLayers) & (~ObstructedByLayers)) == 0; + return layerMaskIsSubsset && MinimumSlopeAngle == 0f && signalFilter.IsNull(); + } + + List hits = new List(); + void TestRay() { + clearDetectedObjects(); + + var saveQHT = Physics2D.queriesHitTriggers; + Physics2D.queriesHitTriggers = !IgnoreTriggerColliders; // Must keep this, Raycast with single result doesn't support ContactFilter + var numberOfHits = physics.PerformTest(this, physicsTest); + Physics2D.queriesHitTriggers = saveQHT; + + hits.Clear(); + for (int i = 0; i < numberOfHits; i++) { + hits.Add(physics.Buffer[i]); + } + + hits.Sort(RaycastHitComparison); + + foreach (var hit in hits) { + if (MinimumSlopeAngle > 0f) { + var slope = Vector3.Angle(SlopeUpDirection, hit.normal); + if (slope < MinimumSlopeAngle) { + continue; + } + } + if ((1 << hit.collider.gameObject.layer & DetectsOnLayers) != 0) { + if (signalFilter.TestCollider(hit.collider)) { + addRayHit(hit); + } + } + if ((1 << hit.collider.gameObject.layer & ObstructedByLayers) != 0) { + if (signalFilter.TestCollider(hit.collider)) { + obstructionRayHit = hit; + break; + } + } + } + } + + void SendObstructionEvents() { + if (isObstructed && obstructionRayHit.collider == null) { + isObstructed = false; + OnClear.Invoke(this); + } else if (!isObstructed && obstructionRayHit.collider != null) { + isObstructed = true; + OnObstruction.Invoke(this); + } + } + + void addRayHit(RaycastHit2D hit) { + var go = hit.collider.gameObject; + if (!detectedObjectHits.ContainsKey(go)) { + detectedObjectHits.Add(go, hit); + workList.Add(new Signal() { + Object = go, + Strength = 1f, + Bounds = new Bounds(hit.point, Vector3.zero) + }); + } + } + + void clearDetectedObjects() { + obstructionRayHit = new RaycastHit2D(); + detectedObjectHits.Clear(); + workList.Clear(); + } + + static Comparison RaycastHitComparison = new Comparison(CompareRaycastHits); + + static int CompareRaycastHits(RaycastHit2D x, RaycastHit2D y) { + if (x.distance < y.distance) { + return -1; + } else if (x.distance > y.distance) { + return 1; + } + return 0; + } + + protected override void OnDrawGizmosSelected() { + //base.OnDrawGizmosSelected(); + + switch (Shape) { + case CastShapeType.Ray: + DrawRayGizmo(); + break; + case CastShapeType.Circle: + DrawCircleGizmo(); + break; + case CastShapeType.Box: + DrawBoxGizmo(); + break; + case CastShapeType.Capsule: + DrawCapsuleGizmo(); + break; + } + + if (ShowDetectionGizmos) { + var depth = Vector3.forward * transform.position.z; + foreach (var detection in GetDetections()) { + var hit = GetDetectionRayHit(detection); + SensorGizmos.RaycastHitGizmo(hit.Point + depth, hit.Normal, false); + } + if (IsObstructed) { + SensorGizmos.RaycastHitGizmo(GetObstructionRayHit().Point + depth, GetObstructionRayHit().Normal, true); + } + } + } + + bool IsRunning() { + return Application.isPlaying || ShowDetectionGizmos; + } + + class RayCastTest : ITestNonAlloc { + public int Test(RaySensor2D sensor, RaycastHit2D[] results) { + Ray ray = new Ray(sensor.transform.position, sensor.direction); + LayerMask combinedLayers = sensor.DetectsOnLayers | sensor.ObstructedByLayers; + if (sensor.isSingleResult()) { + var hit = Physics2D.Raycast(ray.origin, ray.direction, sensor.Length, combinedLayers); + if (hit.collider != null) { + results[0] = hit; + return 1; + } + return 0; + } else { + var filter = new ContactFilter2D { + useLayerMask = true, + layerMask = combinedLayers, + useTriggers = !sensor.IgnoreTriggerColliders + }; + return Physics2D.Raycast(ray.origin, ray.direction, filter, results, sensor.Length); + } + } + } + void DrawRayGizmo() { + Vector3 endPosition; + if (IsObstructed && IsRunning()) { + SensorGizmos.PushColor(STPrefs.CastingBlockedRayColour); + endPosition = transform.position + (Vector3)direction * obstructionRayHit.distance; + } else { + SensorGizmos.PushColor(STPrefs.CastingRayColour); + endPosition = transform.position + (Vector3)direction * Length; + } + Gizmos.DrawLine(transform.position, endPosition); + SensorGizmos.PopColor(); + } + + class CircleCastTest : ITestNonAlloc { + public int Test(RaySensor2D sensor, RaycastHit2D[] results) { + Ray ray = new Ray(sensor.transform.position, sensor.direction); + LayerMask combinedLayers = sensor.DetectsOnLayers | sensor.ObstructedByLayers; + if (sensor.isSingleResult()) { + var hit = Physics2D.CircleCast(ray.origin, sensor.Circle.Radius, ray.direction, sensor.Length, combinedLayers); + if (hit.collider != null) { + results[0] = hit; + return 1; + } + return 0; + } else { + var filter = new ContactFilter2D { + useLayerMask = true, + layerMask = combinedLayers, + useTriggers = !sensor.IgnoreTriggerColliders + }; + return Physics2D.CircleCast(ray.origin, sensor.Circle.Radius, ray.direction, filter, results, sensor.Length); + } + } + } + void DrawCircleGizmo() { + var showObstruction = (isObstructed && IsRunning()); + var length = showObstruction ? obstructionRayHit.distance : Length; + var euler = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z); + var direction = WorldSpace ? Quaternion.Inverse(euler) * Direction : (Vector3)Direction; + SensorGizmos.CirclecastGizmo(new Ray(transform.position, direction), length, euler, Circle.Radius, showObstruction); + } + + class BoxCastTest : ITestNonAlloc { + public int Test(RaySensor2D sensor, RaycastHit2D[] results) { + LayerMask combinedLayers = sensor.DetectsOnLayers | sensor.ObstructedByLayers; + if (sensor.isSingleResult()) { + var hit = Physics2D.BoxCast(sensor.transform.position, 2f*sensor.Box.HalfExtents, sensor.transform.eulerAngles.z, sensor.direction, sensor.Length, combinedLayers); + if (hit.collider != null) { + results[0] = hit; + return 1; + } + return 0; + } else { + var filter = new ContactFilter2D { + useLayerMask = true, + layerMask = combinedLayers, + useTriggers = !sensor.IgnoreTriggerColliders + }; + return Physics2D.BoxCast(sensor.transform.position, 2f*sensor.Box.HalfExtents, sensor.transform.eulerAngles.z, sensor.direction, filter, results, sensor.Length); + } + } + } + void DrawBoxGizmo() { + var showObstruction = (isObstructed && IsRunning()); + var length = showObstruction ? obstructionRayHit.distance : Length; + var euler = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z); + var direction = WorldSpace ? Quaternion.Inverse(euler) * Direction : (Vector3)Direction; + SensorGizmos.BoxcastGizmo(new Ray(transform.position, direction), length, euler, Box.HalfExtents, showObstruction); + } + + class CapsuleCastTest : ITestNonAlloc { + public int Test(RaySensor2D sensor, RaycastHit2D[] results) { + LayerMask combinedLayers = sensor.DetectsOnLayers | sensor.ObstructedByLayers; + + var pos = sensor.transform.position; + var size = new Vector2(sensor.Capsule.Radius*2f, sensor.Capsule.Height); + var dir = CapsuleDirection2D.Vertical; + var angle = sensor.transform.eulerAngles.z; + + if (sensor.isSingleResult()) { + var hit = Physics2D.CapsuleCast(pos, size, dir, angle, sensor.direction, sensor.Length, combinedLayers); + if (hit.collider != null) { + results[0] = hit; + return 1; + } + return 0; + } else { + var filter = new ContactFilter2D { + useLayerMask = true, + layerMask = combinedLayers, + useTriggers = !sensor.IgnoreTriggerColliders + }; + return Physics2D.CapsuleCast(pos, size, dir, angle, sensor.direction, filter, results, sensor.Length); + } + } + } + void DrawCapsuleGizmo() { + var showObstruction = (isObstructed && IsRunning()); + var length = showObstruction ? obstructionRayHit.distance : Length; + var euler = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z); + var direction = WorldSpace ? Quaternion.Inverse(euler) * Direction : (Vector3)Direction; + SensorGizmos.Capsule2DcastGizmo(new Ray(transform.position, direction), length, euler, Capsule.Radius, Capsule.Height, showObstruction); + } + #endregion + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/RaySensor2D.cs.meta b/Assets/SensorToolkit/Sensors/RaySensor2D.cs.meta new file mode 100644 index 0000000..76ce562 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/RaySensor2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 67743d858b7a45d39461726716d6af2e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 261e5377a5e6dcc42bd55a1bf682ccd6, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors.meta b/Assets/SensorToolkit/Sensors/SignalProcessors.meta new file mode 100644 index 0000000..4efde4c --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 56c8b0695c571794ab9c79d10ce8f47d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreListProcessor.cs b/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreListProcessor.cs new file mode 100644 index 0000000..afe051c --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreListProcessor.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [AddComponentMenu("Sensors/Processors/Ignore List")] + public class IgnoreListProcessor : SignalProcessor { + + [SerializeField] List ignoreList = new List(); + public List IgnoreList => ignoreList; + + public override bool Process(ref Signal signal, Sensor sensor) { + return !ignoreList.Contains(signal.Object); + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreListProcessor.cs.meta b/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreListProcessor.cs.meta new file mode 100644 index 0000000..3feec66 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreListProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 37ce1b5f0579bf448bcb504900228f65 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreProcessor.cs b/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreProcessor.cs new file mode 100644 index 0000000..2c3f620 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreProcessor.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [AddComponentMenu("Sensors/Processors/Ignore")] + public class IgnoreProcessor : SignalProcessor { + + public GameObject ToIgnore; + + public override bool Process(ref Signal signal, Sensor sensor) { + return !ReferenceEquals(signal.Object, ToIgnore); + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreProcessor.cs.meta b/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreProcessor.cs.meta new file mode 100644 index 0000000..69a1a6a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors/IgnoreProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a3d7a92bf9e85ed4fbe660f3c9daca92 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByDistanceProcessor.cs b/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByDistanceProcessor.cs new file mode 100644 index 0000000..354b0f7 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByDistanceProcessor.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [AddComponentMenu("Sensors/Processors/Map Strength By Distance")] + public class MapStrengthByDistanceProcessor : SignalProcessor { + + public enum OperationType { Multiply, Set }; + + public OperationType Operation = OperationType.Multiply; + public RadialInterpolation RadialRange = new RadialInterpolation(0f, 20f); + [Range(0,1)] public float MinimumStrength = 0f; + + public override bool Process(ref Signal signal, Sensor sensor) { + var distance = Mathf.Sqrt(signal.Bounds.SqrDistance(sensor.transform.position)); + var t = RadialRange.Calculate(distance); + if (Operation == OperationType.Multiply) { + signal.Strength *= t; + } else { + signal.Strength = t; + } + return signal.Strength > MinimumStrength; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByDistanceProcessor.cs.meta b/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByDistanceProcessor.cs.meta new file mode 100644 index 0000000..f5dcbe4 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByDistanceProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3158a8dc55efa854d98b1e9d38a0e0fd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByTagProcessor.cs b/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByTagProcessor.cs new file mode 100644 index 0000000..dc32739 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByTagProcessor.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [AddComponentMenu("Sensors/Processors/Map Strength By Tag")] + public class MapStrengthByTagProcessor : SignalProcessor { + + [System.Serializable] + public struct Mapping { + [TagSelector] + public string Tag; + public float Value; + } + + public enum OperationType { Multiply, Set }; + + public OperationType Operation = OperationType.Multiply; + public List Tags => tags; + [SerializeField] List tags = new List(); + public float DefaultValue = 1f; + [Range(0, 1)] public float MinimumStrength = 0f; + + public override bool Process(ref Signal signal, Sensor sensor) { + var value = DefaultValue; + foreach (var map in Tags) { + if (signal.Object.CompareTag(map.Tag)) { + value = map.Value; + break; + } + } + if (Operation == OperationType.Multiply) { + signal.Strength *= value; + } else { + signal.Strength = value; + } + return signal.Strength > MinimumStrength; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByTagProcessor.cs.meta b/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByTagProcessor.cs.meta new file mode 100644 index 0000000..b340de9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors/MapStrengthByTagProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4a0ca8f23d46b8548b8df396968ea181 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors/ProcessorListProcessor.cs b/Assets/SensorToolkit/Sensors/SignalProcessors/ProcessorListProcessor.cs new file mode 100644 index 0000000..e852906 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors/ProcessorListProcessor.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [AddComponentMenu("Sensors/Processors/Processor List")] + public class ProcessorListProcessor : SignalProcessor { + + [SerializeField] List processors = new List(); + public List Processors => processors; + + public override bool Process(ref Signal signal, Sensor sensor) { + foreach (var processor in Processors) { + if (!processor.Process(ref signal, sensor)) { + return false; + } + } + return true; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/SignalProcessors/ProcessorListProcessor.cs.meta b/Assets/SensorToolkit/Sensors/SignalProcessors/ProcessorListProcessor.cs.meta new file mode 100644 index 0000000..bc2ab07 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProcessors/ProcessorListProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ccfa9428303fce04794fa65fef6edee1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/SignalProxy.cs b/Assets/SensorToolkit/Sensors/SignalProxy.cs new file mode 100644 index 0000000..868e8f9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProxy.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + /* + * If a GameObject is detected and it has this component then the detected object will become + * the 'ProxyTarget' this component points to. + * This could be useful for example if you have characters with Rigidbodies/Colliders on + * each of its limbs. You could put this component on each limb and point it to the root + * GameObject of the character. Then if a sensor detects one or more of the limbs, it will + * show the root GameObject in the list of detections. Otherwise the limbs would each be + * detected separately. + */ + [AddComponentMenu("Sensors/Signal Proxy")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/proxy")] + public class SignalProxy : MonoBehaviour { + + public GameObject ProxyTarget; + + public static GameObject GetProxyTarget(GameObject from) { + GameObject target = from; + SignalProxy proxy; + while (target.TryGetComponent(out proxy)) { + if (proxy.ProxyTarget == null || proxy.ProxyTarget == target) { + break; + } + target = proxy.ProxyTarget; + } + return target; + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/SignalProxy.cs.meta b/Assets/SensorToolkit/Sensors/SignalProxy.cs.meta new file mode 100644 index 0000000..76f7c07 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SignalProxy.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 67eea049b12f26745897ae87177de0a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: bbd5a0635de315248965a75ca3dfbbef, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/SteeringSensor.cs b/Assets/SensorToolkit/Sensors/SteeringSensor.cs new file mode 100644 index 0000000..2aaa25b --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SteeringSensor.cs @@ -0,0 +1,349 @@ +using UnityEngine; +using UnityEngine.Serialization; +using System.Collections; +using System.Collections.Generic; +using Unity.Jobs; + +namespace Micosmo.SensorToolkit { + + /** + * The Steering Sensor is a unique sensor for implementing steering behaviour. It's an implementation of + * Context Based Steering as described here. The sensor can operate in a spherical mode suitable for flying + * agents, or a planar mode for ground-based agents. + */ + [AddComponentMenu("Sensors/Steering Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/steering")] + public class SteeringSensor : BasePulsableSensor, IPulseRoutine, ISteeringSensor { + + #region Configurations + [SerializeField] + [Tooltip("Steering Vectors are 3D when this is true and they are planar when this is false.")] + ObservableBool isSpherical = new ObservableBool(); + + [SerializeField] + [Tooltip("The up-drection of the sensor when using circular grids.")] + ObservableVector3 upDirection = new ObservableVector3() { Value = Vector3.up }; + + [SerializeField] + [Tooltip("Determines the number of discrete buckets that directions around the sensor are boken up into.")] + ObservableInt resolution = new ObservableInt() { Value = 3 }; + + [SerializeField] SteerSeek seek = new SteerSeek(); + + [SerializeField] SteerInterest interest = new SteerInterest(); + + [SerializeField] SteerDanger danger = new SteerDanger(); + + [SerializeField, FormerlySerializedAs("velocityObstacles")] SteerVO velocity = new SteerVO(); + + [SerializeField] SteerDecision decision = new SteerDecision(); + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + + [Tooltip("Enables the built-in locomotion if this is any value other then None.")] + public LocomotionMode LocomotionMode; + + [Tooltip("The RigidBody to control with built-in locomotion.")] + public Rigidbody RigidBody; + + [Tooltip("The CharacterController to control with built-in locomotion.")] + public CharacterController CharacterController; + + // Configurations struct for the built-in locomotion behaviours. + [SerializeField, FormerlySerializedAs("Locomotion")] LocomotionSystem locomotion; + #endregion + + #region Events + public override event System.Action OnPulsed; + #endregion + + #region Public + // Change IsSpherical value at runtime + public bool IsSpherical { + get => isSpherical.Value; + set => isSpherical.Value = value; + } + + public Vector3 UpDirection { + get => upDirection.Value; + set => upDirection.Value = value; + } + + // Change Resolution at runtime + public int Resolution { + get => Mathf.Abs(resolution.Value); + set => resolution.Value = value; + } + + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Change at runtime if the sensor will pulse in Update or FixedUpdate + public PulseRoutine.UpdateFunctions PulseUpdateFunction { + get => pulseRoutine.UpdateFunction; + set => pulseRoutine.UpdateFunction = value; + } + + public SteerSeek Seek => seek; + + public SteerInterest Interest => interest; + + public SteerDanger Danger => danger; + + public SteerVO Velocity => velocity; + + public SteerDecision Decision => decision; + + public LocomotionSystem Locomotion => locomotion; + + // Is true when we are within the desired range from the target seek position. + public bool IsDestinationReached => seek.GetIsDestinationReached(this); + + // Is true when we have not yet reached the destination. + public bool IsSeeking => !IsDestinationReached; + + public void SeekTo(Transform destination, float distanceOffset = 0f) { + Seek.SeekMode = SeekMode.Position; + Seek.SeekPosition = new SeekPosition(destination, false, distanceOffset); + } + public void SeekTo(Vector3 destination, float distanceOffset = 0f) { + Seek.SeekMode = SeekMode.Position; + Seek.SeekPosition = new SeekPosition(destination, false, distanceOffset); + } + public void ArriveTo(Transform destination, float distanceOffset = 0f) { + Seek.SeekMode = SeekMode.Position; + Seek.SeekPosition = new SeekPosition(destination, true, distanceOffset); + } + public void ArriveTo(Vector3 destination, float distanceOffset = 0f) { + Seek.SeekMode = SeekMode.Position; + Seek.SeekPosition = new SeekPosition(destination, true, distanceOffset); + } + public void SeekDirection(Vector3 direction) { + Seek.SeekMode = SeekMode.Direction; + Seek.SeekDirection = direction; + } + public void Wander() { + Seek.SeekMode = SeekMode.Wander; + } + public void Stop() { + Seek.SeekMode = SeekMode.Stop; + } + + public Vector3 GetSteeringVector() => seek.GetSteeringVector(this); + + public float GetSpeedCandidate(Vector3 direction) => velocity.GetSpeedCandidate(direction); + + public override void PulseAll() { + interest.PulseSensors(); + danger.PulseSensors(); + velocity.PulseSensors(); + Pulse(); + } + + public override void Clear() { + ClearPendingPulse(); + interest.Clear(); + danger.Clear(); + velocity.Clear(); + Decision.Clear(); + if (!Application.isPlaying) { + DisposeGrids(); + } + } + #endregion + + #region Internals + bool isControlling => LocomotionMode != LocomotionMode.None; + + ObservableEffect gridConfigEffect; + ObservableEffect upDirectionEffect; + + PulseJob pulseJob; + + void CreatePulseJob() { + pulseJob = new PulseJob(new PulseJob.Step[] { + (isRun) => { + var interestJob = interest.ScheduleJob(this); + var dangerJob = danger.ScheduleJob(this); + var velocityJob = velocity.ScheduleJob(this); + return decision.ScheduleJob(this, interestJob, dangerJob, velocityJob); + }, + (isRun) => { + interest.ManagedFinish(); + danger.ManagedFinish(); + velocity.ManagedFinish(); + decision.ManagedFinish(); + + OnPulsed?.Invoke(); + + return default; + } + }); + } + + protected override PulseJob GetPulseJob() { + if (!Application.isPlaying) { + RecreateGrids(); + } + if (!pulseJob.IsCreated) { + CreatePulseJob(); + } + return pulseJob; + } + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + void Awake() { + if (isSpherical == null) { + isSpherical = new ObservableBool(); + } + if (resolution == null) { + resolution = new ObservableInt() { Value = 3 }; + } + gridConfigEffect = ObservableEffect.Create(RecreateGrids, new Observable[] { isSpherical, resolution }, false); + upDirectionEffect = ObservableEffect.Create(UpdateUpDirection, new Observable[] { upDirection }, false); + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + void OnEnable() { + RecreateGrids(); + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + pulseRoutine.OnDisable(); + DisposeGrids(); + } + + void OnDestroy() { + gridConfigEffect?.Dispose(); + upDirectionEffect?.Dispose(); + } + + void OnValidate() { + isSpherical?.OnValidate(); + upDirection?.OnValidate(); + resolution?.OnValidate(); + pulseRoutine?.OnValidate(); + } + + void Update() { + decision.Interpolate(Time.deltaTime); + + if (LocomotionMode == LocomotionMode.UnityCharacterController) { + locomotion.CharacterSeek(CharacterController, GetSteeringVector(), IsSpherical ? Vector3.up : GetSafeUpDirection()); + } + } + + void FixedUpdate() { + if (LocomotionMode == LocomotionMode.RigidBodyFlying) { + locomotion.FlyableSeek(RigidBody, GetSteeringVector()); + } else if (LocomotionMode == LocomotionMode.RigidBodyCharacter) { + locomotion.CharacterSeek(RigidBody, GetSteeringVector(), IsSpherical ? Vector3.up : GetSafeUpDirection()); + } + } + + void DisposeGrids() { + ClearPendingPulse(); + velocity.Dispose(); + interest.Dispose(); + danger.Dispose(); + velocity.Dispose(); + decision.Dispose(); + } + + void RecreateGrids() { + ClearPendingPulse(); + var up = GetSafeUpDirection(); + interest.RecreateGrids(Resolution, IsSpherical, up); + danger.RecreateGrids(Resolution, IsSpherical, up); + velocity.RecreateGrids(Resolution, IsSpherical, up); + decision.RecreateGrids(Resolution, IsSpherical, up); + } + + void UpdateUpDirection() { + var up = GetSafeUpDirection(); + interest.UpdateUpDirection(up); + danger.UpdateUpDirection(up); + velocity.UpdateUpDirection(up); + decision.UpdateUpDirection(up); + } + + Vector3 GetSafeUpDirection() { + if (UpDirection == Vector3.zero) { + return Vector3.up; + } + return UpDirection.normalized; + } + + public static bool ShowInterestGizmos = false; + public static bool ShowDangerGizmos = false; + public static bool ShowVelocityGizmos = false; + public static bool ShowDecisionGizmos = false; + + const float rayScaleMult = 0.05f; + const float minRayScale = 1f; + const float rayWidth = 3.5f; + const float rayGap = 1.1f; + void OnDrawGizmosSelected() { + if (!ShowDetectionGizmos) { + return; + } + + var camera = Camera.current; + var distance = Vector3.Distance(camera.transform.position, transform.position); + var rayScale = Mathf.Max(distance * rayScaleMult, minRayScale); + + int nShown = 1; + + if (ShowInterestGizmos) { + interest.DrawGizmos(this, nShown * rayScale * rayGap, rayScale, rayWidth); + nShown++; + } + if (ShowDangerGizmos) { + danger.DrawGizmos(this, nShown * rayScale * rayGap, rayScale, rayWidth); + nShown++; + } + if (ShowVelocityGizmos) { + velocity.DrawGizmos(this, nShown * rayScale * rayGap, rayScale, rayWidth); + nShown++; + } + if (ShowDecisionGizmos) { + decision.DrawGizmos(this, nShown * rayScale * rayGap, rayScale, rayWidth); + nShown++; + } + + SensorGizmos.PushColor(STPrefs.SteeringVectorColour); + SensorGizmos.ThickLineNoZTest(transform.position, transform.position + GetSteeringVector(), rayWidth); + SensorGizmos.PopColor(); + } + #endregion + } +} + \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/SteeringSensor.cs.meta b/Assets/SensorToolkit/Sensors/SteeringSensor.cs.meta new file mode 100644 index 0000000..da36af1 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SteeringSensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d0f1022f3325494ca6299643c717054a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 25950f11d12fb4c4b803f9a3f2c17497, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/SteeringSensor2D.cs b/Assets/SensorToolkit/Sensors/SteeringSensor2D.cs new file mode 100644 index 0000000..f1670ef --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SteeringSensor2D.cs @@ -0,0 +1,297 @@ +using UnityEngine; +using UnityEngine.Serialization; +using System.Collections; +using System.Collections.Generic; +using Unity.Jobs; + +namespace Micosmo.SensorToolkit { + + /** + * The Steering Sensor is a unique sensor for implementing steering behaviour. It's an implementation of + * Context Based Steering as described here. The sensor can operate in a spherical mode suitable for flying + * agents, or a planar mode for ground-based agents. + */ + [AddComponentMenu("Sensors/2D Steering Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/steering")] + public class SteeringSensor2D : BasePulsableSensor, IPulseRoutine, ISteeringSensor { + + #region Configurations + [SerializeField] + [Tooltip("Determines the number of discrete buckets that directions around the sensor are boken up into.")] + ObservableInt resolution = new ObservableInt() { Value = 3 }; + + [SerializeField] SteerSeek seek = new SteerSeek(); + + [SerializeField] SteerInterest interest = new SteerInterest() { LocalForwardDirection = Vector3.up }; + + [SerializeField] SteerDanger danger = new SteerDanger(); + + [SerializeField, FormerlySerializedAs("velocityObstacles")] SteerVO velocity = new SteerVO(); + + [SerializeField] SteerDecision decision = new SteerDecision(); + + [SerializeField] + PulseRoutine pulseRoutine = new PulseRoutine(); + + [Tooltip("Enables the built-in locomotion if this is any value other then None.")] + public LocomotionMode2D LocomotionMode; + + [Tooltip("The RigidBody to control with built-in locomotion.")] + public Rigidbody2D RigidBody; + + // Configurations struct for the built-in locomotion behaviours. + [SerializeField, FormerlySerializedAs("Locomotion")] LocomotionSystem locomotion; + #endregion + + #region Events + public override event System.Action OnPulsed; + #endregion + + #region Public + // Change Resolution at runtime + public int Resolution { + get => Mathf.Abs(resolution.Value); + set => resolution.Value = value; + } + + // Change the pulse mode at runtime + public PulseRoutine.Modes PulseMode { + get => pulseRoutine.Mode.Value; + set => pulseRoutine.Mode.Value = value; + } + + // Change the pulse interval at runtime + public float PulseInterval { + get => pulseRoutine.Interval.Value; + set => pulseRoutine.Interval.Value = value; + } + + // Change at runtime if the sensor will pulse in Update or FixedUpdate + public PulseRoutine.UpdateFunctions PulseUpdateFunction { + get => pulseRoutine.UpdateFunction; + set => pulseRoutine.UpdateFunction = value; + } + + public SteerSeek Seek => seek; + + public SteerInterest Interest => interest; + + public SteerDanger Danger => danger; + + public SteerVO Velocity => velocity; + + public SteerDecision Decision => decision; + + public LocomotionSystem Locomotion => locomotion; + + // Is true when we are within the desired range from the target seek position. + public bool IsDestinationReached => seek.GetIsDestinationReached(this); + + // Is true when we have not yet reached the destination. + public bool IsSeeking => !IsDestinationReached; + + public void SeekTo(Transform destination, float distanceOffset = 0f) { + Seek.SeekMode = SeekMode.Position; + Seek.SeekPosition = new SeekPosition(destination, false, distanceOffset); + } + public void SeekTo(Vector3 destination, float distanceOffset = 0f) { + Seek.SeekMode = SeekMode.Position; + Seek.SeekPosition = new SeekPosition(destination, false, distanceOffset); + } + public void ArriveTo(Transform destination, float distanceOffset = 0f) { + Seek.SeekMode = SeekMode.Position; + Seek.SeekPosition = new SeekPosition(destination, true, distanceOffset); + } + public void ArriveTo(Vector3 destination, float distanceOffset = 0f) { + Seek.SeekMode = SeekMode.Position; + Seek.SeekPosition = new SeekPosition(destination, true, distanceOffset); + } + public void SeekDirection(Vector3 direction) { + Seek.SeekMode = SeekMode.Direction; + Seek.SeekDirection = direction; + } + public void Wander() { + Seek.SeekMode = SeekMode.Wander; + } + public void Stop() { + Seek.SeekMode = SeekMode.Stop; + } + + public Vector3 GetSteeringVector() => seek.GetSteeringVector(this); + + public float GetSpeedCandidate(Vector3 direction) => velocity.GetSpeedCandidate(direction); + + public override void PulseAll() { + interest.PulseSensors(); + danger.PulseSensors(); + velocity.PulseSensors(); + Pulse(); + } + + public override void Clear() { + ClearPendingPulse(); + interest.Clear(); + danger.Clear(); + velocity.Clear(); + Decision.Clear(); + if (!Application.isPlaying) { + DisposeGrids(); + } + } + #endregion + + #region Internals + bool isControlling => LocomotionMode != LocomotionMode2D.None; + + ObservableEffect gridConfigEffect; + + PulseJob pulseJob; + + void CreatePulseJob() { + pulseJob = new PulseJob(new PulseJob.Step[] { + (isRun) => { + var interestJob = interest.ScheduleJob(this); + var dangerJob = danger.ScheduleJob(this); + var velocityJob = velocity.ScheduleJob(this); + return decision.ScheduleJob(this, interestJob, dangerJob, velocityJob); + }, + (isRun) => { + interest.ManagedFinish(); + danger.ManagedFinish(); + velocity.ManagedFinish(); + decision.ManagedFinish(); + + OnPulsed?.Invoke(); + + return default; + } + }); + } + + protected override PulseJob GetPulseJob() { + if (!Application.isPlaying) { + RecreateGrids(); + } + if (!pulseJob.IsCreated) { + CreatePulseJob(); + } + return pulseJob; + } + + Coroutine StartEachFrame(IEnumerator routine) => StartCoroutine(PulseEachFrame(routine)); + IEnumerator PulseEachFrame(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + Coroutine StartFixedInterval(IEnumerator routine) => StartCoroutine(PulseFixedInterval(routine)); + IEnumerator PulseFixedInterval(IEnumerator routine) { + while (routine.MoveNext()) { + yield return routine.Current; + } + } + + + void Awake() { + if (resolution == null) { + resolution = new ObservableInt() { Value = 3 }; + } + gridConfigEffect = ObservableEffect.Create(RecreateGrids, new Observable[] { resolution }); + + if (pulseRoutine == null) { + pulseRoutine = new PulseRoutine(); + } + pulseRoutine.Awake(this, StartEachFrame, StartFixedInterval); + } + + void OnEnable() { + RecreateGrids(); + pulseRoutine.OnEnable(); + } + + protected override void OnDisable() { + base.OnDisable(); + pulseRoutine.OnDisable(); + DisposeGrids(); + } + + void OnDestroy() { + gridConfigEffect?.Dispose(); + } + + void OnValidate() { + resolution?.OnValidate(); + pulseRoutine?.OnValidate(); + } + + void Update() { + decision.Interpolate(Time.deltaTime); + } + + void FixedUpdate() { + if (LocomotionMode == LocomotionMode2D.RigidBody2D) { + locomotion.RigidBody2DSeek(RigidBody, GetSteeringVector()); + } + } + + void DisposeGrids() { + ClearPendingPulse(); + velocity.Dispose(); + interest.Dispose(); + danger.Dispose(); + velocity.Dispose(); + decision.Dispose(); + } + + void RecreateGrids() { + DisposeGrids(); + interest.RecreateGrids(Resolution, false, Vector3.back); + danger.RecreateGrids(Resolution, false, Vector3.back); + velocity.RecreateGrids(Resolution, false, Vector3.back); + decision.RecreateGrids(Resolution, false, Vector3.back); + } + + public static bool ShowInterestGizmos = false; + public static bool ShowDangerGizmos = false; + public static bool ShowVelocityGizmos = false; + public static bool ShowDecisionGizmos = false; + + const float rayScaleMult = 0.05f; + const float minRayScale = 1f; + const float rayWidth = 3.5f; + const float rayGap = 1.1f; + void OnDrawGizmosSelected() { + if (!ShowDetectionGizmos) { + return; + } + + var camera = Camera.current; + var distance = Vector3.Distance(camera.transform.position, transform.position); + var rayScale = Mathf.Max(distance * rayScaleMult, minRayScale); + + int nShown = 1; + + if (ShowInterestGizmos) { + interest.DrawGizmos(this, nShown * rayScale * rayGap, rayScale, rayWidth); + nShown++; + } + if (ShowDangerGizmos) { + danger.DrawGizmos(this, nShown * rayScale * rayGap, rayScale, rayWidth); + nShown++; + } + if (ShowVelocityGizmos) { + velocity.DrawGizmos(this, nShown * rayScale * rayGap, rayScale, rayWidth); + nShown++; + } + if (ShowDecisionGizmos) { + decision.DrawGizmos(this, nShown * rayScale * rayGap, rayScale, rayWidth); + nShown++; + } + + SensorGizmos.PushColor(Color.cyan); + SensorGizmos.ThickLineNoZTest(transform.position, transform.position + GetSteeringVector(), rayWidth); + SensorGizmos.PopColor(); + } + #endregion + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/SteeringSensor2D.cs.meta b/Assets/SensorToolkit/Sensors/SteeringSensor2D.cs.meta new file mode 100644 index 0000000..6219f8a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/SteeringSensor2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f677a5c7e13449eaa95a95bb394eb757 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 9c2db91041ab9aa4c9633738955d6818, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/TriggerSensor.cs b/Assets/SensorToolkit/Sensors/TriggerSensor.cs new file mode 100644 index 0000000..05e3242 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/TriggerSensor.cs @@ -0,0 +1,192 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +namespace Micosmo.SensorToolkit +{ + /* + * The Trigger Sensor detects objects that intersect a Trigger Collider. It works by listening + * for the events OnTriggerEnter and OnTriggerExit. The sensor has a similar role as the + * Range Sensor, with some unique advantages. The downside is that its more difficult to configure. + * There are some subtle complexities to Trigger Colliders in Unity that must be considered when + * using this sensor. + */ + [AddComponentMenu("Sensors/Trigger Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/trigger")] + public class TriggerSensor : BaseVolumeSensor { + + #region Configurations + [SerializeField] + ObservableBool runInSafeMode = new ObservableBool(); + #endregion + + #region Events +#pragma warning disable + public override event Action OnPulsed; + #endregion + + #region Public + // Change RunInSafeMode at runtime + public bool RunInSafeMode { + get => runInSafeMode.Value; + set => runInSafeMode.Value = value; + } + + public override void PulseAll() => Pulse(); + + public override void Clear() { + base.Clear(); + colliderCount.Clear(); + OnCleared?.Invoke(); + } + #endregion + + #region Internals + event Action OnCleared; + + Dictionary colliderCount = new Dictionary(); + Safety safety; + + // Not necessary to call Pulse on the TriggerSensor. + protected override PulseJob GetPulseJob() { + UpdateAllSignals(); + return default; + } + + protected override void Awake() { + base.Awake(); + + if (runInSafeMode == null) { + runInSafeMode = new ObservableBool(); + } + + runInSafeMode.OnChanged += RunInSafeModeChangedHandler; + RunInSafeModeChangedHandler(); + } + + void OnDestroy() { + runInSafeMode.OnChanged -= RunInSafeModeChangedHandler; + if (safety != null) { + Destroy(safety); + } + } + + void OnValidate() { + if (runInSafeMode != null) { + runInSafeMode.OnValidate(); + } + } + + void RunInSafeModeChangedHandler() { + if (RunInSafeMode && safety == null) { + safety = gameObject.AddComponent(); + safety.TriggerSensor = this; + } else if (!RunInSafeMode && safety != null) { + Destroy(safety); + safety = null; + } + } + + void OnTriggerEnter(Collider other) { + if (!colliderCount.TryGetValue(other, out var currCount)) { + colliderCount[other] = 1; + AddCollider(other, true); + } else { + colliderCount[other] = currCount + 1; + } + } + + void OnTriggerExit(Collider other) { + if (colliderCount.TryGetValue(other, out var currCount)) { + if (currCount == 1) { + colliderCount.Remove(other); + RemoveCollider(other, true); + } else { + colliderCount[other] = currCount - 1; + } + } + } + #endregion + + #region Safety Implementation + public class Safety : MonoBehaviour { + TriggerSensor triggerSensor; + public TriggerSensor TriggerSensor { + set { + if (!ReferenceEquals(triggerSensor, value)) { + if (triggerSensor != null) { + triggerSensor.OnCleared -= ClearedHandler; + } + triggerSensor = value; + triggerStayTests.Clear(); + if (triggerSensor != null) { + foreach (var colliderCount in triggerSensor.colliderCount) { + triggerStayTests[colliderCount.Key] = colliderCount.Value; + } + triggerSensor.OnCleared += ClearedHandler; + } + } + } get { + return triggerSensor; + } + } + + Dictionary triggerStayTests = new Dictionary(); + bool didPhysicsRun = false; + + void FixedUpdate() { + triggerStayTests.Clear(); + didPhysicsRun = true; + } + + void OnTriggerStay(Collider other) { + int currCount; + if (!triggerStayTests.TryGetValue(other, out currCount)) { + currCount = 0; + } + triggerStayTests[other] = currCount + 1; + } + + List removeList = new List(); + void Update() { + if (!didPhysicsRun) { + return; + } + didPhysicsRun = false; + + removeList.Clear(); + foreach (var test in triggerStayTests) { + var collider = test.Key; + var count = test.Value; + int sensorCount; + if (!triggerSensor.colliderCount.TryGetValue(collider, out sensorCount)) { + sensorCount = 0; + } + for (int i = count; i > sensorCount; i--) { + triggerSensor.OnTriggerEnter(collider); + } + } + foreach (var colliderCount in triggerSensor.colliderCount) { + var collider = colliderCount.Key; + var sensorCount = colliderCount.Value; + int count; + if (!triggerStayTests.TryGetValue(collider, out count)) { + count = 0; + } + for (int i = count; i < sensorCount; i++) { + removeList.Add(collider); + } + } + foreach (var collider in removeList) { + triggerSensor.OnTriggerExit(collider); + } + } + + void ClearedHandler() { + triggerStayTests.Clear(); + } + } + #endregion + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/TriggerSensor.cs.meta b/Assets/SensorToolkit/Sensors/TriggerSensor.cs.meta new file mode 100644 index 0000000..9502d43 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/TriggerSensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 41f6fec8fb4941a8b51158e83854d6d0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f3e8e6c46929b3a45b363fca98f51737, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/TriggerSensor2D.cs b/Assets/SensorToolkit/Sensors/TriggerSensor2D.cs new file mode 100644 index 0000000..50b924f --- /dev/null +++ b/Assets/SensorToolkit/Sensors/TriggerSensor2D.cs @@ -0,0 +1,193 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +namespace Micosmo.SensorToolkit +{ + /* + * The Trigger Sensor detects objects that intersect a Trigger Collider. It works by listening + * for the events OnTriggerEnter and OnTriggerExit. The sensor has a similar role as the + * Range Sensor, with some unique advantages. The downside is that its more difficult to configure. + * There are some subtle complexities to Trigger Colliders in Unity that must be considered when + * using this sensor. + */ + [AddComponentMenu("Sensors/2D Trigger Sensor")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/trigger")] + public class TriggerSensor2D : BaseAreaSensor { + + #region Configurations + [SerializeField] + ObservableBool runInSafeMode = new ObservableBool(); + #endregion + + #region Events +#pragma warning disable + public override event Action OnPulsed; + #endregion + + #region Public + // Change RunInSafeMode at runtime + public bool RunInSafeMode { + get => runInSafeMode.Value; + set => runInSafeMode.Value = value; + } + + public override void PulseAll() => Pulse(); + + public override void Clear() { + base.Clear(); + colliderCount.Clear(); + OnCleared?.Invoke(); + } + #endregion + + #region Internals + event Action OnCleared; + + Dictionary colliderCount = new Dictionary(); + Safety safety; + + // Not necessary to call Pulse on the TriggerSensor. + protected override PulseJob GetPulseJob() { + UpdateAllSignals(); + return default; + } + + protected override void Awake() { + base.Awake(); + + if (runInSafeMode == null) { + runInSafeMode = new ObservableBool(); + } + + runInSafeMode.OnChanged += RunInSafeModeChangedHandler; + RunInSafeModeChangedHandler(); + } + + void OnDestroy() { + runInSafeMode.OnChanged -= RunInSafeModeChangedHandler; + if (safety != null) { + Destroy(safety); + } + } + + void OnValidate() { + if (runInSafeMode != null) { + runInSafeMode.OnValidate(); + } + } + + void RunInSafeModeChangedHandler() { + if (RunInSafeMode && safety == null) { + safety = gameObject.AddComponent(); + safety.TriggerSensor = this; + } else if (!RunInSafeMode && safety != null) { + Destroy(safety); + safety = null; + } + } + + void OnTriggerEnter2D(Collider2D other) { + if (!colliderCount.TryGetValue(other, out var currCount)) { + colliderCount[other] = 1; + AddCollider(other, true); + } else { + colliderCount[other] = currCount + 1; + } + } + + void OnTriggerExit2D(Collider2D other) { + if (colliderCount.TryGetValue(other, out var currCount)) { + if (currCount == 1) { + colliderCount.Remove(other); + RemoveCollider(other, true); + } else { + colliderCount[other] = currCount - 1; + } + } + } + #endregion + + #region Safety Implementation + public class Safety : MonoBehaviour { + TriggerSensor2D triggerSensor; + public TriggerSensor2D TriggerSensor { + set { + if (!ReferenceEquals(triggerSensor, value)) { + if (triggerSensor != null) { + triggerSensor.OnCleared -= ClearedHandler; + } + triggerSensor = value; + triggerStayTests.Clear(); + if (triggerSensor != null) { + foreach (var colliderCount in triggerSensor.colliderCount) { + triggerStayTests[colliderCount.Key] = colliderCount.Value; + } + triggerSensor.OnCleared += ClearedHandler; + } + } + } + get { + return triggerSensor; + } + } + + Dictionary triggerStayTests = new Dictionary(); + bool didPhysicsRun = false; + + void FixedUpdate() { + triggerStayTests.Clear(); + didPhysicsRun = true; + } + + void OnTriggerStay2D(Collider2D other) { + int currCount; + if (!triggerStayTests.TryGetValue(other, out currCount)) { + currCount = 0; + } + triggerStayTests[other] = currCount + 1; + } + + List removeList = new List(); + void Update() { + if (!didPhysicsRun) { + return; + } + didPhysicsRun = false; + + removeList.Clear(); + foreach (var test in triggerStayTests) { + var collider = test.Key; + var count = test.Value; + int sensorCount; + if (!triggerSensor.colliderCount.TryGetValue(collider, out sensorCount)) { + sensorCount = 0; + } + for (int i = count; i > sensorCount; i--) { + triggerSensor.OnTriggerEnter2D(collider); + } + } + foreach (var colliderCount in triggerSensor.colliderCount) { + var collider = colliderCount.Key; + var sensorCount = colliderCount.Value; + int count; + if (!triggerStayTests.TryGetValue(collider, out count)) { + count = 0; + } + for (int i = count; i < sensorCount; i++) { + removeList.Add(collider); + } + } + foreach (var collider in removeList) { + triggerSensor.OnTriggerExit2D(collider); + } + } + + void ClearedHandler() { + triggerStayTests.Clear(); + } + } + #endregion + } +} diff --git a/Assets/SensorToolkit/Sensors/TriggerSensor2D.cs.meta b/Assets/SensorToolkit/Sensors/TriggerSensor2D.cs.meta new file mode 100644 index 0000000..dd84520 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/TriggerSensor2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 49ef58afebdb4d60b88c5b9a80b60694 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 19c16e2836734574096b32c4e2a807cd, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/UserSignals.cs b/Assets/SensorToolkit/Sensors/UserSignals.cs new file mode 100644 index 0000000..0ef78b0 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/UserSignals.cs @@ -0,0 +1,55 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + [AddComponentMenu("Sensors/User Signals")] + [HelpURL("https://micosmo.com/sensortoolkit2/docs/manual/sensors/user-signals")] + public class UserSignals : Sensor { + + [Serializable] + public class ObservableSignalList : ObservableList { } + + [SerializeField] + ObservableSignalList inputSignals = new ObservableSignalList(); + public ObservableSignalList InputSignals => inputSignals; + +#pragma warning disable + public override event Action OnPulsed; + + public override void PulseAll() => Pulse(); + + protected override PulseJob GetPulseJob() { + InputSignalsChangeHandler(); + OnPulsed?.Invoke(); + return default; + } + + protected override void Awake() { + base.Awake(); + inputSignals.OnChanged += InputSignalsChangeHandler; + InputSignalsChangeHandler(); + } + + void OnDestroy() { + inputSignals.OnChanged -= InputSignalsChangeHandler; + } + + void OnValidate() { + if (inputSignals == null) { + inputSignals = new ObservableSignalList(); + } + inputSignals.OnValidate(); + } + + List workList = new List(); + void InputSignalsChangeHandler() { + workList.Clear(); + foreach (var signal in inputSignals) { + workList.Add(signal); + } + UpdateAllSignals(workList); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/UserSignals.cs.meta b/Assets/SensorToolkit/Sensors/UserSignals.cs.meta new file mode 100644 index 0000000..6dada89 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/UserSignals.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c4c1d5d87910469a9a2713f1ff1cf39a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 47fe4d794c97807468bc95d8cc623f61, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src.meta b/Assets/SensorToolkit/Sensors/src.meta new file mode 100644 index 0000000..ed7bb4a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9e92d95716e44c70addc4445c6d5658f +folderAsset: yes +timeCreated: 1491027974 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Accumulator.cs b/Assets/SensorToolkit/Sensors/src/Accumulator.cs new file mode 100644 index 0000000..42de50b --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Accumulator.cs @@ -0,0 +1,126 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [Serializable] + public struct Accumulator : IEquatable> + where REF : UnityEngine.Object + where T : IAccumulated { + [SerializeField] REF outputTarget; + public REF OutputTarget => outputTarget; + [SerializeField] List inputTargets; + public List InputTargets => inputTargets; + [SerializeField] List inputs; + public List Inputs => inputs; + [SerializeField] T output; + public T RawOutput => output; + [SerializeField] bool isDirty; + public T PreviousOutput { get; private set; } + + int Timestamp; + + public void Initialize() { + Timestamp = -1; + inputTargets = new List(); + inputs = new List(); + } + + public T Output { + get { + if (isDirty) { + Combine(); + isDirty = false; + } + return output; + } + } + + public void Spawn(REF target, int timestamp) { + Timestamp = timestamp; + outputTarget = target; + isDirty = true; + } + + public void Dispose() { + inputs.Clear(); + outputTarget = null; + PreviousOutput = default; + output = default(T); + isDirty = false; + } + + public bool UpdateInput(REF target, T input, int timestamp) { + if (TryGetInput(target, out var found, out var index)) { + if (found.Equals(input)) { + return false; + } + SetTimestamp(timestamp); + inputs[index] = input; + isDirty = true; + return true; + } else { + SetTimestamp(timestamp); + inputs.Add(input); + inputTargets.Add(target); + isDirty = true; + return true; + } + } + + public bool RemoveInput(REF target, int timestamp) { + if (TryGetInput(target, out var found, out var index)) { + SetTimestamp(timestamp); + inputs.RemoveAt(index); + inputTargets.RemoveAt(index); + isDirty = true; + return true; + } + return false; + } + + public bool Equals(Accumulator other) { + return outputTarget == other.outputTarget; + } + + public override int GetHashCode() { + return outputTarget.GetHashCode(); + } + + void SetTimestamp(int timestamp) { + if (Timestamp != timestamp) { + Timestamp = timestamp; + PreviousOutput = Output; + } + } + + bool TryGetInput(REF target, out T input, out int index) { + for (int i = 0; i < inputTargets.Count; i++) { + var t = inputTargets[i]; + if (ReferenceEquals(t, target)) { + input = inputs[i]; + index = i; + return true; + } + } + input = default(T); + index = -1; + return false; + } + + void Combine() { + bool isFirst = true; + foreach (var input in inputs) { + if (isFirst) { + output = input; + isFirst = false; + } else { + output = output.Combine(input); + } + } + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Accumulator.cs.meta b/Assets/SensorToolkit/Sensors/src/Accumulator.cs.meta new file mode 100644 index 0000000..e96b861 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Accumulator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fe0121fbe93c42545969b8c96860bb57 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/AccumulatorPipeline.cs b/Assets/SensorToolkit/Sensors/src/AccumulatorPipeline.cs new file mode 100644 index 0000000..4ce65fd --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/AccumulatorPipeline.cs @@ -0,0 +1,415 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [Serializable] + public abstract class AccumulatorPipeline : ISerializationCallbackReceiver + where REF : UnityEngine.Object + where T : IAccumulated { + + TargetsEnumerable targetsEnumerable; + public TargetsEnumerable OutputTargets { + get { + if (targetsEnumerable == null) { + targetsEnumerable = new TargetsEnumerable(this); + } + return targetsEnumerable; + } + } + + OutputsEnumerable outputsEnumerable; + public OutputsEnumerable Outputs { + get { + if (outputsEnumerable == null) { + outputsEnumerable = new OutputsEnumerable(this); + } + return outputsEnumerable; + } + } + + public delegate bool SignalProcessor(in T input, out T processed); + + public SignalProcessor SignalProcessorCallback; + + public event Action OnAdd; + public event Action OnChange; + public event Action OnRemove; + public event Action OnSome; + public event Action OnNone; + + Dictionary inputToMap = new Dictionary(); + Dictionary outputToMap = new Dictionary(); + [NonSerialized] Accumulator[] accumulators = new Accumulator[32]; + [NonSerialized] int accumulatorCount = 0; + + [NonSerialized] HashSet toRemove = new HashSet(); + [NonSerialized] HashSet> changed = new HashSet>(); + [NonSerialized] List removed = new List(); + + struct Event { + public enum Type { Add, Change, Remove } + public Type type; + public T target; + } + [NonSerialized] List eventQueue = new List(); + + int prevSignalCount = -1; + int timestamp = 0; + bool isPlayingEvents = false; + + public T GetOutput(REF go) { + return accumulators[outputToMap[go]].Output; + } + + public bool TryGetOutput(REF go, out T output) { + if (outputToMap.TryGetValue(go, out var i)) { + output = accumulators[i].Output; + return true; + } + output = default; + return false; + } + + public List GetInputObjects(REF go, List storeIn) { + if (outputToMap.TryGetValue(go, out var i)) { + foreach (var input in accumulators[i].InputTargets) { + storeIn.Add(input); + } + } + return storeIn; + } + + public bool ContainsOutput(REF go) { + return outputToMap.ContainsKey(go); + } + + public void UpdateAllInputs(List nextInputs) { + if (!AssertRecursionLimitNotReached()) { + return; + } + + timestamp += 1; + + toRemove.Clear(); + foreach (var input in inputToMap) { + toRemove.Add(input.Key); + } + + foreach (var signal in nextInputs) { + toRemove.Remove(signal.Object); + UpdateInputInternal(signal); + } + + foreach (var remaining in toRemove) { + RemoveInputInternal(remaining); + } + + SerializeEvents(); + if (!isPlayingEvents) { + PlayEvents(); + } + } + + public void UpdateInput(T signal) { + if (!AssertRecursionLimitNotReached()) { + return; + } + + timestamp += 1; + + UpdateInputInternal(signal); + SerializeEvents(); + if (!isPlayingEvents) { + PlayEvents(); + } + } + + public void RemoveInput(REF forObject) { + if (!AssertRecursionLimitNotReached()) { + return; + } + + timestamp += 1; + + RemoveInputInternal(forObject); + SerializeEvents(); + if (!isPlayingEvents) { + PlayEvents(); + } + } + + public void OnBeforeSerialize() { } + + public void OnAfterDeserialize() { + /*inputToMap.Clear(); + outputToMap.Clear(); + for (int i = 0; i < accumulatorCount; i++) { + var acc = accumulators[i]; + outputToMap.Add(acc.OutputTarget, i); + foreach (var input in acc.InputTargets) { + inputToMap.Add(input, i); + } + }*/ + } + + int recursionCount = 0; + bool AssertRecursionLimitNotReached() { + if (!isPlayingEvents) { + recursionCount = 0; + return true; + } + recursionCount += 1; + if (recursionCount > 10) { + Debug.LogError("It appears that a sensor is being pulsed recursively from a detection event handler. This will be ignored to avoid a stack overflow. To avoid this error make sure that any detection event handlers are not causing a sensor to change its list of detections, and therefore firing a new sequence of events."); + return false; + } + return true; + } + + void UpdateInputInternal(T signal) { + if (ReferenceEquals(signal.Object, null)) { + return; + } + var processed = signal; + if (SignalProcessorCallback?.Invoke(in signal, out processed) ?? true) { + UpdateProcessedInput(signal.Object, processed); + } else { + RemoveInputInternal(signal.Object); + } + } + + void RemoveInputInternal(REF forObject) { + if (inputToMap.TryGetValue(forObject, out var accIndex)) { + RemoveInputFromMap(forObject, accIndex); + inputToMap.Remove(forObject); + } + } + + void UpdateProcessedInput(REF inputTarget, T processed) { + if (inputToMap.TryGetValue(inputTarget, out var accIndex)) { + if (ReferenceEquals(accumulators[accIndex].OutputTarget, processed.Object)) { + if (accumulators[accIndex].UpdateInput(inputTarget, processed, timestamp)) { + OnChangedEvent(accumulators[accIndex]); + } + } else { + RemoveInputFromMap(inputTarget, accIndex); + NewProcessedInput(inputTarget, processed); + } + } else { + NewProcessedInput(inputTarget, processed); + } + } + + void NewProcessedInput(REF inputTarget, T processed) { + if (!outputToMap.TryGetValue(processed.Object, out var accIndex)) { + var acc = accumulatorCache.Get(); + acc.Spawn(processed.Object, timestamp); + + // Add the accumulator to the array, resize if needed + accIndex = accumulatorCount; + if (accIndex == accumulators.Length) { + Array.Resize(ref accumulators, accumulators.Length * 2); + } + accumulators[accIndex] = acc; + accumulatorCount += 1; + + outputToMap[acc.OutputTarget] = accIndex; + } + inputToMap[inputTarget] = accIndex; + if (accumulators[accIndex].UpdateInput(inputTarget, processed, timestamp)) { + OnChangedEvent(accumulators[accIndex]); + } + } + + void RemoveInputFromMap(REF inputObject, int accIndex) { + if (accumulators[accIndex].RemoveInput(inputObject, timestamp)) { + if (accumulators[accIndex].Inputs.Count > 0) { + OnChangedEvent(accumulators[accIndex]); + } else { + OnRemovedEvent(accumulators[accIndex]); + outputToMap.Remove(accumulators[accIndex].OutputTarget); + accumulatorCache.Dispose(accumulators[accIndex]); + + // Swap with last accumulator and remove + var lastIndex = accumulatorCount - 1; + if (accIndex != lastIndex) { + var lastAcc = accumulators[lastIndex]; + accumulators[accIndex] = lastAcc; + outputToMap[lastAcc.OutputTarget] = accIndex; + foreach (var input in lastAcc.InputTargets) { + inputToMap[input] = accIndex; + } + } + accumulatorCount -= 1; + } + } + } + + void OnChangedEvent(Accumulator signal) { + changed.Add(signal); + } + + void OnRemovedEvent(Accumulator signal) { + changed.Remove(signal); + removed.Add(signal.PreviousOutput); + } + + void SerializeEvents() { + foreach (var change in changed) { + var previousOutput = change.PreviousOutput; + if (ReferenceEquals(previousOutput.Object, null)) { + eventQueue.Add(new Event { type = Event.Type.Add, target = change.Output }); + } else { + eventQueue.Add(new Event { type = Event.Type.Change, target = previousOutput }); + eventQueue.Add(new Event { type = Event.Type.Change, target = change.Output }); + } + } + foreach (var remove in removed) { + eventQueue.Add(new Event { type = Event.Type.Remove, target = remove }); + } + changed.Clear(); + removed.Clear(); + } + + void PlayEvents() { + isPlayingEvents = true; + try { + var eventIndex = 0; + while (eventIndex < eventQueue.Count) { + var evt = eventQueue[eventIndex]; + switch (evt.type) { + case Event.Type.Add: + OnAdd?.Invoke(evt.target); + break; + case Event.Type.Change: + // We store the prevValue as current index. The next value in the next index. + eventIndex++; + var changeTo = eventQueue[eventIndex]; + OnChange?.Invoke(evt.target, changeTo.target); + break; + case Event.Type.Remove: + OnRemove?.Invoke(evt.target); + break; + } + eventIndex += 1; + } + eventQueue.Clear(); + + var signalCount = Outputs.Count; + // prevSignalCount initialized to -1, so event always triggers on first update + if (prevSignalCount <= 0 && signalCount > 0) { + OnSome?.Invoke(); + } else if (prevSignalCount != 0 && signalCount == 0) { + OnNone?.Invoke(); + } + prevSignalCount = signalCount; + } finally { + isPlayingEvents = false; + } + } + + AccumulatorCache accumulatorCache = new AccumulatorCache(); + + class AccumulatorCache : ObjectCache> { + public override void Dispose(Accumulator obj) { + obj.Dispose(); + base.Dispose(obj); + } + protected override Accumulator create() { + var inst = base.create(); + inst.Initialize(); + return inst; + } + } + + public class OutputsEnumerable : IEnumerable, IEnumerable { + AccumulatorPipeline source; + public OutputsEnumerable(AccumulatorPipeline source) { this.source = source; } + public Enumerator GetEnumerator() { return new Enumerator(source); } + IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } + IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } + + public int Count { + get { + int n = 0; + for (int i = 0; i < source.accumulatorCount; i++) { + if (source.accumulators[i].OutputTarget != null) { + n += 1; + } + } + return n; + } + } + + public struct Enumerator : IEnumerator, IEnumerator { + AccumulatorPipeline source; + int index; + public Enumerator(AccumulatorPipeline source) { + this.source = source; + index = -1; + } + public T Current { get { return source.accumulators[index].Output; } } + object IEnumerator.Current => throw new NotImplementedException(); + public void Dispose() { } + public bool MoveNext() { + index += 1; + if (index >= source.accumulatorCount) { + return false; + } + if (Current.Object == null) { + return MoveNext(); + } + return true; + } + public void Reset() { index = -1; } + } + } + + public class TargetsEnumerable : IEnumerable, IEnumerable { + AccumulatorPipeline source; + public TargetsEnumerable(AccumulatorPipeline source) { this.source = source; } + public Enumerator GetEnumerator() { return new Enumerator(source); } + IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } + IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } + + public int Count { + get { + int n = 0; + for (int i = 0; i < source.accumulatorCount; i++) { + if (source.accumulators[i].OutputTarget != null) { + n += 1; + } + } + return n; + } + } + + public struct Enumerator : IEnumerator, IEnumerator { + AccumulatorPipeline source; + int index; + public Enumerator(AccumulatorPipeline source) { + this.source = source; + index = -1; + } + public REF Current { get { return source.accumulators[index].OutputTarget; } } + object IEnumerator.Current => throw new NotImplementedException(); + public void Dispose() { } + public bool MoveNext() { + index += 1; + if (index >= source.accumulatorCount) { + return false; + } + if (Current == null) { + return MoveNext(); + } + return true; + } + public void Reset() { index = -1; } + } + } + + } +} diff --git a/Assets/SensorToolkit/Sensors/src/AccumulatorPipeline.cs.meta b/Assets/SensorToolkit/Sensors/src/AccumulatorPipeline.cs.meta new file mode 100644 index 0000000..3996d2a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/AccumulatorPipeline.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 372a7af7ced857b46af861b11ad5b2a2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/AngleEnumerator.cs b/Assets/SensorToolkit/Sensors/src/AngleEnumerator.cs new file mode 100644 index 0000000..9ecacac --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/AngleEnumerator.cs @@ -0,0 +1,97 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public struct AngleEnumerator { + public enum AngleMethodType { Center, Origin, BoundingBox } + public enum SortByType { HorizontalAngle, CentralAngle } + + public AngleMethodType AngleMethod; + public SortByType SortBy; + + public List results { get; private set; } + + public static AngleEnumerator Create() => new AngleEnumerator { + results = new List() + }; + + public void Clear() { + results.Clear(); + } + + public void Calculate(ReferenceFrame frame, FOVRange fov, List signals) { + Clear(); + fov.Distance *= fov.Distance; + foreach (var signal in signals) { + var angles = + AngleMethod == AngleMethodType.Origin ? frame.AngleTo(signal.Object.transform.position) : + AngleMethod == AngleMethodType.Center ? frame.AngleTo(signal.Bounds.center) : + AngleMethod == AngleMethodType.BoundingBox ? frame.AngleTo(signal.Bounds) : + default; + var quadrance = signal.Bounds.SqrDistance(frame.Position); + if (!fov.Contains(angles, quadrance)) { + continue; + } + var result = new AngleResult { + Object = signal.Object, + Angles = angles, + CentralAngle = angles.GetCentralAngle(), + Distance = quadrance + }; + results.Add(result); + } + if (SortBy == SortByType.HorizontalAngle) { + results.Sort(AngleResult.CompareHorizAngle); + } else if (SortBy == SortByType.CentralAngle) { + results.Sort(AngleResult.CompareCentralAngle); + } + } + + public void DrawGizmos() { + SensorGizmos.PushColor(Color.black); + int i = 0; + foreach (var result in results) { + SensorGizmos.Label(result.Object.transform.position, $"Index: {i}\n({result.Angles.HorizAngle.ToString("N1")},{result.Angles.VertAngle.ToString("N1")})"); + i++; + } + SensorGizmos.PopColor(); + } + + public struct AngleResult { + public GameObject Object; + public ViewAngles Angles; + public float CentralAngle; + public float Distance; + public static int CompareCentralAngle(AngleResult r1, AngleResult r2) { + var angleDiff = r1.CentralAngle - r2.CentralAngle; + if (angleDiff != 0f) { + return angleDiff > 0f ? 1 : -1; + } + var distanceDiff = r1.Distance - r2.Distance; + if (distanceDiff != 0f) { + return distanceDiff > 0f ? 1 : -1; + } + return 0; + } + public static int CompareHorizAngle(AngleResult r1, AngleResult r2) { + //var a1 = r1.Coords.HorizAngle >= 0 ? r1.Coords.HorizAngle : 360f + r1.Coords.HorizAngle; + //var a2 = r2.Coords.HorizAngle >= 0 ? r2.Coords.HorizAngle : 360f + r2.Coords.HorizAngle; + var a1 = r1.Angles.HorizAngle; + var a2 = r2.Angles.HorizAngle; + var angleDiff = a1 - a2; + if (angleDiff != 0f) { + return angleDiff > 0f ? 1 : -1; + } + var distanceDiff = r1.Distance - r2.Distance; + if (distanceDiff != 0f) { + return distanceDiff > 0f ? 1 : -1; + } + return 0; + } + } + } + +} + diff --git a/Assets/SensorToolkit/Sensors/src/AngleEnumerator.cs.meta b/Assets/SensorToolkit/Sensors/src/AngleEnumerator.cs.meta new file mode 100644 index 0000000..4155924 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/AngleEnumerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e77fc9afd958c154c9e4cfe6dc9067ed +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/BaseAreaSensor.cs b/Assets/SensorToolkit/Sensors/src/BaseAreaSensor.cs new file mode 100644 index 0000000..b79c5f0 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/BaseAreaSensor.cs @@ -0,0 +1,202 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit +{ + /* + * Common functionality for 2D sensors that detect colliders within an area such as the Range2D and Trigger2D Sensors. + */ + public abstract class BaseAreaSensor : Sensor { + + #region Configurations + [SerializeField] + SignalFilter signalFilter = new SignalFilter(); + + [Tooltip("In Collider mode the sensor detects GameObjects attached to colliders. In RigidBody mode it detects the RigidBody GameObject attached to colliders.")] + public DetectionModes DetectionMode; + #endregion + + #region Public + // Edit the IgnoreList at runtime. Anything in the list will not be detected + public List IgnoreList => signalFilter.IgnoreList; + + // Enable/Disable the tag filtering at runtime + public bool EnableTagFilter { + get => signalFilter.EnableTagFilter; + set => signalFilter.EnableTagFilter = value; + } + + // Change the allowed tags at runtime + public string[] AllowedTags { + get => signalFilter.AllowedTags; + set => signalFilter.AllowedTags = value; + } + + public override void Clear() { + base.Clear(); + ClearColliders(); + } + #endregion + + #region Protected + protected override List GetInputColliders(GameObject inputObject, List storeIn) { + List clist; + if (gameObjectColliders.TryGetValue(inputObject, out clist)) { + foreach (var c in clist) { + storeIn.Add(c); + } + } + return storeIn; + } + + protected override void InitialiseSignalProcessors() { + base.InitialiseSignalProcessors(); + MapToSignalProxy.Configure(true); + SignalFilter = signalFilter; + } + + protected void UpdateAllSignals() { + workList.Clear(); + + foreach (var cols in gameObjectColliders) { + Signal signal; + if (CalculateSignal(cols.Value, out signal)) { + workList.Add(signal); + } + } + MapToRigidBody.Configure(DetectionMode, true); + UpdateAllSignals(workList); + } + + protected void AddCollider(Collider2D c, bool updateSignal) { + var cols = AddColliderToMap(c, c.gameObject, gameObjectColliders); + + if (!updateSignal) { + return; + } + MapToRigidBody.Configure(DetectionMode, true); + Signal signal; + if (CalculateSignal(cols, out signal)) { + UpdateSignalImmediate(signal); + } + } + + protected void RemoveCollider(Collider2D c, bool updateSignal) { + if (c == null) { + ClearDestroyedGameObjects(); + return; + } + + var cols = RemoveColliderFromMap(c, c.gameObject, gameObjectColliders); + + if (!updateSignal) { + return; + } + MapToRigidBody.Configure(DetectionMode, true); + if (cols == null) { + LostSignalImmediate(c.gameObject); + } else { + Signal signal; + if (CalculateSignal(cols, out signal)) { + UpdateSignalImmediate(signal); + } + } + } + + protected void ClearColliders() { + foreach (var set in gameObjectColliders) { + colliderListCache.Dispose(set.Value); + } + gameObjectColliders.Clear(); + } + + List colliderList = new List(); + protected List GetColliders() { + colliderList.Clear(); + foreach (var set in gameObjectColliders) { + foreach (var collider in set.Value) { + colliderList.Add(collider); + } + } + return colliderList; + } + #endregion + + #region Internals + // Maps a GameObject to a list of it's colliders that have been detected. + Dictionary> gameObjectColliders = new Dictionary>(); + + // List of temporary values for modifying collections + List gameObjectList = new List(); + List workList = new List(); + + static ListCache colliderListCache = new ListCache(); + + void ClearDestroyedGameObjects() { + gameObjectList.Clear(); + foreach (var set in gameObjectColliders) { + if (set.Key == null) { + gameObjectList.Add(set.Key); + } + } + foreach (var go in gameObjectList) { + colliderListCache.Dispose(gameObjectColliders[go]); + gameObjectColliders.Remove(go); + } + } + + List AddColliderToMap(Collider2D c, GameObject go, Dictionary> dict) { + List colliderList; + if (!dict.TryGetValue(go, out colliderList)) { + colliderList = colliderListCache.Get(); + dict[go] = colliderList; + } + if (!colliderList.Contains(c)) { + colliderList.Add(c); + } + return colliderList; + } + + List RemoveColliderFromMap(Collider2D c, GameObject go, Dictionary> dict) { + List colliderList = null; + if (dict.TryGetValue(go, out colliderList)) { + colliderList.Remove(c); + if (colliderList.Count == 0) { + dict.Remove(go); + colliderListCache.Dispose(colliderList); + colliderList = null; + } + } + return colliderList; + } + + bool CalculateSignal(List colliders, out Signal signal) { + signal = default; + + Bounds bounds = new Bounds(); + bool anyFound = false; + foreach (var c in colliders) { + if (!signalFilter.TestCollider(c)) { + continue; + } + if (!anyFound) { + bounds = c.bounds; + anyFound = true; + } else { + bounds.Encapsulate(c.bounds); + } + } + + var obj = colliders[0].gameObject; + signal = new Signal { + Object = obj, + Shape = new Bounds(bounds.center - obj.transform.position, bounds.size), + Strength = 1f + }; + + return anyFound; + } + #endregion + } +} diff --git a/Assets/SensorToolkit/Sensors/src/BaseAreaSensor.cs.meta b/Assets/SensorToolkit/Sensors/src/BaseAreaSensor.cs.meta new file mode 100644 index 0000000..7263739 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/BaseAreaSensor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2d2980a7f0c34d2199b27bb0ec29c6ff +timeCreated: 1491308888 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/BasePulsableSensor.cs b/Assets/SensorToolkit/Sensors/src/BasePulsableSensor.cs new file mode 100644 index 0000000..6d55fd8 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/BasePulsableSensor.cs @@ -0,0 +1,82 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public abstract class BasePulsableSensor : MonoBehaviour { + + // User-defined description for this sensor. + // Enable in SensorToolkit/Settings to view in inspectors + [SerializeField] string comment; + + PulseHandle runningPulse; + PulseHandle pendingPulse; + + // Should cause the sensor to perform it's 'sensing' routine, so that its list of detected objects + // is up to date at the time of calling. Each sensor can be configured to pulse automatically at + // fixed intervals or each timestep, however, if you need more control over when this occurs then + // you can call this method manually. + public void Pulse() { + if (!isActiveAndEnabled) { + return; + } + if (!runningPulse.TryCancel()) { + runningPulse.Complete(); + } + if (!pendingPulse.TryCancel()) { + pendingPulse.Complete(); + } + GetPulseJob().Run(); + } + + // If this sensor has input sensors, then the inputs are pulsed first and then this one is pulsed. + public abstract void PulseAll(); + + public PulseHandle SchedulePulse() { + if (!isActiveAndEnabled) { + return default; + } + if (runningPulse.IsCompleted && !pendingPulse.IsCompleted) { + runningPulse = pendingPulse; + pendingPulse = default; + } + + if (!runningPulse.IsCompleted) { + if (!pendingPulse.IsCompleted) { + return pendingPulse; + } + pendingPulse = GetPulseJob().Schedule(runningPulse); + pendingPulse.Tick(); + return pendingPulse; + } + + runningPulse = GetPulseJob().Schedule(); + runningPulse.Tick(); + return runningPulse; + } + + public abstract event System.Action OnPulsed; + + public abstract void Clear(); + + public bool ShowDetectionGizmos { get; set; } + + protected abstract PulseJob GetPulseJob(); + + protected void ClearPendingPulse() { + if (!runningPulse.TryCancel()) { + runningPulse.Complete(); + } + if (!pendingPulse.TryCancel()) { + pendingPulse.Complete(); + } + } + + protected virtual void OnDisable() { + ClearPendingPulse(); + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/BasePulsableSensor.cs.meta b/Assets/SensorToolkit/Sensors/src/BasePulsableSensor.cs.meta new file mode 100644 index 0000000..cf816d9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/BasePulsableSensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7129a068598c426bb92759e418b30fdb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/BaseVolumeSensor.cs b/Assets/SensorToolkit/Sensors/src/BaseVolumeSensor.cs new file mode 100644 index 0000000..f59e92a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/BaseVolumeSensor.cs @@ -0,0 +1,202 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + /* + * Common functionality for sensors that detect colliders within a volume such as the Range and Trigger Sensors. + */ + public abstract class BaseVolumeSensor : Sensor { + + #region Configurations + [SerializeField] + SignalFilter signalFilter = new SignalFilter(); + + [Tooltip("In Collider mode the sensor detects GameObjects attached to colliders. In RigidBody mode it detects the RigidBody GameObject attached to colliders.")] + public DetectionModes DetectionMode; + #endregion + + #region Public + // Edit the IgnoreList at runtime. Anything in the list will not be detected + public List IgnoreList => signalFilter.IgnoreList; + + // Enable/Disable the tag filtering at runtime + public bool EnableTagFilter { + get => signalFilter.EnableTagFilter; + set => signalFilter.EnableTagFilter = value; + } + + // Change the allowed tags at runtime + public string[] AllowedTags { + get => signalFilter.AllowedTags; + set => signalFilter.AllowedTags = value; + } + + public override void Clear() { + base.Clear(); + ClearColliders(); + } + #endregion + + #region Protected + protected override List GetInputColliders(GameObject inputObject, List storeIn) { + List clist; + if (gameObjectColliders.TryGetValue(inputObject, out clist)) { + foreach (var c in clist) { + storeIn.Add(c); + } + } + return storeIn; + } + + protected override void InitialiseSignalProcessors() { + base.InitialiseSignalProcessors(); + MapToSignalProxy.Configure(true); + SignalFilter = signalFilter; + } + + protected void UpdateAllSignals() { + workList.Clear(); + foreach (var cols in gameObjectColliders) { + Signal signal; + if (CalculateSignal(cols.Value, out signal)) { + workList.Add(signal); + } + } + MapToRigidBody.Configure(DetectionMode, false); + UpdateAllSignals(workList); + } + + protected void AddCollider(Collider c, bool updateSignal) { + var cols = AddColliderToMap(c, c.gameObject, gameObjectColliders); + + if (!updateSignal) { + return; + } + MapToRigidBody.Configure(DetectionMode, false); + Signal signal; + if (CalculateSignal(cols, out signal)) { + UpdateSignalImmediate(signal); + } + } + + protected void RemoveCollider(Collider c, bool updateSignal) { + if (c == null) { + ClearDestroyedGameObjects(); + return; + } + + var cols = RemoveColliderFromMap(c, c.gameObject, gameObjectColliders); + + if (!updateSignal) { + return; + } + MapToRigidBody.Configure(DetectionMode, false); + if (cols == null) { + LostSignalImmediate(c.gameObject); + } else { + Signal signal; + if (CalculateSignal(cols, out signal)) { + UpdateSignalImmediate(signal); + } + } + } + + protected void ClearColliders() { + foreach (var set in gameObjectColliders) { + colliderListCache.Dispose(set.Value); + } + gameObjectColliders.Clear(); + } + + List colliderList = new List(); + protected List GetColliders() { + colliderList.Clear(); + foreach (var set in gameObjectColliders) { + foreach (var collider in set.Value) { + colliderList.Add(collider); + } + } + return colliderList; + } + #endregion + + #region Internals + // Maps a GameObject to a list of it's colliders that have been detected. + List colliders = new List(); + Dictionary> gameObjectColliders = new Dictionary>(); + + // List of temporary values for modifying collections + List gameObjectList = new List(); + List workList = new List(); + + static ListCache colliderListCache = new ListCache(); + + void ClearDestroyedGameObjects() { + gameObjectList.Clear(); + foreach (var set in gameObjectColliders) { + if (set.Key == null) { + gameObjectList.Add(set.Key); + } + } + foreach (var go in gameObjectList) { + colliderListCache.Dispose(gameObjectColliders[go]); + gameObjectColliders.Remove(go); + } + } + + List AddColliderToMap(Collider c, GameObject go, Dictionary> dict) { + List colliderList; + if (!dict.TryGetValue(go, out colliderList)) { + colliderList = colliderListCache.Get(); + dict[go] = colliderList; + } + if (!colliderList.Contains(c)) { + colliderList.Add(c); + } + return colliderList; + } + + List RemoveColliderFromMap(Collider c, GameObject go, Dictionary> dict) { + List colliderList = null; + if (dict.TryGetValue(go, out colliderList)) { + colliderList.Remove(c); + if (colliderList.Count == 0) { + dict.Remove(go); + colliderListCache.Dispose(colliderList); + colliderList = null; + } + } + return colliderList; + } + + bool CalculateSignal(List colliders, out Signal signal) { + signal = default; + + Bounds bounds = new Bounds(); + bool anyFound = false; + foreach (var c in colliders) { + if (!signalFilter.TestCollider(c)) { + continue; + } + if (!anyFound) { + bounds = c.bounds; + anyFound = true; + } else { + bounds.Encapsulate(c.bounds); + } + } + + var obj = colliders[0].gameObject; + var position = obj.transform.position; + signal = new Signal { + Object = obj, + Shape = new Bounds(bounds.center - position, bounds.size), + Strength = 1f + }; + + return anyFound; + } + #endregion + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/BaseVolumeSensor.cs.meta b/Assets/SensorToolkit/Sensors/src/BaseVolumeSensor.cs.meta new file mode 100644 index 0000000..fe5bba1 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/BaseVolumeSensor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d62bea7337d540409a9678c0a6e8f081 +timeCreated: 1489882031 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/BufferedPhysics.cs b/Assets/SensorToolkit/Sensors/src/BufferedPhysics.cs new file mode 100644 index 0000000..4344af6 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/BufferedPhysics.cs @@ -0,0 +1,40 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Micosmo.SensorToolkit { + + public interface ITestNonAlloc where S : Sensor { + int Test(S sensor, T[] results); + } + + public class PhysicsNonAlloc { + public static int InitialSize = 20; + public static bool DynamicallyIncreaseBufferSize = true; + + public T[] Buffer { get; private set; } + public int Count { get; private set; } + + public bool IsAtCapacity { get { return Count == Buffer.Length; } } + + public PhysicsNonAlloc() { + Expand(Mathf.Max(InitialSize, 1)); + } + + public int PerformTest(S sensor, ITestNonAlloc tester) where S : Sensor { + Count = tester.Test(sensor, Buffer); + + if (Count == Buffer.Length && DynamicallyIncreaseBufferSize) { + Expand(Count * 2); + return PerformTest(sensor, tester); + } + + return Count; + } + + void Expand(int toSize) { + Buffer = new T[toSize]; + } + } + +} + diff --git a/Assets/SensorToolkit/Sensors/src/BufferedPhysics.cs.meta b/Assets/SensorToolkit/Sensors/src/BufferedPhysics.cs.meta new file mode 100644 index 0000000..79e28ed --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/BufferedPhysics.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1514ea5919444691b9b9cde7cb0cf94a +timeCreated: 1601161652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/DrawIfAttribute.cs b/Assets/SensorToolkit/Sensors/src/DrawIfAttribute.cs new file mode 100644 index 0000000..e519ce5 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/DrawIfAttribute.cs @@ -0,0 +1,156 @@ +using UnityEngine; +using System; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Micosmo.SensorToolkit { + + /// + /// Draws the field/property ONLY if the compared property compared by the comparison type with the value of comparedValue returns true. + /// Based on: https://forum.unity.com/threads/draw-a-field-only-if-a-condition-is-met.448855/ + /// + [AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = true)] + internal class DrawIfAttribute : PropertyAttribute { + #region Fields + + public string comparedPropertyName { get; private set; } + public object comparedValue { get; private set; } + public DisablingType disablingType { get; private set; } + + /// + /// Types of comperisons. + /// + public enum DisablingType { + ReadOnly = 2, + DontDraw = 3 + } + + #endregion + + /// + /// Only draws the field only if a condition is met. Supports enum and bools. + /// + /// The name of the property that is being compared (case sensitive). + /// The value the property is being compared to. + /// The type of disabling that should happen if the condition is NOT met. Defaulted to DisablingType.DontDraw. + public DrawIfAttribute(string comparedPropertyName, object comparedValue, DisablingType disablingType = DisablingType.DontDraw) { + this.comparedPropertyName = comparedPropertyName; + this.comparedValue = comparedValue; + this.disablingType = disablingType; + } + } + +} + +#if UNITY_EDITOR +namespace Micosmo.SensorToolkit.Editors { + + /// + /// Based on: https://forum.unity.com/threads/draw-a-field-only-if-a-condition-is-met.448855/ + /// + [CustomPropertyDrawer(typeof(DrawIfAttribute))] + public class DrawIfPropertyDrawer : PropertyDrawer { + #region Fields + + // Reference to the attribute on the property. + DrawIfAttribute drawIf; + + // Field that is being compared. + SerializedProperty comparedField; + + #endregion + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { + if (!ShowMe(property) && drawIf.disablingType == DrawIfAttribute.DisablingType.DontDraw) { + return -EditorGUIUtility.standardVerticalSpacing; + } else { + if (property.propertyType == SerializedPropertyType.Generic) { + int numChildren = 0; + float totalHeight = 0.0f; + + var children = property.GetEnumerator(); + + while (children.MoveNext()) { + SerializedProperty child = children.Current as SerializedProperty; + + GUIContent childLabel = new GUIContent(child.displayName); + + totalHeight += EditorGUI.GetPropertyHeight(child, childLabel) + EditorGUIUtility.standardVerticalSpacing; + numChildren++; + } + + // Remove extra space at end, (we only want spaces between items) + totalHeight -= EditorGUIUtility.standardVerticalSpacing; + + return totalHeight; + } + + return EditorGUI.GetPropertyHeight(property, label); + } + } + + /// + /// Errors default to showing the property. + /// + private bool ShowMe(SerializedProperty property) { + drawIf = attribute as DrawIfAttribute; + // Replace propertyname to the value from the parameter + string path = property.propertyPath.Contains(".") ? System.IO.Path.ChangeExtension(property.propertyPath, drawIf.comparedPropertyName) : drawIf.comparedPropertyName; + + comparedField = property.serializedObject.FindProperty(path); + + if (comparedField == null) { + Debug.LogError("Cannot find property with name: " + path); + return true; + } + + // get the value & compare based on types + switch (comparedField.type) { // Possible extend cases to support your own type + case "bool": + return comparedField.boolValue.Equals(drawIf.comparedValue); + case "Enum": + return comparedField.enumValueIndex.Equals((int)drawIf.comparedValue); + default: + Debug.LogError("Error: " + comparedField.type + " is not supported of " + path); + return true; + } + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { + // If the condition is met, simply draw the field. + if (ShowMe(property)) { + // A Generic type means a custom class... + if (property.propertyType == SerializedPropertyType.Generic) { + var children = property.GetEnumerator(); + + Rect offsetPosition = position; + + while (children.MoveNext()) { + SerializedProperty child = children.Current as SerializedProperty; + + GUIContent childLabel = new GUIContent(child.displayName); + + float childHeight = EditorGUI.GetPropertyHeight(child, childLabel); + offsetPosition.height = childHeight; + + EditorGUI.PropertyField(offsetPosition, child, childLabel); + + offsetPosition.y += childHeight + EditorGUIUtility.standardVerticalSpacing; + } + } else { + EditorGUI.PropertyField(position, property, label); + } + + } //...check if the disabling type is read only. If it is, draw it disabled + else if (drawIf.disablingType == DrawIfAttribute.DisablingType.ReadOnly) { + GUI.enabled = false; + EditorGUI.PropertyField(position, property, label); + GUI.enabled = true; + } + } + + } + +} +#endif \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/DrawIfAttribute.cs.meta b/Assets/SensorToolkit/Sensors/src/DrawIfAttribute.cs.meta new file mode 100644 index 0000000..75f1b3e --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/DrawIfAttribute.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 258e14d7ad06f12429ff0ebf28166fcd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor.meta b/Assets/SensorToolkit/Sensors/src/Editor.meta new file mode 100644 index 0000000..f6d556e --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 259cbc14df0e41919b6fa5f3c0020f64 +folderAsset: yes +timeCreated: 1488607388 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/ArcSensor2DEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/ArcSensor2DEditor.cs new file mode 100644 index 0000000..6a7b675 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/ArcSensor2DEditor.cs @@ -0,0 +1,127 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + + [CustomEditor(typeof(ArcSensor2D))] + [CanEditMultipleObjects] + public class ArcSensor2DEditor : BaseSensorEditor { + SerializedProperty parameterisation; + SerializedProperty bezier; + SerializedProperty ballistic; + SerializedProperty ignoreList; + SerializedProperty tagFilterEnabled; + SerializedProperty tagFilter; + SerializedProperty detectsOnLayers; + SerializedProperty detectionMode; + SerializedProperty ignoreTriggerColliders; + SerializedProperty signalProcessors; + SerializedProperty obstructedByLayers; + SerializedProperty worldSpace; + SerializedProperty pulseMode; + SerializedProperty pulseUpdateFunction; + SerializedProperty pulseInterval; + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + SerializedProperty onObstructed; + SerializedProperty onClear; + + bool showEvents = false; + + protected override bool canTest => true; + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) return; + + parameterisation = serializedObject.FindProperty("Parameterisation"); + bezier = serializedObject.FindProperty("Bezier"); + ballistic = serializedObject.FindProperty("Ballistic"); + ignoreList = serializedObject.FindProperty("signalFilter.IgnoreList"); + tagFilterEnabled = serializedObject.FindProperty("signalFilter.EnableTagFilter"); + tagFilter = serializedObject.FindProperty("signalFilter.AllowedTags"); + detectsOnLayers = serializedObject.FindProperty("DetectsOnLayers"); + detectionMode = serializedObject.FindProperty("DetectionMode"); + ignoreTriggerColliders = serializedObject.FindProperty("IgnoreTriggerColliders"); + signalProcessors = serializedObject.FindProperty("signalProcessors"); + obstructedByLayers = serializedObject.FindProperty("ObstructedByLayers"); + worldSpace = serializedObject.FindProperty("WorldSpace"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseUpdateFunction = serializedObject.FindProperty("pulseRoutine.UpdateFunction"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + onObstructed = serializedObject.FindProperty("onObstruction"); + onClear = serializedObject.FindProperty("onClear"); + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(parameterisation); + if (sensor.Parameterisation == ArcSensor2D.ParameterisationType.Bezier) { + EditorUtils.InlinePropertyField(bezier); + } else if (sensor.Parameterisation == ArcSensor2D.ParameterisationType.Ballistic) { + EditorUtils.InlinePropertyField(ballistic); + } + EditorGUILayout.PropertyField(worldSpace); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(ignoreList, true); + EditorGUILayout.PropertyField(tagFilterEnabled); + if (tagFilterEnabled.boolValue) { + EditorGUILayout.PropertyField(tagFilter, true); + } + EditorGUILayout.PropertyField(detectsOnLayers); + EditorGUILayout.PropertyField(detectionMode); + EditorGUILayout.PropertyField(ignoreTriggerColliders); + EditorGUILayout.PropertyField(signalProcessors, new GUIContent("Signal Processors")); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(obstructedByLayers); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode != PulseRoutine.Modes.Manual) { + EditorGUILayout.PropertyField(pulseUpdateFunction); + } + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + EditorGUILayout.PropertyField(onObstructed); + EditorGUILayout.PropertyField(onClear); + } + + EditorGUILayout.Space(); + + BufferSizeInfo(sensor.CurrentBufferSize); + } + + protected override void InspectorDetectedObjects() { + base.InspectorDetectedObjects(); + + if (!sensor.IsObstructed) return; + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Arc is Obstructed", new GUIStyle() { fontStyle = FontStyle.Bold, normal = new GUIStyleState() { textColor = STPrefs.RedEditorTextColour } }); + DetectedObjectFieldLayout(sensor.GetObstructionRayHit().GameObject); + } + } + +} diff --git a/Assets/SensorToolkit/Sensors/src/Editor/ArcSensor2DEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/ArcSensor2DEditor.cs.meta new file mode 100644 index 0000000..8792fa9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/ArcSensor2DEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3836000b75c34e6a94ea1d518fbef050 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/ArcSensorEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/ArcSensorEditor.cs new file mode 100644 index 0000000..2890775 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/ArcSensorEditor.cs @@ -0,0 +1,128 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + + [CustomEditor(typeof(ArcSensor))] + [CanEditMultipleObjects] + public class ArcSensorEditor : BaseSensorEditor { + SerializedProperty parameterisation; + SerializedProperty bezier; + SerializedProperty ballistic; + SerializedProperty ignoreList; + SerializedProperty tagFilterEnabled; + SerializedProperty tagFilter; + SerializedProperty detectsOnLayers; + SerializedProperty detectionMode; + SerializedProperty ignoreTriggerColliders; + SerializedProperty signalProcessors; + SerializedProperty obstructedByLayers; + SerializedProperty worldSpace; + SerializedProperty pulseMode; + SerializedProperty pulseUpdateFunction; + SerializedProperty pulseInterval; + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + SerializedProperty onObstructed; + SerializedProperty onClear; + + bool showEvents = false; + + protected override bool canTest => true; + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) return; + + parameterisation = serializedObject.FindProperty("Parameterisation"); + bezier = serializedObject.FindProperty("Bezier"); + ballistic = serializedObject.FindProperty("Ballistic"); + ignoreList = serializedObject.FindProperty("signalFilter.IgnoreList"); + tagFilterEnabled = serializedObject.FindProperty("signalFilter.EnableTagFilter"); + tagFilter = serializedObject.FindProperty("signalFilter.AllowedTags"); + detectsOnLayers = serializedObject.FindProperty("DetectsOnLayers"); + detectionMode = serializedObject.FindProperty("DetectionMode"); + ignoreTriggerColliders = serializedObject.FindProperty("IgnoreTriggerColliders"); + signalProcessors = serializedObject.FindProperty("signalProcessors"); + obstructedByLayers = serializedObject.FindProperty("ObstructedByLayers"); + worldSpace = serializedObject.FindProperty("WorldSpace"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseUpdateFunction = serializedObject.FindProperty("pulseRoutine.UpdateFunction"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + onObstructed = serializedObject.FindProperty("onObstruction"); + onClear = serializedObject.FindProperty("onClear"); + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(parameterisation); + if (sensor.Parameterisation == ArcSensor.ParameterisationType.Bezier) { + EditorUtils.InlinePropertyField(bezier); + } else if (sensor.Parameterisation == ArcSensor.ParameterisationType.Ballistic) { + EditorUtils.InlinePropertyField(ballistic); + } + EditorGUILayout.PropertyField(worldSpace); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(ignoreList, true); + EditorGUILayout.PropertyField(tagFilterEnabled); + if (tagFilterEnabled.boolValue) { + EditorGUILayout.PropertyField(tagFilter, true); + } + EditorGUILayout.PropertyField(detectsOnLayers); + EditorGUILayout.PropertyField(detectionMode); + EditorGUILayout.PropertyField(ignoreTriggerColliders); + EditorGUILayout.PropertyField(signalProcessors, new GUIContent("Signal Processors")); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(obstructedByLayers); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode != PulseRoutine.Modes.Manual) { + EditorGUILayout.PropertyField(pulseUpdateFunction); + } + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + EditorGUILayout.PropertyField(onObstructed); + EditorGUILayout.PropertyField(onClear); + } + + EditorGUILayout.Space(); + + BufferSizeInfo(sensor.CurrentBufferSize); + } + + protected override void InspectorDetectedObjects() { + base.InspectorDetectedObjects(); + + if (!sensor.IsObstructed) return; + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Arc is Obstructed", new GUIStyle() { fontStyle = FontStyle.Bold, normal = new GUIStyleState() { textColor = STPrefs.RedEditorTextColour } }); + DetectedObjectFieldLayout(sensor.GetObstructionRayHit().GameObject); + } + } + +} + diff --git a/Assets/SensorToolkit/Sensors/src/Editor/ArcSensorEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/ArcSensorEditor.cs.meta new file mode 100644 index 0000000..bc10e4f --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/ArcSensorEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4b59d8dc7c6f475dbafc42d1973b84aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/BasePulsableEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/BasePulsableEditor.cs new file mode 100644 index 0000000..85b4bf1 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/BasePulsableEditor.cs @@ -0,0 +1,142 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + + public static class EditorState { + public static event System.Action OnStopTesting; + public static Observable ActivePulsable = new Observable(); + public static void StopAllTesting() { + if (EditorApplication.isPlaying || EditorApplication.isPaused) { + return; + } + OnStopTesting?.Invoke(); + ActivePulsable.Value = null; + } + [InitializeOnEnterPlayMode] + static void OnEnterPlayMode(EnterPlayModeOptions options) { + if (options.HasFlag(EnterPlayModeOptions.DisableDomainReload)) { + StopAllTesting(); + } + } + } + + public abstract class BasePulsableEditor : Editor where T : BasePulsableSensor { + + T pulsable; + protected bool IsTesting = false; + protected bool IsActivePulsable => EditorState.ActivePulsable.Value == pulsable; + protected abstract bool canTest { get; } + + bool isInGame => EditorApplication.isPlaying || EditorApplication.isPaused; + protected bool showDetections => isInGame || IsTesting; + + SerializedProperty comment; + + protected virtual void OnEnable() { + if (serializedObject == null) { + return; + } + pulsable = serializedObject.targetObject as T; + pulsable.OnPulsed += OnPulsedHandler; + EditorState.OnStopTesting += OnStopTestingHandler; + EditorState.ActivePulsable.OnChanged += ActivePulsableChangedHandler; + + if ((EditorApplication.isPlaying || EditorApplication.isPaused) && EditorState.ActivePulsable.Value == null) { + EditorState.ActivePulsable.Value = pulsable; + } + + comment = serializedObject.FindProperty("comment"); + } + + protected virtual void OnDisable() { + EditorState.StopAllTesting(); + if (IsActivePulsable) { + EditorState.ActivePulsable.Value = null; + } + pulsable.OnPulsed -= OnPulsedHandler; + EditorState.OnStopTesting -= OnStopTestingHandler; + EditorState.ActivePulsable.OnChanged -= ActivePulsableChangedHandler; + } + + public override void OnInspectorGUI() { + var mb = pulsable as MonoBehaviour; + if (mb != null && mb.transform.hasChanged) { + EditorState.StopAllTesting(); + mb.transform.hasChanged = false; + } + + serializedObject.Update(); + + var rect = EditorGUILayout.BeginVertical(); + rect.xMin -= 12; rect.xMax += 2; + if (IsActivePulsable) { + DrawActive(rect); + } + if (STPrefs.ShowUserComments) { + EditorGUILayout.PropertyField(comment); + } + OnPulsableGUI(); + EditorGUILayout.EndVertical(); + + EditorGUILayout.Space(); + + EditorGUILayout.BeginHorizontal(); + if (showDetections && !IsActivePulsable) { + if (GUILayout.Button("Show Gizmos", GUILayout.Width(100))) { + EditorState.ActivePulsable.Value = pulsable; + } + } + if (canTest && !isInGame) { + if (GUILayout.Button("Test", GUILayout.Width(100))) { + StartTesting(); + } + } + EditorGUILayout.EndHorizontal(); + } + + void DrawActive(Rect rect) { + var colour = STPrefs.ActiveSensorEditorColour; + EditorGUI.DrawRect(rect, colour); + } + + protected abstract void OnPulsableGUI(); + + void OnPulsedHandler() { + Repaint(); + if (Application.isPlaying || pulsable == null) { + return; + } + IsTesting = true; + SceneView.RepaintAll(); + } + + void StartTesting() { + if (Application.isPlaying || pulsable == null) { + return; + } + if (IsTesting) { + EditorState.StopAllTesting(); + } + pulsable.PulseAll(); + EditorState.ActivePulsable.Value = pulsable; + } + + void OnStopTestingHandler() { + if (!IsTesting || Application.isPlaying || pulsable == null) { + return; + } + IsTesting = false; + pulsable.Clear(); + SceneView.RepaintAll(); + } + + void ActivePulsableChangedHandler() { + pulsable.ShowDetectionGizmos = IsActivePulsable; + SceneView.RepaintAll(); + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/BasePulsableEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/BasePulsableEditor.cs.meta new file mode 100644 index 0000000..ce6dfcc --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/BasePulsableEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f7a263227ad44aba56cc981feac916b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/BaseSensorEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/BaseSensorEditor.cs new file mode 100644 index 0000000..9f5b513 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/BaseSensorEditor.cs @@ -0,0 +1,106 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + + public class SensorEditorActions { + static double prevPingTime; + static GameObject prevPingObject; + public static void PingOrSelectObject(GameObject o) { + var time = EditorApplication.timeSinceStartup; + var delta = time - prevPingTime; + if (o != null && ReferenceEquals(o, prevPingObject) && delta <= .3f) { + Selection.activeGameObject = o; + } else if (o != null) { + EditorGUIUtility.PingObject(o); + } + prevPingTime = time; + prevPingObject = o; + } + } + + public abstract class BaseSensorEditor : BasePulsableEditor where T : Sensor { + + protected T sensor; + + protected override void OnEnable() { + base.OnEnable(); + sensor = serializedObject.targetObject as T; + } + + protected override void OnPulsableGUI() { + EditorGUILayout.Space(); + + EditorGUI.BeginChangeCheck(); + InspectorParameters(); + if (EditorGUI.EndChangeCheck()) { + EditorState.StopAllTesting(); + } + serializedObject.ApplyModifiedProperties(); + + if (showDetections) { + EditorUtils.HorizontalLine(new Color(0.5f, 0.5f, 0.5f, 1)); + + EditorGUILayout.Space(); + + InspectorDetectedObjects(); + + EditorGUILayout.Space(); + } + } + + protected abstract void InspectorParameters(); + + protected virtual void InspectorDetectedObjects() { + if (sensor.Signals.Count == 0) { + EditorGUILayout.LabelField("Nothing Detected...", new GUIStyle() { fontStyle = FontStyle.Bold }); + return; + } + EditorGUILayout.LabelField("Detected Signals", new GUIStyle() { fontStyle = FontStyle.Bold }); + foreach (var signal in sensor.Signals) { + SignalFieldLayout(signal); + } + } + + protected void SignalFieldLayout(Signal signal) { + var rect = EditorGUILayout.GetControlRect(); + SignalField(rect, signal); + } + + protected void SignalField(Rect rect, Signal signal) { + var width = rect.width; + var objRect = new Rect(rect.x, rect.y, width / 2, rect.height); + var strengthRect = new Rect(objRect.max.x, rect.y, width / 4, rect.height); + var shapeRect = new Rect(strengthRect.max.x, rect.y, width / 4, rect.height); + DetectedObjectField(objRect, signal.Object); + EditorGUI.LabelField(strengthRect, $"Str: {signal.Strength.ToString("N1")}", new GUIStyle() { alignment = TextAnchor.MiddleCenter }); + EditorGUI.LabelField(shapeRect, $"Size: {signal.Shape.size.magnitude.ToString("N1")}"); + } + + protected void DetectedObjectFieldLayout(GameObject go) { + var rect = EditorGUILayout.GetControlRect(); + DetectedObjectField(rect, go); + } + + protected void DetectedObjectField(Rect rect, GameObject go) { + var guiContent = EditorGUIUtility.ObjectContent(go, typeof(GameObject)); + + var style = new GUIStyle("TextField"); + style.fixedHeight = 16; + style.imagePosition = go ? ImagePosition.ImageLeft : ImagePosition.TextOnly; + + if (GUI.Button(rect, guiContent, style) && go) { + SensorEditorActions.PingOrSelectObject(go); + } + } + + protected void BufferSizeInfo(int bufferSize) { + if (bufferSize > PhysicsNonAlloc.InitialSize && Application.isPlaying) { + EditorGUILayout.HelpBox("Buffer size expanded to: " + bufferSize, MessageType.Info); + } + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/BaseSensorEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/BaseSensorEditor.cs.meta new file mode 100644 index 0000000..b17c11a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/BaseSensorEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 70eca8a011db432fb1fdebee224b01d3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/BooleanSensorEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/BooleanSensorEditor.cs new file mode 100644 index 0000000..5876688 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/BooleanSensorEditor.cs @@ -0,0 +1,56 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + + [CustomEditor(typeof(BooleanSensor))] + [CanEditMultipleObjects] + public class BooleanSensorEditor : BaseSensorEditor { + SerializedProperty inputSensors; + SerializedProperty operation; + SerializedProperty signalProcessors; + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + + bool showEvents = false; + + protected override bool canTest { get { return true; } } + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) { + return; + } + + inputSensors = serializedObject.FindProperty("InputSensors"); + operation = serializedObject.FindProperty("operation"); + signalProcessors = serializedObject.FindProperty("signalProcessors"); + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(inputSensors, true); + + EditorGUILayout.PropertyField(operation); + EditorGUILayout.PropertyField(signalProcessors, new GUIContent("Signal Processors")); + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + } + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/BooleanSensorEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/BooleanSensorEditor.cs.meta new file mode 100644 index 0000000..112cfb9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/BooleanSensorEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b2019cf5f0c448dba819243098ec8e49 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/EditorUtils.cs b/Assets/SensorToolkit/Sensors/src/Editor/EditorUtils.cs new file mode 100644 index 0000000..0db242d --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/EditorUtils.cs @@ -0,0 +1,40 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +namespace Micosmo.SensorToolkit.Editors { + + public class EditorUtils { + + public static void InlinePropertyField(SerializedProperty root) { + if (!root.hasChildren) { + return; + } + + SerializedProperty child = root.Copy(); + SerializedProperty nextSiblingProperty = root.Copy(); + nextSiblingProperty.NextVisible(false); + + child.NextVisible(true); + + while(!SerializedProperty.EqualContents(child, nextSiblingProperty)) { + EditorGUILayout.PropertyField(child, true); + child.NextVisible(false); + } + } + + public static void HorizontalLine(Color color) { + GUIStyle horizontalLine; + horizontalLine = new GUIStyle(); + horizontalLine.normal.background = EditorGUIUtility.whiteTexture; + horizontalLine.margin = new RectOffset(0, 0, 4, 4); + horizontalLine.fixedHeight = 1; + var c = GUI.color; + GUI.color = color; + GUILayout.Box(GUIContent.none, horizontalLine); + GUI.color = c; + } + + } + +} diff --git a/Assets/SensorToolkit/Sensors/src/Editor/EditorUtils.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/EditorUtils.cs.meta new file mode 100644 index 0000000..ab69727 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/EditorUtils.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1f1d93a18b8749548f323705b3edaafb +timeCreated: 1601171253 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/FOVCollider2DEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/FOVCollider2DEditor.cs new file mode 100644 index 0000000..aefe6ba --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/FOVCollider2DEditor.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +namespace Micosmo.SensorToolkit +{ + [CustomEditor(typeof(FOVCollider2D))] + [CanEditMultipleObjects] + public class FOVCollider2DEditor : Editor + { + SerializedProperty length; + SerializedProperty nearDistance; + SerializedProperty fovAngle; + SerializedProperty resolution; + + void OnEnable() + { + if (serializedObject == null) return; + + length = serializedObject.FindProperty("Length"); + nearDistance = serializedObject.FindProperty("NearDistance"); + fovAngle = serializedObject.FindProperty("FOVAngle"); + resolution = serializedObject.FindProperty("Resolution"); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + EditorGUILayout.PropertyField(length); + EditorGUILayout.PropertyField(nearDistance); + EditorGUILayout.PropertyField(fovAngle); + EditorGUILayout.PropertyField(resolution); + + serializedObject.ApplyModifiedProperties(); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/FOVCollider2DEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/FOVCollider2DEditor.cs.meta new file mode 100644 index 0000000..08daf66 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/FOVCollider2DEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d78425a8bc834891a4e9419f126e0a83 +timeCreated: 1491385286 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/FOVColliderEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/FOVColliderEditor.cs new file mode 100644 index 0000000..51aa801 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/FOVColliderEditor.cs @@ -0,0 +1,40 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +namespace Micosmo.SensorToolkit +{ + [CustomEditor(typeof(FOVCollider))] + [CanEditMultipleObjects] + public class FOVColliderEditor : Editor + { + SerializedProperty length; + SerializedProperty nearDistance; + SerializedProperty fovAngle; + SerializedProperty elevationAngle; + SerializedProperty resolution; + + void OnEnable() + { + if (serializedObject == null) return; + + length = serializedObject.FindProperty("Length"); + nearDistance = serializedObject.FindProperty("NearDistance"); + fovAngle = serializedObject.FindProperty("FOVAngle"); + elevationAngle = serializedObject.FindProperty("ElevationAngle"); + resolution = serializedObject.FindProperty("Resolution"); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + EditorGUILayout.PropertyField(length); + EditorGUILayout.PropertyField(nearDistance); + EditorGUILayout.PropertyField(fovAngle); + EditorGUILayout.PropertyField(elevationAngle); + EditorGUILayout.PropertyField(resolution); + + serializedObject.ApplyModifiedProperties(); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/FOVColliderEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/FOVColliderEditor.cs.meta new file mode 100644 index 0000000..b9a7b69 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/FOVColliderEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9ec8d8335d1c46e9b4b17f9e90ec102a +timeCreated: 1491114639 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/LOSSensor2DEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/LOSSensor2DEditor.cs new file mode 100644 index 0000000..ec4dc76 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/LOSSensor2DEditor.cs @@ -0,0 +1,259 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + + [CustomEditor(typeof(LOSSensor2D))] + [CanEditMultipleObjects] + public class LOSSensor2DEditor : BaseSensorEditor { + + static string horizAngleMessage = + "Angle can't exceed 90 when Point Sampling Method is set to Quality. Recommend changing " + + "Point Sampling Method to Fast. In most cases Fast is superior to Quality anyway."; + + SerializedProperty inputSensor; + SerializedProperty blocksLineOfSight; + SerializedProperty ignoreTriggerColliders; + SerializedProperty pulseMode; + SerializedProperty pulseUpdateFunction; + SerializedProperty pulseInterval; + SerializedProperty pointSamplingMethod; + SerializedProperty testLOSTargetsOnly; + SerializedProperty numberOfRays; + SerializedProperty minimumVisibility; + + SerializedProperty movingAverage; + SerializedProperty windowSize; + + SerializedProperty limitDistance; + SerializedProperty maxDistance; + SerializedProperty visibilityByDistance; + + SerializedProperty limitViewAngle; + SerializedProperty maxViewAngle; + SerializedProperty visibilityByViewAngle; + SerializedProperty fovConstraintMethod; + + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + + bool showEvents = false; + + protected override bool canTest { get { return true; } } + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) { + return; + } + + inputSensor = serializedObject.FindProperty("inputSensor"); + blocksLineOfSight = serializedObject.FindProperty("BlocksLineOfSight"); + ignoreTriggerColliders = serializedObject.FindProperty("IgnoreTriggerColliders"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseUpdateFunction = serializedObject.FindProperty("pulseRoutine.UpdateFunction"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + pointSamplingMethod = serializedObject.FindProperty("PointSamplingMethod"); + testLOSTargetsOnly = serializedObject.FindProperty("TestLOSTargetsOnly"); + numberOfRays = serializedObject.FindProperty("NumberOfRays"); + minimumVisibility = serializedObject.FindProperty("MinimumVisibility"); + + movingAverage = serializedObject.FindProperty("MovingAverageEnabled"); + windowSize = serializedObject.FindProperty("MovingAverageWindowSize"); + + limitDistance = serializedObject.FindProperty("LimitDistance"); + maxDistance = serializedObject.FindProperty("MaxDistance"); + visibilityByDistance = serializedObject.FindProperty("VisibilityByDistance"); + + limitViewAngle = serializedObject.FindProperty("LimitViewAngle"); + maxViewAngle = serializedObject.FindProperty("MaxViewAngle"); + visibilityByViewAngle = serializedObject.FindProperty("VisibilityByViewAngle"); + + fovConstraintMethod = serializedObject.FindProperty("FOVConstraintMethod"); + + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + + sensor.ShowRayCastDebug = new HashSet(); + } + + protected override void OnDisable() { + base.OnDisable(); + sensor.ShowRayCastDebug = null; + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(inputSensor); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(blocksLineOfSight); + EditorGUILayout.PropertyField(ignoreTriggerColliders); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(testLOSTargetsOnly); + if (!testLOSTargetsOnly.boolValue) { + EditorGUILayout.PropertyField(numberOfRays); + EditorGUILayout.PropertyField(pointSamplingMethod); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(movingAverage, new GUIContent("Moving Average")); + if (sensor.MovingAverageEnabled) { + EditorGUILayout.PropertyField(windowSize, new GUIContent("Window Size")); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(limitDistance); + if (sensor.LimitDistance) { + EditorGUILayout.PropertyField(maxDistance); + ScalingFunctionProperty(visibilityByDistance); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(limitViewAngle); + if (sensor.LimitViewAngle) { + EditorGUILayout.PropertyField(maxViewAngle); + if (sensor.MaxViewAngle > 90f && sensor.PointSamplingMethod == PointSamplingMethod.Quality) { + EditorGUILayout.HelpBox(horizAngleMessage, MessageType.Error); + } + ScalingFunctionProperty(visibilityByViewAngle); + } + + EditorGUILayout.Space(); + + if (sensor.LimitDistance || sensor.LimitViewAngle) { + EditorGUILayout.PropertyField(fovConstraintMethod); + EditorGUILayout.Space(); + } + + EditorGUILayout.PropertyField(minimumVisibility); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode != PulseRoutine.Modes.Manual) { + EditorGUILayout.PropertyField(pulseUpdateFunction); + } + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + } + } + + protected override void InspectorDetectedObjects() { + + EditorGUILayout.Space(); + + VisibilityTable(); + + SceneView.RepaintAll(); + } + + void ScalingFunctionProperty(SerializedProperty property) { + var mode = property.FindPropertyRelative("Mode"); + var curve = property.FindPropertyRelative("Curve"); + EditorGUILayout.PropertyField(mode, new GUIContent(property.displayName)); + var modeVal = (ScalingMode)mode.intValue; + if (modeVal == ScalingMode.Curve) { + EditorGUILayout.PropertyField(curve, new GUIContent(" ")); + } + } + + void VisibilityTable() { + var headerRow = EditorGUILayout.GetControlRect(); + VisibilityHeaders(headerRow); + + var losResults = sensor.GetAllResults(); + losResults.Sort(delegate (ILOSResult r1, ILOSResult r2) { + if (r1.Visibility < r2.Visibility) { + return 1; + } else if (r1.Visibility == r2.Visibility) { + return 0; + } + return -1; + }); + + foreach (var result in losResults) { + var rect = EditorGUILayout.GetControlRect(); + VisibilityRow(rect, result); + } + } + + void VisibilityColumns(Rect rect, out Rect showRaysCol, out Rect visibilityCol, out Rect signalCol) { + var width = rect.width; + var showRaysWidth = Mathf.Min(50f, width / 3); + showRaysCol = new Rect(rect.x, rect.y, showRaysWidth, rect.height); + + width -= showRaysWidth; + var visibilityWidth = Mathf.Min(80f, width / 2); + visibilityCol = new Rect(showRaysCol.xMax, rect.y, visibilityWidth, rect.height); + + width -= visibilityWidth; + signalCol = new Rect(visibilityCol.xMax, rect.y, width, rect.height); + } + + void VisibilityHeaders(Rect rect) { + Rect rRaysCol, rVisCol, rSigCol; + VisibilityColumns(rect, out rRaysCol, out rVisCol, out rSigCol); + + var headerColumnStyle = new GUIStyle(EditorStyles.label) { + fontStyle = FontStyle.Bold, + padding = new RectOffset(0, 16, 0, 0) + }; + + if (IsActivePulsable) { + GUI.Label(rRaysCol, "Show", new GUIStyle(headerColumnStyle) { alignment = TextAnchor.UpperCenter }); + } + GUI.Label(rVisCol, "Visibility", new GUIStyle(headerColumnStyle) { alignment = TextAnchor.UpperRight }); + GUI.Label(rSigCol, "Output Signal", new GUIStyle(headerColumnStyle) { alignment = TextAnchor.UpperLeft }); + } + + void VisibilityRow(Rect rect, ILOSResult losResult) { + Rect rRaysCol, rVisCol, rSigCol; + VisibilityColumns(rect, out rRaysCol, out rVisCol, out rSigCol); + + rRaysCol.xMin += rRaysCol.width / 2f - 16; + rVisCol.xMax -= 16; + + var signal = losResult.OutputSignal; + + if (IsActivePulsable) { + var debug = sensor.ShowRayCastDebug.Contains(signal.Object); + if (debug = EditorGUI.Toggle(rRaysCol, debug)) { + sensor.ShowRayCastDebug.Add(signal.Object); + } else { + sensor.ShowRayCastDebug.Remove(signal.Object); + } + } + + var visStyle = new GUIStyle(EditorStyles.label) { alignment = TextAnchor.MiddleRight }; + if (!losResult.IsVisible) { + visStyle.normal.textColor = STPrefs.RedEditorTextColour; + } + GUI.Label(rVisCol, string.Format("{0:P1}", losResult.Visibility), visStyle); + + SignalField(rSigCol, signal); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/LOSSensor2DEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/LOSSensor2DEditor.cs.meta new file mode 100644 index 0000000..61516ca --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/LOSSensor2DEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34e4a36656384a5d8e94b847a7505ad3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/LOSSensorEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/LOSSensorEditor.cs new file mode 100644 index 0000000..5f2a192 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/LOSSensorEditor.cs @@ -0,0 +1,265 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + + [CustomEditor(typeof(LOSSensor))] + [CanEditMultipleObjects] + public class LOSSensorEditor : BaseSensorEditor { + + static string horizAngleMessage = + "Angle can't exceed 90 when Point Sampling Method is set to Quality. Recommend changing " + + "Point Sampling Method to Fast. In most cases Fast is superior to Quality anyway."; + + SerializedProperty inputSensor; + SerializedProperty blocksLineOfSight; + SerializedProperty ignoreTriggerColliders; + SerializedProperty pulseMode; + SerializedProperty pulseUpdateFunction; + SerializedProperty pulseInterval; + SerializedProperty pointSamplingMethod; + SerializedProperty testLOSTargetsOnly; + SerializedProperty numberOfRays; + SerializedProperty minimumVisibility; + + SerializedProperty movingAverage; + SerializedProperty windowSize; + + SerializedProperty limitDistance; + SerializedProperty maxDistance; + SerializedProperty visibilityByDistance; + + SerializedProperty limitViewAngle; + SerializedProperty maxHorizAngle; + SerializedProperty visibilityByHorizAngle; + SerializedProperty maxVertAngle; + SerializedProperty visibilityByVertAngle; + SerializedProperty fovConstraintMethod; + + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + + bool showEvents = false; + + protected override bool canTest { get { return true; } } + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) { + return; + } + + inputSensor = serializedObject.FindProperty("inputSensor"); + blocksLineOfSight = serializedObject.FindProperty("BlocksLineOfSight"); + ignoreTriggerColliders = serializedObject.FindProperty("IgnoreTriggerColliders"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseUpdateFunction = serializedObject.FindProperty("pulseRoutine.UpdateFunction"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + pointSamplingMethod = serializedObject.FindProperty("PointSamplingMethod"); + testLOSTargetsOnly = serializedObject.FindProperty("TestLOSTargetsOnly"); + numberOfRays = serializedObject.FindProperty("NumberOfRays"); + minimumVisibility = serializedObject.FindProperty("MinimumVisibility"); + + movingAverage = serializedObject.FindProperty("MovingAverageEnabled"); + windowSize = serializedObject.FindProperty("MovingAverageWindowSize"); + + limitDistance = serializedObject.FindProperty("LimitDistance"); + maxDistance = serializedObject.FindProperty("MaxDistance"); + visibilityByDistance = serializedObject.FindProperty("VisibilityByDistance"); + + limitViewAngle = serializedObject.FindProperty("LimitViewAngle"); + maxHorizAngle = serializedObject.FindProperty("MaxHorizAngle"); + visibilityByHorizAngle = serializedObject.FindProperty("VisibilityByHorizAngle"); + maxVertAngle = serializedObject.FindProperty("MaxVertAngle"); + visibilityByVertAngle = serializedObject.FindProperty("VisibilityByVertAngle"); + + fovConstraintMethod = serializedObject.FindProperty("FOVConstraintMethod"); + + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + + sensor.ShowRayCastDebug = new HashSet(); + } + + protected override void OnDisable() { + base.OnDisable(); + sensor.ShowRayCastDebug = null; + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(inputSensor); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(blocksLineOfSight); + EditorGUILayout.PropertyField(ignoreTriggerColliders); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(testLOSTargetsOnly); + if (!testLOSTargetsOnly.boolValue) { + EditorGUILayout.PropertyField(numberOfRays); + EditorGUILayout.PropertyField(pointSamplingMethod); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(movingAverage, new GUIContent("Moving Average")); + if (sensor.MovingAverageEnabled) { + EditorGUILayout.PropertyField(windowSize, new GUIContent("Window Size")); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(limitDistance); + if (sensor.LimitDistance) { + EditorGUILayout.PropertyField(maxDistance); + ScalingFunctionProperty(visibilityByDistance); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(limitViewAngle); + if (sensor.LimitViewAngle) { + EditorGUILayout.PropertyField(maxHorizAngle); + if (sensor.MaxHorizAngle > 90f && sensor.PointSamplingMethod == PointSamplingMethod.Quality) { + EditorGUILayout.HelpBox(horizAngleMessage, MessageType.Error); + } + ScalingFunctionProperty(visibilityByHorizAngle); + EditorGUILayout.PropertyField(maxVertAngle); + ScalingFunctionProperty(visibilityByVertAngle); + } + + EditorGUILayout.Space(); + + if (sensor.LimitDistance || sensor.LimitViewAngle) { + EditorGUILayout.PropertyField(fovConstraintMethod); + EditorGUILayout.Space(); + } + + EditorGUILayout.PropertyField(minimumVisibility); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode != PulseRoutine.Modes.Manual) { + EditorGUILayout.PropertyField(pulseUpdateFunction); + } + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + } + } + + protected override void InspectorDetectedObjects() { + + EditorGUILayout.Space(); + + VisibilityTable(); + + SceneView.RepaintAll(); + } + + void ScalingFunctionProperty(SerializedProperty property) { + var mode = property.FindPropertyRelative("Mode"); + var curve = property.FindPropertyRelative("Curve"); + EditorGUILayout.PropertyField(mode, new GUIContent(property.displayName)); + var modeVal = (ScalingMode)mode.intValue; + if (modeVal == ScalingMode.Curve) { + EditorGUILayout.PropertyField(curve, new GUIContent(" ")); + } + } + + void VisibilityTable() { + var headerRow = EditorGUILayout.GetControlRect(); + VisibilityHeaders(headerRow); + + var losResults = sensor.GetAllResults(); + losResults.Sort(delegate (ILOSResult r1, ILOSResult r2) { + if (r1.Visibility < r2.Visibility) { + return 1; + } else if (r1.Visibility == r2.Visibility) { + return 0; + } + return -1; + }); + + foreach (var result in losResults) { + var rect = EditorGUILayout.GetControlRect(); + VisibilityRow(rect, result); + } + } + + void VisibilityColumns(Rect rect, out Rect showRaysCol, out Rect visibilityCol, out Rect signalCol) { + var width = rect.width; + var showRaysWidth = Mathf.Min(50f, width / 3); + showRaysCol = new Rect(rect.x, rect.y, showRaysWidth, rect.height); + + width -= showRaysWidth; + var visibilityWidth = Mathf.Min(80f, width / 2); + visibilityCol = new Rect(showRaysCol.xMax, rect.y, visibilityWidth, rect.height); + + width -= visibilityWidth; + signalCol = new Rect(visibilityCol.xMax, rect.y, width, rect.height); + } + + void VisibilityHeaders(Rect rect) { + Rect rRaysCol, rVisCol, rSigCol; + VisibilityColumns(rect, out rRaysCol, out rVisCol, out rSigCol); + + var headerColumnStyle = new GUIStyle(EditorStyles.label) { + fontStyle = FontStyle.Bold, + padding = new RectOffset(0,16,0,0) + }; + + if (IsActivePulsable) { + GUI.Label(rRaysCol, "Show", new GUIStyle(headerColumnStyle) { alignment = TextAnchor.UpperCenter }); + } + GUI.Label(rVisCol, "Visibility", new GUIStyle(headerColumnStyle) { alignment = TextAnchor.UpperRight }); + GUI.Label(rSigCol, "Output Signal", new GUIStyle(headerColumnStyle) { alignment = TextAnchor.UpperLeft }); + } + + void VisibilityRow(Rect rect, ILOSResult losResult) { + Rect rRaysCol, rVisCol, rSigCol; + VisibilityColumns(rect, out rRaysCol, out rVisCol, out rSigCol); + + rRaysCol.xMin += rRaysCol.width / 2f - 16; + rVisCol.xMax -= 16; + + var signal = losResult.OutputSignal; + + if (IsActivePulsable) { + var debug = sensor.ShowRayCastDebug.Contains(signal.Object); + if (debug = EditorGUI.Toggle(rRaysCol, debug)) { + sensor.ShowRayCastDebug.Add(signal.Object); + } else { + sensor.ShowRayCastDebug.Remove(signal.Object); + } + } + + var visStyle = new GUIStyle(EditorStyles.label) { alignment = TextAnchor.MiddleRight }; + if (!losResult.IsVisible) { + visStyle.normal.textColor = STPrefs.RedEditorTextColour; + } + GUI.Label(rVisCol, string.Format("{0:P1}", losResult.Visibility), visStyle); + + SignalField(rSigCol, signal); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/LOSSensorEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/LOSSensorEditor.cs.meta new file mode 100644 index 0000000..9bceeec --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/LOSSensorEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2a9e2ee831754f5d9ed0f5f5521354ce +timeCreated: 1600682780 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/Micosmo.SensorToolkit.Editor.asmdef b/Assets/SensorToolkit/Sensors/src/Editor/Micosmo.SensorToolkit.Editor.asmdef new file mode 100644 index 0000000..b98d0c2 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/Micosmo.SensorToolkit.Editor.asmdef @@ -0,0 +1,17 @@ +{ + "name": "Micosmo.SensorToolkit.Editor", + "references": [ + "GUID:b9d61b92870877a459c95c25c7d15074" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/Micosmo.SensorToolkit.Editor.asmdef.meta b/Assets/SensorToolkit/Sensors/src/Editor/Micosmo.SensorToolkit.Editor.asmdef.meta new file mode 100644 index 0000000..f240dbf --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/Micosmo.SensorToolkit.Editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1f03c1aaa5578cf4c8db4bdb47ee1a7b +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/NavMeshMaskDrawer.cs b/Assets/SensorToolkit/Sensors/src/Editor/NavMeshMaskDrawer.cs new file mode 100644 index 0000000..2b2dfa6 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/NavMeshMaskDrawer.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using Micosmo.SensorToolkit; + +namespace Micosmo.SensorToolkit.Editors { + + [CustomPropertyDrawer(typeof(NavMeshMaskAttribute))] + public class NavMeshMaskDrawer : PropertyDrawer { + public override void OnGUI(Rect position, SerializedProperty serializedProperty, GUIContent label) { + + using (new GUILayout.HorizontalScope()) { + + position = EditorGUI.PrefixLabel(position, label); + + EditorGUI.BeginChangeCheck(); + + string[] areaNames = GameObjectUtility.GetNavMeshAreaNames(); + List completeAreaNames = new List(); + + foreach (string name in areaNames) { + var id = GameObjectUtility.GetNavMeshAreaFromName(name); + while (id >= completeAreaNames.Count) { + completeAreaNames.Add(""); + } + completeAreaNames[id] = name; + } + + int mask = serializedProperty.intValue; + + mask = EditorGUI.MaskField(position, mask, completeAreaNames.ToArray()); + if (EditorGUI.EndChangeCheck()) { + serializedProperty.intValue = mask; + } + } + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/NavMeshMaskDrawer.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/NavMeshMaskDrawer.cs.meta new file mode 100644 index 0000000..6949ea3 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/NavMeshMaskDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9e6ba988a66d424ea6597d3e437d3400 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/NavMeshSensorEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/NavMeshSensorEditor.cs new file mode 100644 index 0000000..7c0c801 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/NavMeshSensorEditor.cs @@ -0,0 +1,96 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + + [CustomEditor(typeof(NavMeshSensor))] + [CanEditMultipleObjects] + public class NavMeshSensorEditor : BasePulsableEditor { + SerializedProperty test; + SerializedProperty ray; + SerializedProperty sphere; + SerializedProperty areaMask; + SerializedProperty pulseMode; + SerializedProperty pulseInterval; + SerializedProperty onObstructed; + SerializedProperty onClear; + + bool showEvents = false; + + protected NavMeshSensor sensor; + + protected override bool canTest => true; + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) return; + sensor = serializedObject.targetObject as NavMeshSensor; + + test = serializedObject.FindProperty("Test"); + ray = serializedObject.FindProperty("Ray"); + sphere = serializedObject.FindProperty("Sphere"); + areaMask = serializedObject.FindProperty("AreaMask"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + onObstructed = serializedObject.FindProperty("onObstruction"); + onClear = serializedObject.FindProperty("onClear"); + } + + protected override void OnPulsableGUI() { + EditorGUILayout.Space(); + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.PropertyField(test); + if (sensor.Test == NavMeshSensor.TestType.Ray) { + EditorUtils.InlinePropertyField(ray); + } else if (sensor.Test == NavMeshSensor.TestType.Sample) { + EditorUtils.InlinePropertyField(sphere); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(areaMask); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onObstructed); + EditorGUILayout.PropertyField(onClear); + } + + if (EditorGUI.EndChangeCheck()) { + EditorState.StopAllTesting(); + } + serializedObject.ApplyModifiedProperties(); + + if (showDetections) { + EditorUtils.HorizontalLine(new Color(0.5f, 0.5f, 0.5f, 1)); + + EditorGUILayout.Space(); + + InspectorDetectedObjects(); + + EditorGUILayout.Space(); + } + } + + void InspectorDetectedObjects() { + if (!sensor.IsObstructed) return; + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Ray is Obstructed", new GUIStyle() { fontStyle = FontStyle.Bold, normal = new GUIStyleState() { textColor = STPrefs.RedEditorTextColour } }); + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/NavMeshSensorEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/NavMeshSensorEditor.cs.meta new file mode 100644 index 0000000..58a9bf0 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/NavMeshSensorEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 152d28158e8a4f6c8472d50e383242fc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/RangeSensor2DEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/RangeSensor2DEditor.cs new file mode 100644 index 0000000..b98d646 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/RangeSensor2DEditor.cs @@ -0,0 +1,107 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.Linq; + +namespace Micosmo.SensorToolkit.Editors { + [CustomEditor(typeof(RangeSensor2D))] + [CanEditMultipleObjects] + public class RangeSensor2DEditor : BaseSensorEditor { + SerializedProperty shape; + SerializedProperty circle; + SerializedProperty box; + SerializedProperty capsule; + SerializedProperty ignoreList; + SerializedProperty tagFilterEnabled; + SerializedProperty tagFilter; + SerializedProperty detectsOnLayers; + SerializedProperty pulseMode; + SerializedProperty pulseUpdateFunction; + SerializedProperty pulseInterval; + SerializedProperty detectionMode; + SerializedProperty ignoreTriggerColliders; + SerializedProperty signalProcessors; + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + + bool showEvents = false; + + protected override bool canTest { get { return true; } } + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) { + return; + } + + shape = serializedObject.FindProperty("Shape"); + circle = serializedObject.FindProperty("Circle"); + box = serializedObject.FindProperty("Box"); + capsule = serializedObject.FindProperty("Capsule"); + ignoreList = serializedObject.FindProperty("signalFilter.IgnoreList"); + tagFilterEnabled = serializedObject.FindProperty("signalFilter.EnableTagFilter"); + tagFilter = serializedObject.FindProperty("signalFilter.AllowedTags"); + detectsOnLayers = serializedObject.FindProperty("DetectsOnLayers"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseUpdateFunction = serializedObject.FindProperty("pulseRoutine.UpdateFunction"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + detectionMode = serializedObject.FindProperty("DetectionMode"); + ignoreTriggerColliders = serializedObject.FindProperty("IgnoreTriggerColliders"); + signalProcessors = serializedObject.FindProperty("signalProcessors"); + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(shape); + if (sensor.Shape == RangeSensor2D.Shapes.Circle) { + EditorUtils.InlinePropertyField(circle); + } else if (sensor.Shape == RangeSensor2D.Shapes.Box) { + EditorUtils.InlinePropertyField(box); + } else if (sensor.Shape == RangeSensor2D.Shapes.Capsule) { + EditorUtils.InlinePropertyField(capsule); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(ignoreList, true); + EditorGUILayout.PropertyField(tagFilterEnabled); + if (tagFilterEnabled.boolValue) { + EditorGUILayout.PropertyField(tagFilter, true); + } + EditorGUILayout.PropertyField(detectsOnLayers); + EditorGUILayout.PropertyField(detectionMode); + EditorGUILayout.PropertyField(ignoreTriggerColliders); + EditorGUILayout.PropertyField(signalProcessors, new GUIContent("Signal Processors")); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode != PulseRoutine.Modes.Manual) { + EditorGUILayout.PropertyField(pulseUpdateFunction); + } + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + } + + EditorGUILayout.Space(); + + BufferSizeInfo(sensor.CurrentBufferSize); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/RangeSensor2DEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/RangeSensor2DEditor.cs.meta new file mode 100644 index 0000000..6ea284a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/RangeSensor2DEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 550d906f63c0467f9e9968050a56c67d +timeCreated: 1491309471 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/RangeSensorEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/RangeSensorEditor.cs new file mode 100644 index 0000000..c8f300e --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/RangeSensorEditor.cs @@ -0,0 +1,107 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.Linq; + +namespace Micosmo.SensorToolkit.Editors { + [CustomEditor(typeof(RangeSensor))] + [CanEditMultipleObjects] + public class RangeSensorEditor : BaseSensorEditor { + SerializedProperty shape; + SerializedProperty sphere; + SerializedProperty box; + SerializedProperty capsule; + SerializedProperty ignoreList; + SerializedProperty tagFilterEnabled; + SerializedProperty tagFilter; + SerializedProperty detectsOnLayers; + SerializedProperty pulseMode; + SerializedProperty pulseUpdateFunction; + SerializedProperty pulseInterval; + SerializedProperty detectionMode; + SerializedProperty ignoreTriggerColliders; + SerializedProperty signalProcessors; + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + + bool showEvents = false; + + protected override bool canTest { get { return true; } } + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) { + return; + } + + shape = serializedObject.FindProperty("Shape"); + sphere = serializedObject.FindProperty("Sphere"); + box = serializedObject.FindProperty("Box"); + capsule = serializedObject.FindProperty("Capsule"); + ignoreList = serializedObject.FindProperty("signalFilter.IgnoreList"); + tagFilterEnabled = serializedObject.FindProperty("signalFilter.EnableTagFilter"); + tagFilter = serializedObject.FindProperty("signalFilter.AllowedTags"); + detectsOnLayers = serializedObject.FindProperty("DetectsOnLayers"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseUpdateFunction = serializedObject.FindProperty("pulseRoutine.UpdateFunction"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + detectionMode = serializedObject.FindProperty("DetectionMode"); + ignoreTriggerColliders = serializedObject.FindProperty("IgnoreTriggerColliders"); + signalProcessors = serializedObject.FindProperty("signalProcessors"); + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(shape); + if (sensor.Shape == RangeSensor.Shapes.Sphere) { + EditorUtils.InlinePropertyField(sphere); + } else if (sensor.Shape == RangeSensor.Shapes.Box) { + EditorUtils.InlinePropertyField(box); + } else if (sensor.Shape == RangeSensor.Shapes.Capsule) { + EditorUtils.InlinePropertyField(capsule); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(ignoreList, true); + EditorGUILayout.PropertyField(tagFilterEnabled); + if (tagFilterEnabled.boolValue) { + EditorGUILayout.PropertyField(tagFilter, true); + } + EditorGUILayout.PropertyField(detectsOnLayers); + EditorGUILayout.PropertyField(detectionMode); + EditorGUILayout.PropertyField(ignoreTriggerColliders); + EditorGUILayout.PropertyField(signalProcessors, new GUIContent("Signal Processors")); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode != PulseRoutine.Modes.Manual) { + EditorGUILayout.PropertyField(pulseUpdateFunction); + } + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + } + + EditorGUILayout.Space(); + + BufferSizeInfo(sensor.CurrentBufferSize); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/RangeSensorEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/RangeSensorEditor.cs.meta new file mode 100644 index 0000000..3bf5a83 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/RangeSensorEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3554b5d938da480dafdfd6872234ffe6 +timeCreated: 1489796111 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/RaySensor2DEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/RaySensor2DEditor.cs new file mode 100644 index 0000000..a4f16c4 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/RaySensor2DEditor.cs @@ -0,0 +1,149 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + [CustomEditor(typeof(RaySensor2D))] + [CanEditMultipleObjects] + public class RaySensor2DEditor : BaseSensorEditor { + SerializedProperty length; + SerializedProperty shape; + SerializedProperty circle; + SerializedProperty box; + SerializedProperty capsule; + SerializedProperty ignoreList; + SerializedProperty tagFilterEnabled; + SerializedProperty tagFilter; + SerializedProperty detectsOnLayers; + SerializedProperty detectionMode; + SerializedProperty ignoreTriggerColliders; + SerializedProperty signalProcessors; + SerializedProperty minimumSlopeAngle; + SerializedProperty slopeUpDirection; + SerializedProperty obstructedByLayers; + SerializedProperty direction; + SerializedProperty worldSpace; + SerializedProperty pulseMode; + SerializedProperty pulseUpdateFunction; + SerializedProperty pulseInterval; + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + SerializedProperty onObstructed; + SerializedProperty onClear; + + bool showEvents = false; + + protected override bool canTest { get { return true; } } + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) return; + + length = serializedObject.FindProperty("Length"); + shape = serializedObject.FindProperty("Shape"); + circle = serializedObject.FindProperty("Circle"); + box = serializedObject.FindProperty("Box"); + capsule = serializedObject.FindProperty("Capsule"); + ignoreList = serializedObject.FindProperty("signalFilter.IgnoreList"); + tagFilterEnabled = serializedObject.FindProperty("signalFilter.EnableTagFilter"); + tagFilter = serializedObject.FindProperty("signalFilter.AllowedTags"); + detectsOnLayers = serializedObject.FindProperty("DetectsOnLayers"); + detectionMode = serializedObject.FindProperty("DetectionMode"); + ignoreTriggerColliders = serializedObject.FindProperty("IgnoreTriggerColliders"); + signalProcessors = serializedObject.FindProperty("signalProcessors"); + minimumSlopeAngle = serializedObject.FindProperty("MinimumSlopeAngle"); + slopeUpDirection = serializedObject.FindProperty("SlopeUpDirection"); + obstructedByLayers = serializedObject.FindProperty("ObstructedByLayers"); + direction = serializedObject.FindProperty("Direction"); + worldSpace = serializedObject.FindProperty("WorldSpace"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseUpdateFunction = serializedObject.FindProperty("pulseRoutine.UpdateFunction"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + onObstructed = serializedObject.FindProperty("onObstruction"); + onClear = serializedObject.FindProperty("onClear"); + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(shape); + if (sensor.Shape == RaySensor2D.CastShapeType.Circle) { + EditorUtils.InlinePropertyField(circle); + } else if (sensor.Shape == RaySensor2D.CastShapeType.Box) { + EditorUtils.InlinePropertyField(box); + } else if (sensor.Shape == RaySensor2D.CastShapeType.Capsule) { + EditorUtils.InlinePropertyField(capsule); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(length); + EditorGUILayout.PropertyField(direction); + EditorGUILayout.PropertyField(worldSpace); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(ignoreList, true); + EditorGUILayout.PropertyField(tagFilterEnabled); + if (tagFilterEnabled.boolValue) { + EditorGUILayout.PropertyField(tagFilter, true); + } + EditorGUILayout.PropertyField(detectsOnLayers); + EditorGUILayout.PropertyField(detectionMode); + EditorGUILayout.PropertyField(ignoreTriggerColliders); + EditorGUILayout.PropertyField(signalProcessors, new GUIContent("Signal Processors")); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(minimumSlopeAngle); + if (sensor.MinimumSlopeAngle > 0f) { + EditorGUILayout.PropertyField(slopeUpDirection); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(obstructedByLayers); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode != PulseRoutine.Modes.Manual) { + EditorGUILayout.PropertyField(pulseUpdateFunction); + } + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + EditorGUILayout.PropertyField(onObstructed); + EditorGUILayout.PropertyField(onClear); + } + + EditorGUILayout.Space(); + + BufferSizeInfo(sensor.CurrentBufferSize); + } + + protected override void InspectorDetectedObjects() { + base.InspectorDetectedObjects(); + + if (!sensor.IsObstructed) return; + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Ray is Obstructed", new GUIStyle() { fontStyle = FontStyle.Bold, normal = new GUIStyleState() { textColor = STPrefs.RedEditorTextColour } }); + DetectedObjectFieldLayout(sensor.GetObstructionRayHit().GameObject); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/RaySensor2DEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/RaySensor2DEditor.cs.meta new file mode 100644 index 0000000..b2a802c --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/RaySensor2DEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dae438f4c18e49eaa664e023208bac2a +timeCreated: 1491307096 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/RaySensorEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/RaySensorEditor.cs new file mode 100644 index 0000000..f34282f --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/RaySensorEditor.cs @@ -0,0 +1,150 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors +{ + [CustomEditor(typeof(RaySensor))] + [CanEditMultipleObjects] + public class RaySensorEditor : BaseSensorEditor { + SerializedProperty length; + SerializedProperty shape; + SerializedProperty sphere; + SerializedProperty box; + SerializedProperty capsule; + SerializedProperty ignoreList; + SerializedProperty tagFilterEnabled; + SerializedProperty tagFilter; + SerializedProperty detectsOnLayers; + SerializedProperty detectionMode; + SerializedProperty ignoreTriggerColliders; + SerializedProperty signalProcessors; + SerializedProperty minimumSlopeAngle; + SerializedProperty slopeUpDirection; + SerializedProperty obstructedByLayers; + SerializedProperty direction; + SerializedProperty worldSpace; + SerializedProperty pulseMode; + SerializedProperty pulseUpdateFunction; + SerializedProperty pulseInterval; + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + SerializedProperty onObstructed; + SerializedProperty onClear; + + bool showEvents = false; + + protected override bool canTest { get { return true; } } + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) return; + + length = serializedObject.FindProperty("Length"); + shape = serializedObject.FindProperty("Shape"); + sphere = serializedObject.FindProperty("Sphere"); + box = serializedObject.FindProperty("Box"); + capsule = serializedObject.FindProperty("Capsule"); + ignoreList = serializedObject.FindProperty("signalFilter.IgnoreList"); + tagFilterEnabled = serializedObject.FindProperty("signalFilter.EnableTagFilter"); + tagFilter = serializedObject.FindProperty("signalFilter.AllowedTags"); + detectsOnLayers = serializedObject.FindProperty("DetectsOnLayers"); + detectionMode = serializedObject.FindProperty("DetectionMode"); + ignoreTriggerColliders = serializedObject.FindProperty("IgnoreTriggerColliders"); + signalProcessors = serializedObject.FindProperty("signalProcessors"); + minimumSlopeAngle = serializedObject.FindProperty("MinimumSlopeAngle"); + slopeUpDirection = serializedObject.FindProperty("SlopeUpDirection"); + obstructedByLayers = serializedObject.FindProperty("ObstructedByLayers"); + direction = serializedObject.FindProperty("Direction"); + worldSpace = serializedObject.FindProperty("WorldSpace"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseUpdateFunction = serializedObject.FindProperty("pulseRoutine.UpdateFunction"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + onObstructed = serializedObject.FindProperty("onObstruction"); + onClear = serializedObject.FindProperty("onClear"); + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(shape); + if (sensor.Shape == RaySensor.CastShapeType.Sphere) { + EditorUtils.InlinePropertyField(sphere); + } else if (sensor.Shape == RaySensor.CastShapeType.Box) { + EditorUtils.InlinePropertyField(box); + } else if (sensor.Shape == RaySensor.CastShapeType.Capsule) { + EditorUtils.InlinePropertyField(capsule); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(length); + EditorGUILayout.PropertyField(direction); + EditorGUILayout.PropertyField(worldSpace); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(ignoreList, true); + EditorGUILayout.PropertyField(tagFilterEnabled); + if (tagFilterEnabled.boolValue) { + EditorGUILayout.PropertyField(tagFilter, true); + } + EditorGUILayout.PropertyField(detectsOnLayers); + EditorGUILayout.PropertyField(detectionMode); + EditorGUILayout.PropertyField(ignoreTriggerColliders); + EditorGUILayout.PropertyField(signalProcessors, new GUIContent("Signal Processors")); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(minimumSlopeAngle); + if (sensor.MinimumSlopeAngle > 0f) { + EditorGUILayout.PropertyField(slopeUpDirection); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(obstructedByLayers); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode != PulseRoutine.Modes.Manual) { + EditorGUILayout.PropertyField(pulseUpdateFunction); + } + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + EditorGUILayout.PropertyField(onObstructed); + EditorGUILayout.PropertyField(onClear); + } + + EditorGUILayout.Space(); + + BufferSizeInfo(sensor.CurrentBufferSize); + } + + protected override void InspectorDetectedObjects() { + base.InspectorDetectedObjects(); + + if (!sensor.IsObstructed) return; + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Ray is Obstructed", new GUIStyle() { fontStyle = FontStyle.Bold, normal = new GUIStyleState() { textColor = STPrefs.RedEditorTextColour } }); + DetectedObjectFieldLayout(sensor.GetObstructionRayHit().GameObject); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/RaySensorEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/RaySensorEditor.cs.meta new file mode 100644 index 0000000..4890ba1 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/RaySensorEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9ccb9305913f430a9726bd254afd4c15 +timeCreated: 1490954162 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/SteerSeekDrawer.cs b/Assets/SensorToolkit/Sensors/src/Editor/SteerSeekDrawer.cs new file mode 100644 index 0000000..4db56d6 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/SteerSeekDrawer.cs @@ -0,0 +1,83 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + [CustomPropertyDrawer(typeof(SteerSeek))] + public class SteerSeekDrawer : PropertyDrawer { + + bool foldout = false; + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { + EditorGUI.BeginProperty(position, label, property); + + var foldoutRect = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight); + foldout = EditorGUI.Foldout(foldoutRect, foldout, label, true); + + if (!foldout) { + return; + } + // Indent child fields + EditorGUI.indentLevel++; + position.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; + + // Find properties + var seekMode = property.FindPropertyRelative("SeekMode"); + var seekPosition = property.FindPropertyRelative("SeekPosition"); + var seekDirection = property.FindPropertyRelative("SeekDirection"); + var arriveDistanceThreshold = property.FindPropertyRelative("ArriveDistanceThreshold"); + var stoppingDistance = property.FindPropertyRelative("StoppingDistance"); + + var arriveDistanceThresholdPosition = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight); + EditorGUI.PropertyField(arriveDistanceThresholdPosition, arriveDistanceThreshold); + position.y += arriveDistanceThresholdPosition.height + EditorGUIUtility.standardVerticalSpacing; + + var stoppingDistancePosition = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight); + EditorGUI.PropertyField(stoppingDistancePosition, stoppingDistance); + position.y += stoppingDistancePosition.height + EditorGUIUtility.standardVerticalSpacing; + + var seekModePosition = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight); + EditorGUI.PropertyField(seekModePosition, seekMode); + position.y += seekModePosition.height + EditorGUIUtility.standardVerticalSpacing; + + // Conditionally draw SeekPosition field based on SeekMode value + if (seekMode.enumValueIndex == (int)SeekMode.Position) { + var seekPositionPosition = new Rect(position.x, position.y, position.width, EditorGUI.GetPropertyHeight(seekPosition, label, true)); + EditorGUI.PropertyField(seekPositionPosition, seekPosition, true); + position.y += seekPositionPosition.height + EditorGUIUtility.standardVerticalSpacing; + } else if (seekMode.enumValueIndex == (int)SeekMode.Direction) { + var seekDirectionPosition = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight); + EditorGUI.PropertyField(seekDirectionPosition, seekDirection); + position.y += seekDirectionPosition.height + EditorGUIUtility.standardVerticalSpacing; + } + + EditorGUI.indentLevel--; + + EditorGUI.EndProperty(); + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { + if (!foldout) { + return EditorGUIUtility.singleLineHeight; + } + + var height = EditorGUIUtility.singleLineHeight; + + var seekMode = property.FindPropertyRelative("SeekMode"); + height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; // seekMode + + if (seekMode.enumValueIndex == (int)SeekMode.Position) { + var seekPosition = property.FindPropertyRelative("SeekPosition"); + height += EditorGUI.GetPropertyHeight(seekPosition, true) + EditorGUIUtility.standardVerticalSpacing; + } else if (seekMode.enumValueIndex == (int)SeekMode.Direction) { + height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; // seekDirection + } + + height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; // ArriveDistanceThreshold + height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; // StoppingDistance + + return height; + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/SteerSeekDrawer.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/SteerSeekDrawer.cs.meta new file mode 100644 index 0000000..416cda7 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/SteerSeekDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc62f67ad14e1664780363e945ae56e9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensor2DEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensor2DEditor.cs new file mode 100644 index 0000000..49805c8 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensor2DEditor.cs @@ -0,0 +1,147 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +namespace Micosmo.SensorToolkit.Editors { + + [CustomEditor(typeof(SteeringSensor2D))] + [CanEditMultipleObjects] + public class SteeringSensor2DEditor : BasePulsableEditor { + SerializedProperty resolution; + SerializedProperty seek; + SerializedProperty interest; + SerializedProperty danger; + SerializedProperty vo; + SerializedProperty decision; + SerializedProperty pulseMode; + SerializedProperty pulseUpdateFunction; + SerializedProperty pulseInterval; + SerializedProperty locomotionMode; + SerializedProperty rigidBody; + SerializedProperty locomotion; + + protected SteeringSensor2D sensor; + + protected override bool canTest => true; + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) return; + sensor = serializedObject.targetObject as SteeringSensor2D; + + resolution = serializedObject.FindProperty("resolution"); + seek = serializedObject.FindProperty("seek"); + interest = serializedObject.FindProperty("interest"); + danger = serializedObject.FindProperty("danger"); + vo = serializedObject.FindProperty("velocity"); + decision = serializedObject.FindProperty("decision"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseUpdateFunction = serializedObject.FindProperty("pulseRoutine.UpdateFunction"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + locomotionMode = serializedObject.FindProperty("LocomotionMode"); + rigidBody = serializedObject.FindProperty("RigidBody"); + locomotion = serializedObject.FindProperty("locomotion"); + } + + protected override void OnPulsableGUI() { + EditorGUILayout.Space(); + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.PropertyField(resolution); + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode != PulseRoutine.Modes.Manual) { + EditorGUILayout.PropertyField(pulseUpdateFunction); + } + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(seek); + + EditorGUILayout.Space(); + + SteeringSensor2D.ShowInterestGizmos = SteerSystemLayout("Interest", interest, SteeringSensor2D.ShowInterestGizmos); + + EditorGUILayout.Space(); + + SteeringSensor2D.ShowDangerGizmos = SteerSystemLayout("Danger", danger, SteeringSensor2D.ShowDangerGizmos); + + EditorGUILayout.Space(); + + SteeringSensor2D.ShowVelocityGizmos = SteerSystemLayout("Velocity", vo, SteeringSensor2D.ShowVelocityGizmos); + + EditorGUILayout.Space(); + + SteeringSensor2D.ShowDecisionGizmos = SteerSystemLayout("Decision", decision, SteeringSensor2D.ShowDecisionGizmos); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(locomotionMode); + + var locmode = (LocomotionMode2D)locomotionMode.enumValueIndex; + + if (locmode != LocomotionMode2D.None) { + if (locmode == LocomotionMode2D.RigidBody2D) { + EditorGUILayout.PropertyField(rigidBody); + } + EditorGUILayout.PropertyField(locomotion, true); + } + + if (EditorGUI.EndChangeCheck()) { + EditorState.StopAllTesting(); + } + + displayErrors(); + + serializedObject.ApplyModifiedProperties(); + } + + void displayErrors() { + + } + + bool SteerSystemLayout(string labelText, SerializedProperty property, bool showGizmos) { + const float gizmoWidth = 70; + EditorGUILayout.BeginVertical(BackgroundStyle); + var r = EditorGUILayout.BeginHorizontal(); + EditorGUI.PrefixLabel(r, new GUIContent(labelText)); + + // We don't want to stop testing after clicking the checkbox to show gizmos for a steering system. Suspend the change + // detection first. + if (EditorGUI.EndChangeCheck()) { + EditorState.StopAllTesting(); + } + var prevShowGizmos = showGizmos; + showGizmos = GUI.Toggle(new Rect(r.width - gizmoWidth, r.y, gizmoWidth, EditorGUIUtility.singleLineHeight), showGizmos, " Gizmos"); + if (IsTesting && prevShowGizmos != showGizmos) { + SceneView.RepaintAll(); + } + EditorGUI.BeginChangeCheck(); + + r.width -= 30; + EditorGUILayout.PropertyField(property, new GUIContent("")); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.EndVertical(); + return showGizmos; + } + + static GUIStyle backgroundStyle; + static GUIStyle BackgroundStyle { + get { + if (backgroundStyle?.normal?.background == null) { + var texture = new Texture2D(1, 1); + texture.SetPixel(0, 0, new Color(0.2f, 0.2f, 0.2f, 0.15f)); + texture.Apply(); + backgroundStyle = new GUIStyle(); + backgroundStyle.normal.background = texture; + } + return backgroundStyle; + } + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensor2DEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensor2DEditor.cs.meta new file mode 100644 index 0000000..b905f88 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensor2DEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 73d4e924a248430e888b584bd22fce7e +timeCreated: 1506248635 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensorEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensorEditor.cs new file mode 100644 index 0000000..6717f6f --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensorEditor.cs @@ -0,0 +1,158 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +namespace Micosmo.SensorToolkit.Editors { + + [CustomEditor(typeof(SteeringSensor))] + [CanEditMultipleObjects] + public class SteeringSensorEditor : BasePulsableEditor { + SerializedProperty isSpherical; + SerializedProperty upDirection; + SerializedProperty resolution; + SerializedProperty seek; + SerializedProperty interest; + SerializedProperty danger; + SerializedProperty vo; + SerializedProperty decision; + SerializedProperty pulseMode; + SerializedProperty pulseUpdateFunction; + SerializedProperty pulseInterval; + SerializedProperty locomotionMode; + SerializedProperty rigidBody; + SerializedProperty characterController; + SerializedProperty locomotion; + + protected SteeringSensor sensor; + + protected override bool canTest => true; + + protected override void OnEnable() { + base.OnEnable(); + if (serializedObject == null) return; + sensor = serializedObject.targetObject as SteeringSensor; + + isSpherical = serializedObject.FindProperty("isSpherical"); + upDirection = serializedObject.FindProperty("upDirection"); + resolution = serializedObject.FindProperty("resolution"); + seek = serializedObject.FindProperty("seek"); + interest = serializedObject.FindProperty("interest"); + danger = serializedObject.FindProperty("danger"); + vo = serializedObject.FindProperty("velocity"); + decision = serializedObject.FindProperty("decision"); + pulseMode = serializedObject.FindProperty("pulseRoutine.Mode"); + pulseUpdateFunction = serializedObject.FindProperty("pulseRoutine.UpdateFunction"); + pulseInterval = serializedObject.FindProperty("pulseRoutine.Interval"); + locomotionMode = serializedObject.FindProperty("LocomotionMode"); + rigidBody = serializedObject.FindProperty("RigidBody"); + characterController = serializedObject.FindProperty("CharacterController"); + locomotion = serializedObject.FindProperty("locomotion"); + } + + protected override void OnPulsableGUI() { + EditorGUILayout.Space(); + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.PropertyField(isSpherical); + if (!sensor.IsSpherical) { + EditorGUILayout.PropertyField(upDirection); + } + EditorGUILayout.PropertyField(resolution); + EditorGUILayout.PropertyField(pulseMode, new GUIContent("Pulse Mode")); + if (sensor.PulseMode != PulseRoutine.Modes.Manual) { + EditorGUILayout.PropertyField(pulseUpdateFunction); + } + if (sensor.PulseMode == PulseRoutine.Modes.FixedInterval) { + EditorGUILayout.PropertyField(pulseInterval, new GUIContent("Pulse Interval")); + } + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(seek); + + EditorGUILayout.Space(); + + SteeringSensor.ShowInterestGizmos = SteerSystemLayout("Interest", interest, SteeringSensor.ShowInterestGizmos); + + EditorGUILayout.Space(); + + SteeringSensor.ShowDangerGizmos = SteerSystemLayout("Danger", danger, SteeringSensor.ShowDangerGizmos); + + EditorGUILayout.Space(); + + SteeringSensor.ShowVelocityGizmos = SteerSystemLayout("Velocity", vo, SteeringSensor.ShowVelocityGizmos); + + EditorGUILayout.Space(); + + SteeringSensor.ShowDecisionGizmos = SteerSystemLayout("Decision", decision, SteeringSensor.ShowDecisionGizmos); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(locomotionMode); + + var locmode = (LocomotionMode)locomotionMode.enumValueIndex; + + if (locmode != LocomotionMode.None) { + if (locmode == LocomotionMode.RigidBodyFlying || locmode == LocomotionMode.RigidBodyCharacter) { + EditorGUILayout.PropertyField(rigidBody); + } else { + EditorGUILayout.PropertyField(characterController); + } + EditorGUILayout.PropertyField(locomotion, true); + } + + if (EditorGUI.EndChangeCheck()) { + EditorState.StopAllTesting(); + } + + displayErrors(); + + serializedObject.ApplyModifiedProperties(); + } + + void displayErrors() { + + } + + bool SteerSystemLayout(string labelText, SerializedProperty property, bool showGizmos) { + const float gizmoWidth = 70; + EditorGUILayout.BeginVertical(BackgroundStyle); + var r = EditorGUILayout.BeginHorizontal(); + EditorGUI.PrefixLabel(r, new GUIContent(labelText)); + + // We don't want to stop testing after clicking the checkbox to show gizmos for a steering system. Suspend the change + // detection first. + if (EditorGUI.EndChangeCheck()) { + EditorState.StopAllTesting(); + } + var prevShowGizmos = showGizmos; + showGizmos = GUI.Toggle(new Rect(r.width - gizmoWidth, r.y, gizmoWidth, EditorGUIUtility.singleLineHeight), showGizmos, " Gizmos"); + if (IsTesting && prevShowGizmos != showGizmos) { + SceneView.RepaintAll(); + } + EditorGUI.BeginChangeCheck(); + + r.width -= 30; + EditorGUILayout.PropertyField(property, new GUIContent("")); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.EndVertical(); + return showGizmos; + } + + static GUIStyle backgroundStyle; + static GUIStyle BackgroundStyle { + get { + if (backgroundStyle?.normal?.background == null) { + var texture = new Texture2D(1, 1); + texture.SetPixel(0, 0, new Color(0.2f, 0.2f, 0.2f, 0.15f)); + texture.Apply(); + backgroundStyle = new GUIStyle(); + backgroundStyle.normal.background = texture; + } + return backgroundStyle; + } + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensorEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensorEditor.cs.meta new file mode 100644 index 0000000..67219fe --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/SteeringSensorEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6d30917a0ea44e538d691caba14ba15f +timeCreated: 1506168822 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/TagSelectorPropertyDrawer.cs b/Assets/SensorToolkit/Sensors/src/Editor/TagSelectorPropertyDrawer.cs new file mode 100644 index 0000000..478c3fb --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/TagSelectorPropertyDrawer.cs @@ -0,0 +1,24 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +namespace Micosmo.SensorToolkit +{ + [CustomPropertyDrawer(typeof(TagSelectorAttribute))] + public class TagSelectorPropertyDrawer : PropertyDrawer + { + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + if (property.propertyType == SerializedPropertyType.String) + { + EditorGUI.BeginProperty(position, label, property); + property.stringValue = EditorGUI.TagField(position, label, property.stringValue); + EditorGUI.EndProperty(); + } + else + { + EditorGUI.PropertyField(position, property, label); + } + } + } +} diff --git a/Assets/SensorToolkit/Sensors/src/Editor/TagSelectorPropertyDrawer.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/TagSelectorPropertyDrawer.cs.meta new file mode 100644 index 0000000..b80d112 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/TagSelectorPropertyDrawer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1034f3df53154711b139c1d96798a066 +timeCreated: 1498963683 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensor2DEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensor2DEditor.cs new file mode 100644 index 0000000..a632a2e --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensor2DEditor.cs @@ -0,0 +1,133 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.Linq; + +namespace Micosmo.SensorToolkit.Editors { + [CustomEditor(typeof(TriggerSensor2D))] + [CanEditMultipleObjects] + public class TriggerSensor2DEditor : BaseSensorEditor { + SerializedProperty ignoreList; + SerializedProperty tagFilterEnabled; + SerializedProperty tagFilter; + SerializedProperty detectionMode; + SerializedProperty signalProcessors; + SerializedProperty runInSafeMode; + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + + bool showEvents = false; + + protected override bool canTest { get { return false; } } + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) { + return; + } + + ignoreList = serializedObject.FindProperty("signalFilter.IgnoreList"); + tagFilterEnabled = serializedObject.FindProperty("signalFilter.EnableTagFilter"); + tagFilter = serializedObject.FindProperty("signalFilter.AllowedTags"); + detectionMode = serializedObject.FindProperty("DetectionMode"); + signalProcessors = serializedObject.FindProperty("signalProcessors"); + runInSafeMode = serializedObject.FindProperty("runInSafeMode"); + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + + sensor.OnDetected.AddListener(detectionEventHandler); + sensor.OnLostDetection.AddListener(detectionEventHandler); + } + + protected override void OnDisable() { + base.OnDisable(); + + sensor.OnDetected.RemoveListener(detectionEventHandler); + sensor.OnLostDetection.RemoveListener(detectionEventHandler); + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(ignoreList, true); + EditorGUILayout.PropertyField(tagFilterEnabled); + if (tagFilterEnabled.boolValue) { + EditorGUILayout.PropertyField(tagFilter, true); + } + EditorGUILayout.PropertyField(detectionMode); + EditorGUILayout.PropertyField(signalProcessors, new GUIContent("Signal Processors")); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(runInSafeMode); + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + } + + displayErrors(); + } + + void displayErrors() { + var showTriggerError = !checkForTriggers(); + var rb = sensor.GetComponent(); + var showRigidbodyError = rb == null; + var showSleepmodeError = !showRigidbodyError && rb.sleepMode != RigidbodySleepMode2D.NeverSleep; + + if (showTriggerError || showRigidbodyError) { + EditorGUILayout.Space(); + } + if (showTriggerError) { + EditorGUILayout.HelpBox("Needs active Trigger Collider to detect GameObjects!", MessageType.Warning); + } + if (showRigidbodyError) { + EditorGUILayout.HelpBox("In order to detect GameObjects without RigidBodies the TriggerSensor must itself have a RigidBody! Recommend adding a kinematic RigidBody.", MessageType.Warning); + } + if (showSleepmodeError) { + EditorGUILayout.HelpBox("The rigidbody which owns the trigger collider should have its 'Sleeping Mode' parameter set to 'Never Sleep'", MessageType.Warning); + } + } + + bool checkForTriggers() { + var hasRB = sensor.GetComponent() != null; + if (hasRB) { + foreach (Collider2D c in sensor.GetComponentsInChildren()) { + if (c.enabled && c.isTrigger) return true; + } + } else { + foreach (Collider2D c in sensor.GetComponents()) { + if (c.enabled && c.isTrigger) return true; + } + } + return false; + } + + void detectionEventHandler(GameObject g, Sensor s) { + Repaint(); + } + } + + [CustomEditor(typeof(TriggerSensor2D.Safety))] + [CanEditMultipleObjects] + public class TriggerSensor2DSafetyEditor : Editor { + + static string msg = + "This component was added because you have a Trigger Sensor using the 'Run In Safe Mode' " + + "option. It handles some quirks in Unity regarding missed trigger events because a " + + "collider is disabled. Its not efficient to use safe mode if you plan " + + "to use many Trigger Sensors. Please read the manual to learn how to avoid these quirks."; + + public override void OnInspectorGUI() { + EditorGUILayout.HelpBox(msg, MessageType.Warning); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensor2DEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensor2DEditor.cs.meta new file mode 100644 index 0000000..0c5cdab --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensor2DEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: aa0e59da74104ac795301aa622815811 +timeCreated: 1491309965 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensorEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensorEditor.cs new file mode 100644 index 0000000..32b324f --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensorEditor.cs @@ -0,0 +1,130 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.Linq; + +namespace Micosmo.SensorToolkit.Editors { + [CustomEditor(typeof(TriggerSensor))] + [CanEditMultipleObjects] + public class TriggerSensorEditor : BaseSensorEditor + { + SerializedProperty ignoreList; + SerializedProperty tagFilterEnabled; + SerializedProperty tagFilter; + SerializedProperty detectionMode; + SerializedProperty signalProcessors; + SerializedProperty runInSafeMode; + SerializedProperty onDetected; + SerializedProperty onLostDetection; + SerializedProperty onSomeDetection; + SerializedProperty onNoDetection; + + bool showEvents = false; + + protected override bool canTest { get { return false; } } + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) { + return; + } + + ignoreList = serializedObject.FindProperty("signalFilter.IgnoreList"); + tagFilterEnabled = serializedObject.FindProperty("signalFilter.EnableTagFilter"); + tagFilter = serializedObject.FindProperty("signalFilter.AllowedTags"); + detectionMode = serializedObject.FindProperty("DetectionMode"); + signalProcessors = serializedObject.FindProperty("signalProcessors"); + runInSafeMode = serializedObject.FindProperty("runInSafeMode"); + onDetected = serializedObject.FindProperty("OnDetected"); + onLostDetection = serializedObject.FindProperty("OnLostDetection"); + onSomeDetection = serializedObject.FindProperty("OnSomeDetection"); + onNoDetection = serializedObject.FindProperty("OnNoDetection"); + + sensor.OnDetected.AddListener(detectionEventHandler); + sensor.OnLostDetection.AddListener(detectionEventHandler); + } + + protected override void OnDisable() { + base.OnDisable(); + + sensor.OnDetected.RemoveListener(detectionEventHandler); + sensor.OnLostDetection.RemoveListener(detectionEventHandler); + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(ignoreList, true); + EditorGUILayout.PropertyField(tagFilterEnabled); + if (tagFilterEnabled.boolValue) { + EditorGUILayout.PropertyField(tagFilter, true); + } + EditorGUILayout.PropertyField(detectionMode); + EditorGUILayout.PropertyField(signalProcessors, new GUIContent("Signal Processors")); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(runInSafeMode); + + EditorGUILayout.Space(); + + if (showEvents = EditorGUILayout.Foldout(showEvents, "Events")) { + EditorGUILayout.PropertyField(onDetected); + EditorGUILayout.PropertyField(onLostDetection); + EditorGUILayout.PropertyField(onSomeDetection); + EditorGUILayout.PropertyField(onNoDetection); + } + + displayErrors(); + } + + void displayErrors() { + var showTriggerError = !checkForTriggers(); + var showRigidbodyError = (sensor.DetectionMode == DetectionModes.Colliders || sensor.DetectionMode == DetectionModes.Either) && sensor.GetComponent() == null; + + if (showTriggerError || showRigidbodyError) { + EditorGUILayout.Space(); + } + if (showTriggerError) { + EditorGUILayout.HelpBox("Needs active Trigger Collider to detect GameObjects!", MessageType.Warning); + } + if (showRigidbodyError) { + EditorGUILayout.HelpBox("In order to detect GameObjects without RigidBodies the TriggerSensor must itself have a RigidBody! Recommend adding a kinematic RigidBody.", MessageType.Warning); + } + } + + bool checkForTriggers() { + var hasRB = sensor.GetComponent() != null; + if (hasRB) { + foreach (Collider c in sensor.GetComponentsInChildren()) { + if (c.enabled && c.isTrigger) return true; + } + } + else { + foreach (Collider c in sensor.GetComponents()) { + if (c.enabled && c.isTrigger) return true; + } + } + return false; + } + + void detectionEventHandler(GameObject g, Sensor s) { + Repaint(); + } + } + + [CustomEditor(typeof(TriggerSensor.Safety))] + [CanEditMultipleObjects] + public class TriggerSensorSafetyEditor : Editor { + + static string msg = + "This component was added because you have a Trigger Sensor using the 'Run In Safe Mode' " + + "option. It handles some quirks in Unity regarding missed trigger events because a " + + "collider is disabled. Its not efficient to use safe mode if you plan " + + "to use many Trigger Sensors. Please read the manual to learn how to avoid these quirks."; + + public override void OnInspectorGUI() { + EditorGUILayout.HelpBox(msg, MessageType.Warning); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensorEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensorEditor.cs.meta new file mode 100644 index 0000000..95a22d9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/TriggerSensorEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 872102644ea14cd1a954ae9c03e52353 +timeCreated: 1489481290 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Editor/UserSignalsEditor.cs b/Assets/SensorToolkit/Sensors/src/Editor/UserSignalsEditor.cs new file mode 100644 index 0000000..1113cda --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/UserSignalsEditor.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace Micosmo.SensorToolkit.Editors { + + [CustomEditor(typeof(UserSignals))] + [CanEditMultipleObjects] + public class UserSignalsEditor : BaseSensorEditor { + SerializedProperty inputSignals; + + protected override bool canTest => true; + + protected override void OnEnable() { + base.OnEnable(); + + if (serializedObject == null) { + return; + } + + inputSignals = serializedObject.FindProperty("inputSignals"); + } + + protected override void InspectorParameters() { + EditorGUILayout.PropertyField(inputSignals, true); + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Editor/UserSignalsEditor.cs.meta b/Assets/SensorToolkit/Sensors/src/Editor/UserSignalsEditor.cs.meta new file mode 100644 index 0000000..77a58f4 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Editor/UserSignalsEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 506414bd9150484293af313c454b24e8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Gizmos.meta b/Assets/SensorToolkit/Sensors/src/Gizmos.meta new file mode 100644 index 0000000..abe235d --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Gizmos.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dd915a3f5ecc460a9fa2a23f58f13ca2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoAtoms.cs b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoAtoms.cs new file mode 100644 index 0000000..08bfba7 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoAtoms.cs @@ -0,0 +1,301 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Micosmo.SensorToolkit { + + public static partial class SensorGizmos { + + public static void Label(Vector3 position, string text) { +#if UNITY_EDITOR + Handles.Label(position, text, EditorStyles.textField); +#endif + } + + public static void Polyline(float width, params Vector3[] points) { +#if UNITY_EDITOR + Handles.DrawAAPolyLine(width, points); +#endif + } + + public static void LineNoZTest(Vector3 from, Vector3 to) { +#if UNITY_EDITOR + var oldZTest = Handles.zTest; + Handles.zTest = UnityEngine.Rendering.CompareFunction.Disabled; + Handles.DrawLine(from, to); + Handles.zTest = oldZTest; +#endif + } + + public static void ThickLineNoZTest(Vector3 from, Vector3 to, float thickness) { +#if UNITY_EDITOR + var oldZTest = Handles.zTest; + Handles.zTest = UnityEngine.Rendering.CompareFunction.Disabled; + Handles.DrawAAPolyLine(thickness, from, to); + Handles.zTest = oldZTest; +#endif + } + + public static void SphereGizmo(Vector3 position, float radius) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.identity); + BackfaceSphereHandle(position, radius); + PopMatrix(); +#endif + } + + public static void CircleGizmo(Vector3 position, Vector3 normal, float radius) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.identity); + Handles.DrawWireDisc(position, normal, radius); + PopMatrix(); +#endif + } + + public static void CircleSector(Vector3 position, Vector3 direction, Vector3 normal, float angle, float radius) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.identity); + + var r1 = Quaternion.AngleAxis(-angle, normal) * direction * radius; + var r2 = Quaternion.AngleAxis(angle, normal) * direction * radius; + + Handles.DrawWireArc(position, normal, r1, angle * 2, radius); + //BackfaceArc(position, direction, normal, angle, radius); + Handles.DrawLine(position, position + r1); + Handles.DrawLine(position, position + r2); + + PopMatrix(); +#endif + } + + public static void BackfaceArc(Vector3 position, Vector3 direction, Vector3 normal, float angle, float radius) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.identity); + + if (Camera.current.orthographic) { + Vector3 normalized = Vector3.Cross(normal, Camera.current.transform.forward).normalized; + DrawTwoShadedWireDiscSector(position, normal, normalized, 180f, + Vector3.SignedAngle(normalized, Quaternion.AngleAxis(-angle, normal) * direction, normal), + Vector3.SignedAngle(normalized, Quaternion.AngleAxis(angle, normal) * direction, normal), + radius); + } else { + var cam2pos = Matrix.MultiplyPoint(position) - Camera.current.transform.position; + float sqrMagnitude = cam2pos.sqrMagnitude; + float rad2 = radius * radius; + float f1 = rad2 * rad2 / sqrMagnitude; + float num3 = f1 / rad2; + if (num3 < 1.0f) { + float a = Vector3.Angle(cam2pos, normal); + float num4 = Mathf.Tan((90f - Mathf.Min(a, 180f - a)) * (Mathf.PI / 180f)); + float f2 = Mathf.Sqrt(f1 + num4 * num4 * f1) / radius; + if (f2 < 1.0f) { + float grazeAngle = Mathf.Asin(f2) * 57.29578f; + Vector3 normalized = Vector3.Cross(normal, cam2pos).normalized; + Vector3 from = Quaternion.AngleAxis(grazeAngle, normal) * normalized; + DrawTwoShadedWireDiscSector(position, normal, from, (90.0f - grazeAngle) * 2.0f, + Vector3.SignedAngle(from, Quaternion.AngleAxis(-angle, normal) * direction, normal), + Vector3.SignedAngle(from, Quaternion.AngleAxis(angle, normal) * direction, normal), + radius); + } else { + PushColor(SetA(Color, .2f)); + var r1 = Quaternion.AngleAxis(-angle, normal) * direction * radius; + Handles.DrawWireArc(position, normal, r1, angle * 2, radius); + PopColor(); + } + } else { + PushColor(SetA(Color, .2f)); + var r1 = Quaternion.AngleAxis(-angle, normal) * direction * radius; + Handles.DrawWireArc(position, normal, r1, angle * 2, radius); + PopColor(); + } + } + + PopMatrix(); +#endif + } + + public static void CapsuleGizmo(Vector3 position, float radius, float height) { +#if UNITY_EDITOR + PushMatrix(Matrix * Matrix4x4.Translate(position)); + + height = Mathf.Abs(height); + var extent = Vector3.up * height / 2f; + + HalfSphere(extent, radius); + PushMatrix(Matrix * Matrix4x4.Rotate(Quaternion.FromToRotation(Vector3.up, Vector3.down))); + HalfSphere(extent, radius); + PopMatrix(); + + Gizmos.DrawRay(extent + Vector3.right * radius, Vector3.down * height); + Gizmos.DrawRay(extent - Vector3.right * radius, Vector3.down * height); + Gizmos.DrawRay(extent + Vector3.forward * radius, Vector3.down * height); + Gizmos.DrawRay(extent - Vector3.forward * radius, Vector3.down * height); + + PopMatrix(); +#endif + } + + public static void Capsule2DGizmo(Vector3 position, float radius, float height) { +#if UNITY_EDITOR + PushMatrix(Matrix * Matrix4x4.Translate(position)); + + height = Mathf.Max(radius * 2, height); + + var pt1 = Vector3.up * (height - 2 * radius) / 2f; + var pt2 = -pt1; + Handles.color = Gizmos.color; + Handles.DrawWireArc(pt1, -Vector3.forward, Vector3.left, 180f, radius); + Handles.DrawWireArc(pt2, -Vector3.forward, Vector3.right, 180f, radius); + Gizmos.DrawRay(pt1 + Vector3.right * radius, Vector3.down * (height - 2 * radius)); + Gizmos.DrawRay(pt1 - Vector3.right * radius, Vector3.down * (height - 2 * radius)); + + PopMatrix(); +#endif + } + + static void CameraFacingWireDisc(Vector3 position, float radius) { +#if UNITY_EDITOR + if (Camera.current.orthographic) { + Handles.DrawWireDisc(position, position - Matrix.inverse.MultiplyPoint(Camera.current.transform.position), radius); + } else { + var cam2pos = position - Matrix.inverse.MultiplyPoint(Camera.current.transform.position); + float sqrMagnitude = cam2pos.sqrMagnitude; + float rad2 = radius * radius; + float f1 = rad2 * rad2 / sqrMagnitude; + float num3 = f1 / rad2; + if (num3 < 1.0f) { + float num4 = Mathf.Sqrt(rad2 - f1); + Handles.DrawWireDisc(position - rad2 * cam2pos / sqrMagnitude, cam2pos, num4); + } + } +#endif + } + + static Vector3[] vector3Array = new Vector3[6] { + Vector3.right, Vector3.up, Vector3.forward, + -Vector3.right, -Vector3.up, -Vector3.forward + }; + static void BackfaceSphereHandle(Vector3 position, float radius) { +#if UNITY_EDITOR + CameraFacingWireDisc(position, radius); + + var localCamPos = Matrix.inverse.MultiplyPoint(Camera.current.transform.position); + var localCamForward = Matrix.inverse.MultiplyVector(Camera.current.transform.forward); + + if (Camera.current.orthographic) { + for (int index = 0; index < 3; ++index) { + Vector3 normalized = Vector3.Cross(vector3Array[index], localCamForward).normalized; + DrawTwoShadedWireDisc(position, vector3Array[index], normalized, 180f, radius); + } + } else { + var cam2pos = position - localCamPos; + float sqrMagnitude = cam2pos.sqrMagnitude; + float rad2 = radius * radius; + float f1 = rad2 * rad2 / sqrMagnitude; + float num3 = f1 / rad2; + for (int index = 0; index < 3; ++index) { + if (num3 < 1.0f) { + float a = Vector3.Angle(cam2pos, vector3Array[index]); + float num4 = Mathf.Tan((90f - Mathf.Min(a, 180f - a)) * (Mathf.PI / 180f)); + float f2 = Mathf.Sqrt(f1 + num4 * num4 * f1) / radius; + if (f2 < 1.0f) { + float angle = Mathf.Asin(f2) * 57.29578f; + Vector3 normalized = Vector3.Cross(vector3Array[index], cam2pos).normalized; + Vector3 from = Quaternion.AngleAxis(angle, vector3Array[index]) * normalized; + DrawTwoShadedWireDisc(position, vector3Array[index], from, (90.0f - angle) * 2.0f, radius); + } else { + DrawTwoShadedWireDisc(position, vector3Array[index], radius); + } + } else { + DrawTwoShadedWireDisc(position, vector3Array[index], radius); + } + } + } +#endif + } + + static void HalfSphere(Vector3 position, float radius) { +#if UNITY_EDITOR + Handles.DrawWireDisc(position, Vector3.up, radius); + Handles.DrawWireArc(position, Vector3.right, Vector3.back, 180f, radius); + Handles.DrawWireArc(position, Vector3.forward, Vector3.right, 180f, radius); +#endif + } + + static void DrawTwoShadedWireDisc(Vector3 position, Vector3 axis, float radius) { +#if UNITY_EDITOR + PushColor(SetA(Color, .2f)); + Handles.DrawWireDisc(position, axis, radius); + PopColor(); +#endif + } + + static void DrawTwoShadedWireDisc(Vector3 position, Vector3 axis, Vector3 from, float degrees, float radius) { +#if UNITY_EDITOR + Handles.DrawWireArc(position, axis, from, degrees, radius); + PushColor(SetA(Color, .2f)); + Handles.DrawWireArc(position, axis, from, degrees - 360f, radius); + PopColor(); +#endif + } + + static void DrawTwoShadedWireDiscSector(Vector3 position, Vector3 axis, Vector3 from, float degrees, float startDegrees, float endDegrees, float radius) { +#if UNITY_EDITOR + if (endDegrees < startDegrees) { + endDegrees += 360f; + } + + var currPos = startDegrees; + var i = 0; + while (currPos < endDegrees && i < 4) { + var isFront = currPos >= 0 && currPos < degrees; + var isBack = !isFront; + if (isBack) { + PushColor(SetA(Color, .2f)); + } + + var nextPos = currPos; + if (currPos < 0f) { + nextPos = Mathf.Min(0, endDegrees); + } else if (currPos < 360f) { + nextPos = isBack + ? Mathf.Min(endDegrees, 360f) + : Mathf.Min(endDegrees, degrees); + } else { + nextPos = endDegrees; + } + + var delta = (nextPos - currPos); + + Handles.DrawWireArc(position, axis, Quaternion.AngleAxis(currPos, axis) * from, delta, radius); + + currPos = nextPos; + i += 1; + + if (isBack) { + PopColor(); + } + } + + + /*Debug.Log($"start: {startDegrees} -- end: {endDegrees} -- degrees: {degrees}"); + + PushColor(Color.green); + Gizmos.DrawCube(position + from*radius, Vector3.one * .2f); + PopColor(); + PushColor(Color.red); + Gizmos.DrawCube(position + Quaternion.AngleAxis(degrees, axis) * from*radius, Vector3.one * .2f); + PopColor(); + + PushColor(Color.blue); + Gizmos.DrawCube(position + Quaternion.AngleAxis(startDegrees, axis) * from * radius, Vector3.one * .2f); + PopColor();*/ +#endif + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoAtoms.cs.meta b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoAtoms.cs.meta new file mode 100644 index 0000000..0abf86e --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoAtoms.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 556127bc1b274ab4992983fa6b421428 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoUtils.cs b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoUtils.cs new file mode 100644 index 0000000..aca3e7f --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoUtils.cs @@ -0,0 +1,96 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Micosmo.SensorToolkit { + + public static partial class SensorGizmos { + + public static readonly Color DarkPurple = new Color(.2f, .169f, .255f); + public static readonly Color Green = new Color(0.345f, 0.737f, 0.51f); + public static readonly Color Red = new Color(0.922f, 0.318f, 0.376f); + public static readonly Color Yellow = new Color(0.949f, 0.816f, 0.482f); + public static readonly Color Blue = new Color(0.757f, 0.816f, 0.933f); + public static readonly Color Cyan = new Color(0.698f, 0.125f, 0.467f); + + static readonly List matrixStack = new List(); + public static Matrix4x4 Matrix => matrixStack.Count > 0 ? matrixStack[matrixStack.Count - 1] : Matrix4x4.identity; + public static void PushMatrix(Matrix4x4 m) { + matrixStack.Add(m); + SetMatrix(m); + } + public static void PopMatrix() { + if (matrixStack.Count > 0) { + matrixStack.RemoveAt(matrixStack.Count - 1); + } + SetMatrix(Matrix); + } + static void SetMatrix(Matrix4x4 m) { + if (matrixStack.Count > 0) { + matrixStack[matrixStack.Count - 1] = m; + } + Gizmos.matrix = m; +#if UNITY_EDITOR + Handles.matrix = m; +#endif + } + + static readonly List colorStack = new List(); + public static Color Color => colorStack.Count > 0 ? colorStack[colorStack.Count - 1] : Color.cyan; + public static void PushColor(Color c) { + colorStack.Add(c); + SetColor(c); + } + public static void PopColor() { + if (colorStack.Count > 0) { + colorStack.RemoveAt(colorStack.Count - 1); + } + SetColor(Color); + } + public static void WithColor(Color c, System.Action action) { + PushColor(c); + action(); + PopColor(); + } + static void SetColor(Color c) { + if (colorStack.Count > 0) { + colorStack[colorStack.Count - 1] = c; + } + Gizmos.color = c; +#if UNITY_EDITOR + Handles.color = c; +#endif + } + static Color SetA(Color c, float a) => new Color(c.r, c.g, c.b, a); + + public static Color LerpColour(Color[] pts, float t) { + var i = Mathf.FloorToInt(t * pts.Length); + var frac = (t * pts.Length) - i; + if (i < 0) { + return pts[0]; + } + if (i >= pts.Length-1) { + return pts[pts.Length - 1]; + } + return Color.Lerp(pts[i], pts[i + 1], frac); + } + + public static Color ParseHexColour(string c) { + var col = Color.magenta; + ColorUtility.TryParseHtmlString(c, out col); + return col; + } + + public static Color[] ParseHexColours(string[] colours) { + var result = new Color[colours.Length]; + for (var i = 0; i < colours.Length; i++) { + result[i] = ParseHexColour(colours[i]); + } + return result; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoUtils.cs.meta b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoUtils.cs.meta new file mode 100644 index 0000000..1984e2d --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmoUtils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 36d4944765754a92becd2e54904be20f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmos.cs b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmos.cs new file mode 100644 index 0000000..af0534a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmos.cs @@ -0,0 +1,209 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Micosmo.SensorToolkit { + + public static partial class SensorGizmos { + + public static void FOVGizmo(ReferenceFrame frame, float length, float horizAngle, float vertAngle) { + var m = Matrix4x4.TRS(frame.Position, Quaternion.LookRotation(frame.Forward, frame.Up), Vector3.one); + PushMatrix(m); + + if (horizAngle != 0) { + PushColor(STPrefs.LOSFovColour); + CircleSector(frame.Position, frame.Forward, frame.Up, horizAngle, length); + PopColor(); + } + + if (vertAngle != 0) { + PushColor(STPrefs.LOSFovColour); + CircleSector(frame.Position, frame.Forward, frame.Right, vertAngle, length); + PopColor(); + } + + PopMatrix(); + } + + public static void DetectedObjectGizmo(Bounds bounds) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.identity); + PushColor(STPrefs.SignalBoundsColour); + + if (bounds.extents != Vector3.zero) { + Gizmos.DrawWireCube(bounds.center, bounds.size); + } + + var texture = AssetDatabase.LoadAssetAtPath("Assets/Gizmos/SensorToolkit/LOS-VISIBLE.png"); + var size = new Vector2(texture.width, texture.height) / HandleUtility.GetHandleSize(bounds.center) / 3f; + size = Vector2.Min(size, new Vector2(texture.width, texture.height)); + //size = Vector2.Max(size, Vector2.one * 12f); + + if (size.x > 8f && STPrefs.ShowEyeIconInSignal) { + Handles.Label(bounds.center, new GUIContent() { image = texture }, new GUIStyle() { contentOffset = new Vector2(-size.x / 2f, -size.y / 2f), fixedHeight = size.x, fixedWidth = size.y }); + } + + PopColor(); + PopMatrix(); +#endif + } + + public static void RaycastHitGizmo(Vector3 point, Vector3 normal, bool isObstruction) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.identity); + PushColor(isObstruction ? STPrefs.CastingBlockedRayColour : STPrefs.CastingRayColour); + + Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual; + + var screenSize = HandleUtility.GetHandleSize(point); + var offset = (normal * screenSize * 0.01f); + + Handles.DrawSolidDisc(point + offset, normal, screenSize * 0.1f); + SetColor(SetA(Color, 0.2f)); + Handles.zTest = UnityEngine.Rendering.CompareFunction.Greater; + Handles.DrawSolidDisc(point + offset, normal, screenSize * 0.1f); + + SetColor(STPrefs.RayHitNormalColour); + Gizmos.DrawRay(point, normal * screenSize * 0.5f); + + PopColor(); + PopMatrix(); +#endif + } + + public static void SpherecastGizmo(Ray ray, float length, Quaternion rotation, float radius, bool isObstructed) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.TRS(ray.origin, rotation, Vector3.one)); + + PushColor(isObstructed ? STPrefs.CastingBlockedRayColour : STPrefs.CastingShapeColour); + BackfaceSphereHandle(Vector3.zero, radius); + SetColor(isObstructed ? STPrefs.CastingBlockedRayColour : STPrefs.CastingRayColour); + BackfaceSphereHandle(ray.direction * length, radius); + + var localLeft = Vector3.Cross(Vector3.up, ray.direction).normalized; + var localUp = Vector3.Cross(localLeft, ray.direction).normalized; + + Gizmos.DrawRay(localLeft * radius, ray.direction * length); + Gizmos.DrawRay(-localLeft * radius, ray.direction * length); + Gizmos.DrawRay(localUp * radius, ray.direction * length); + Gizmos.DrawRay(-localUp * radius, ray.direction * length); + + PopColor(); + PopMatrix(); +#endif + } + + public static void CirclecastGizmo(Ray ray, float length, Quaternion rotation, float radius, bool isObstructed) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.TRS(ray.origin, rotation, Vector3.one)); + PushColor(isObstructed ? STPrefs.CastingBlockedRayColour : STPrefs.CastingShapeColour); + + var height = length + radius; + + var pt1 = Vector3.zero; + var pt2 = ray.direction*length; + Handles.DrawWireDisc(pt1, -Vector3.forward, radius); + + SetColor(isObstructed ? STPrefs.CastingBlockedRayColour : STPrefs.CastingRayColour); + + Handles.DrawWireDisc(pt2, -Vector3.forward, radius); + var right = Quaternion.LookRotation(ray.direction, Vector3.forward) * Vector3.right; + Gizmos.DrawRay(pt1 + right * radius, ray.direction * (height - radius)); + Gizmos.DrawRay(pt1 - right * radius, ray.direction * (height - radius)); + + PopColor(); + PopMatrix(); +#endif + } + + public static void BoxcastGizmo(Ray ray, float length, Quaternion rotation, Vector3 halfExtents, bool isObstructed) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.TRS(ray.origin, rotation, Vector3.one)); + PushColor(isObstructed ? STPrefs.CastingBlockedRayColour : STPrefs.CastingShapeColour); + + Gizmos.DrawWireCube(Vector3.zero, halfExtents * 2f); + + SetColor(isObstructed ? STPrefs.CastingBlockedRayColour : STPrefs.CastingRayColour); + + Gizmos.DrawWireCube(ray.direction * length, halfExtents * 2f); + + Gizmos.DrawRay(Vector3.up * halfExtents.y + Vector3.right * halfExtents.x + Vector3.forward * halfExtents.z, ray.direction * length); + Gizmos.DrawRay(Vector3.up * halfExtents.y + Vector3.right * halfExtents.x - Vector3.forward * halfExtents.z, ray.direction * length); + Gizmos.DrawRay(Vector3.up * halfExtents.y - Vector3.right * halfExtents.x + Vector3.forward * halfExtents.z, ray.direction * length); + Gizmos.DrawRay(Vector3.up * halfExtents.y - Vector3.right * halfExtents.x - Vector3.forward * halfExtents.z, ray.direction * length); + + Gizmos.DrawRay(-Vector3.up * halfExtents.y + Vector3.right * halfExtents.x + Vector3.forward * halfExtents.z, ray.direction * length); + Gizmos.DrawRay(-Vector3.up * halfExtents.y + Vector3.right * halfExtents.x - Vector3.forward * halfExtents.z, ray.direction * length); + Gizmos.DrawRay(-Vector3.up * halfExtents.y - Vector3.right * halfExtents.x + Vector3.forward * halfExtents.z, ray.direction * length); + Gizmos.DrawRay(-Vector3.up * halfExtents.y - Vector3.right * halfExtents.x - Vector3.forward * halfExtents.z, ray.direction * length); + + PopColor(); + PopMatrix(); +#endif + } + + public static void CapsulecastGizmo(Ray ray, float length, Quaternion rotation, float radius, float height, bool isObstructed) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.TRS(ray.origin, rotation, Vector3.one)); + PushColor(isObstructed ? STPrefs.CastingBlockedRayColour : STPrefs.CastingShapeColour); + + height = Mathf.Abs(height); + + CapsuleGizmo(Vector3.zero, radius, height); + + SetColor(isObstructed ? STPrefs.CastingBlockedRayColour : STPrefs.CastingRayColour); + CapsuleGizmo(ray.direction * length, radius, height); + + var pt1 = Vector3.up * height / 2f; + var pt2 = -pt1; + + Gizmos.DrawRay(pt1 + Vector3.right * radius, ray.direction * length); + Gizmos.DrawRay(pt1 - Vector3.right * radius, ray.direction * length); + Gizmos.DrawRay(pt1 + Vector3.up * radius, ray.direction * length); + Gizmos.DrawRay(pt1 + Vector3.forward * radius, ray.direction * length); + Gizmos.DrawRay(pt1 - Vector3.forward * radius, ray.direction * length); + + Gizmos.DrawRay(pt2 + Vector3.right * radius, ray.direction * length); + Gizmos.DrawRay(pt2 - Vector3.right * radius, ray.direction * length); + Gizmos.DrawRay(pt2 - Vector3.up * radius, ray.direction * length); + Gizmos.DrawRay(pt2 + Vector3.forward * radius, ray.direction * length); + Gizmos.DrawRay(pt2 - Vector3.forward * radius, ray.direction * length); + + PopColor(); + PopMatrix(); +#endif + } + + public static void Capsule2DcastGizmo(Ray ray, float length, Quaternion rotation, float radius, float height, bool isObstructed) { +#if UNITY_EDITOR + PushMatrix(Matrix4x4.TRS(ray.origin, rotation, Vector3.one)); + PushColor(isObstructed ? STPrefs.CastingBlockedRayColour : STPrefs.CastingShapeColour); + + height = Mathf.Max(radius * 2, height); + + Capsule2DGizmo(Vector3.zero, radius, height); + + SetColor(isObstructed ? STPrefs.CastingBlockedRayColour : STPrefs.CastingRayColour); + Capsule2DGizmo(ray.direction * length, radius, height); + + var pt1 = Vector3.up * (height / 2f - radius); + var pt2 = -pt1; + + Gizmos.DrawRay(pt1 + Vector3.right * radius, ray.direction * length); + Gizmos.DrawRay(pt1 - Vector3.right * radius, ray.direction * length); + Gizmos.DrawRay(pt1 + Vector3.up * radius, ray.direction * length); + + Gizmos.DrawRay(pt2 + Vector3.right * radius, ray.direction * length); + Gizmos.DrawRay(pt2 - Vector3.right * radius, ray.direction * length); + Gizmos.DrawRay(pt2 - Vector3.up * radius, ray.direction * length); + + PopColor(); + PopMatrix(); +#endif + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmos.cs.meta b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmos.cs.meta new file mode 100644 index 0000000..7af4605 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Gizmos/SensorGizmos.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: baf797366091494483913e6f9dbe701a +timeCreated: 1601249413 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/IRayCastingSensor.cs b/Assets/SensorToolkit/Sensors/src/IRayCastingSensor.cs new file mode 100644 index 0000000..ebad8f5 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/IRayCastingSensor.cs @@ -0,0 +1,59 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +namespace Micosmo.SensorToolkit { + + public interface IRayCastingSensor { + + RayHit GetDetectionRayHit(GameObject detectedGameObject); + + bool IsObstructed { get; } + RayHit GetObstructionRayHit(); + + // Event fired at the time the sensor is obstructed when before it was unobstructed + ObstructionEvent OnObstruction { get; } + + // Event fired at the time the sensor is unobstructed when before it was obstructed + ObstructionEvent OnClear { get; } + } + + [System.Serializable] + public class ObstructionEvent : UnityEvent { } + + /** + * A common representation for ray hits that combines both RaycastHit and + * RaycastHit2D. This exists to provide some consistency between the RaySensor + * and RaySensor2D interfaces, and also the Arc Sensors. + */ + public struct RayHit : IEquatable { + public static RayHit None => new RayHit() { Distance = -1 }; + + public bool IsObstructing; + public Vector3 Point; + public Vector3 Normal; + public float Distance; + public float DistanceFraction; + + public Collider Collider; + public Collider2D Collider2D; + + public GameObject GameObject => + Collider != null ? Collider.gameObject : + Collider2D != null ? Collider2D.gameObject : + null; + + public bool Equals(RayHit other) { + return IsObstructing == other.IsObstructing && + Point.Equals(other.Point) && + Normal.Equals(other.Normal) && + Distance == other.Distance && + DistanceFraction == other.DistanceFraction && + Collider == other.Collider && + Collider2D == other.Collider2D; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/IRayCastingSensor.cs.meta b/Assets/SensorToolkit/Sensors/src/IRayCastingSensor.cs.meta new file mode 100644 index 0000000..fe4b48b --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/IRayCastingSensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc5e680df93e41b38a1cf4905da84b14 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/ISteeringSensor.cs b/Assets/SensorToolkit/Sensors/src/ISteeringSensor.cs new file mode 100644 index 0000000..8bb484c --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ISteeringSensor.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public interface ISteeringSensor { + GameObject gameObject { get; } + Transform transform { get; } + SteerSeek Seek { get; } + SteerInterest Interest { get; } + SteerDanger Danger { get; } + SteerVO Velocity { get; } + SteerDecision Decision { get; } + LocomotionSystem Locomotion { get; } + + bool IsDestinationReached { get; } + bool IsSeeking { get; } + + void SeekTo(Transform destination, float distanceOffset = 0f); + void SeekTo(Vector3 destination, float distanceOffset = 0f); + void ArriveTo(Transform destination, float distanceOffset = 0f); + void ArriveTo(Vector3 destination, float distanceOffset = 0f); + void SeekDirection(Vector3 direction); + void Wander(); + void Stop(); + Vector3 GetSteeringVector(); + float GetSpeedCandidate(Vector3 direction); + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/ISteeringSensor.cs.meta b/Assets/SensorToolkit/Sensors/src/ISteeringSensor.cs.meta new file mode 100644 index 0000000..5f595f8 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ISteeringSensor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dce203f51e872c14bbbfd442e90725fa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS.meta b/Assets/SensorToolkit/Sensors/src/LOS.meta new file mode 100644 index 0000000..eface11 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 10c336ad5c4c43b4f86ea32f414cad03 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS/AngleUtils.cs b/Assets/SensorToolkit/Sensors/src/LOS/AngleUtils.cs new file mode 100644 index 0000000..f394c83 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/AngleUtils.cs @@ -0,0 +1,215 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + [System.Serializable] + public struct ReferenceFrame { + public Vector3 Position; + public Vector3 Forward, Right, Up; + public ReferenceFrame(Vector3 position, Vector3 forward, Vector3 right, Vector3 up) { + Position = position; Forward = forward; Right = right; Up = up; + } + public static ReferenceFrame Identity => new ReferenceFrame { Forward = Vector3.forward, Right = Vector3.right, Up = Vector3.up }; + public static ReferenceFrame Planar(Vector3 position, Vector3 forward, Vector3 right) => + new ReferenceFrame(position, forward, right, default); + public static ReferenceFrame From(Transform transform) => + new ReferenceFrame(transform.position, transform.forward, transform.right, transform.up); + public static ReferenceFrame From(Vector3 position, Quaternion rotation) => + new ReferenceFrame(position, rotation * Vector3.forward, rotation * Vector3.right, rotation * Vector3.up); + public static ReferenceFrame From(Transform transform, Vector2 horizDir) { + var forward = transform.forward; + if (horizDir == Vector2.zero) { + horizDir = Vector2.right; + } + horizDir = horizDir.normalized; + var right = horizDir.x * transform.right + horizDir.y * transform.up; + var up = Vector3.Cross(forward, right); + return new ReferenceFrame(transform.position, forward, right, up); + } + public ViewAngles AngleTo(Bounds bounds) => AngleUtils.ViewAnglesToBounds(this, bounds); + public SphericalCoords SphericalCoordsTo(Bounds bounds) => AngleUtils.SphericalCoordsToBounds(this, bounds); + public ViewAngles AngleTo(Vector3 target) => AngleUtils.ViewAnglesToPoint(this, target); + public SphericalCoords SphericalCoordsTo(Vector3 target) => AngleUtils.SphericalCoordsToPoint(this, target); + public ReferenceFrame Push(Vector3 nextPosition, Vector3 nextForward) { + // Minimizes twist rotation to push the frame forward and align with a new forward direction + var n0 = Up; + var t0 = Forward; + var t1 = nextForward.normalized; + var v1 = nextPosition - Position; + var c1 = v1.sqrMagnitude; + var n0_l = n0 - (2 / c1) * Vector3.Dot(v1, n0) * v1; + var t0_l = t0 - (2 / c1) * Vector3.Dot(v1, t0) * v1; + var v2 = t1 - t0_l; + var c2 = v2.sqrMagnitude; + var n1 = n0_l - (2 / c2) * Vector3.Dot(v2, n0_l) * v2; + return From(nextPosition, Quaternion.LookRotation(t1, n1)); + } + public Vector3 LocalToWorld(Vector3 localPosition) => Position + (Right * localPosition.x) + (Up * localPosition.y) + (Forward * localPosition.z); + public Vector3 WorldToLocal(Vector3 worldPosition) { + var delta = worldPosition - Position; + return new Vector3(Vector3.Dot(delta, Right), Vector3.Dot(delta, Up), Vector3.Dot(delta, Forward)); + } + public void DrawGizmos(float size) { + var length = 10f * size; + var thickness = 2f * size; + var that = this; + SensorGizmos.WithColor(Color.blue, () => SensorGizmos.ThickLineNoZTest(that.Position, that.Position + that.Forward * length, thickness)); + SensorGizmos.WithColor(Color.red, () => SensorGizmos.ThickLineNoZTest(that.Position, that.Position + that.Right * length, thickness)); + SensorGizmos.WithColor(Color.green, () => SensorGizmos.ThickLineNoZTest(that.Position, that.Position + that.Up * length, thickness)); + } + } + + [System.Serializable] + public struct ViewAngles { + public float HorizAngle; + public float VertAngle; + public ViewAngles Abs => new ViewAngles(Mathf.Abs(HorizAngle), Mathf.Abs(VertAngle)); + public ViewAngles(float horizAngle, float vertAngle) { + HorizAngle = horizAngle; VertAngle = vertAngle; + } + public float GetCentralAngle() { + var horiz = HorizAngle * Mathf.Deg2Rad; + var vert = VertAngle * Mathf.Deg2Rad; + return Mathf.Rad2Deg * Mathf.Acos(Mathf.Cos(horiz) * Mathf.Cos(vert)); + } + public Vector3 ToCartesian(float distance) { + var horiz = HorizAngle * Mathf.Deg2Rad; + var vert = VertAngle * Mathf.Deg2Rad; + var cosVert = Mathf.Cos(vert); + var sinVert = Mathf.Sin(vert); + return new Vector3(cosVert * Mathf.Sin(horiz), sinVert, cosVert * Mathf.Cos(horiz)) * distance; + } + } + + [System.Serializable] + public struct SphericalCoords { + public ViewAngles Angles; + public float Radius; + public SphericalCoords(ViewAngles angles, float radius) { + Angles = angles; Radius = radius; + } + public Vector3 ToCartesian() => Angles.ToCartesian(Radius); + } + + public class AngleUtils { + + public static float PlanarAngleToPoint(ReferenceFrame frame, Vector3 target) { + var delta = (target - frame.Position); + var proj = Vector3.Dot(delta, frame.Right); + var dist = Vector3.Dot(delta, frame.Forward); + var tri = new CircleInscribedTriangle(new Vector2(proj, dist)); + return tri.GetAngle(); + } + + public static float PlanarAngleToBounds(ReferenceFrame frame, Bounds bounds) { + var center = bounds.center; + var extents = bounds.extents; + CircleInscribedTriangle cwTri = default; + CircleInscribedTriangle acwTri = default; + + for (int i = 0; i < 8; i++) { + var xSign = (i & 1) == 0 ? 1 : -1; + var ySign = (i & 2) == 0 ? 1 : -1; + var zSign = (i & 4) == 0 ? 1 : -1; + var point = center + new Vector3(extents.x * xSign, extents.y * ySign, extents.z * zSign); + + var delta = (point - frame.Position); + var proj = Vector3.Dot(delta, frame.Right); + var dist = Vector3.Dot(delta, frame.Forward); + + var tri = new CircleInscribedTriangle(new Vector2(proj, dist)); + + cwTri = CircleInscribedTriangle.NearestClockwise(cwTri, tri); + acwTri = CircleInscribedTriangle.NearestAntiClockwise(acwTri, tri); + } + + var a1 = cwTri.GetAngle(); + var a2 = acwTri.GetAngle(); + + if (a1 >= 0 && a2 <= 0 && (a1 - a2 < 180f)) { + return 0f; + } + + var nearest = (Mathf.Abs(a1) < Mathf.Abs(a2)) ? a1 : a2; + return nearest; + } + + public static ViewAngles ViewAnglesToPoint(ReferenceFrame frame, Vector3 target) { + var horizAngle = PlanarAngleToPoint(frame, target); + var toTarget = target - frame.Position; + var projToTarget = toTarget - (Vector3.Dot(toTarget, frame.Up) * frame.Up); + var vertAngle = PlanarAngleToPoint(ReferenceFrame.Planar(frame.Position, projToTarget.normalized, frame.Up), target); + return new ViewAngles(horizAngle, vertAngle); + } + + public static SphericalCoords SphericalCoordsToPoint(ReferenceFrame frame, Vector3 target) { + var angles = ViewAnglesToPoint(frame, target); + var radius = Vector3.Distance(frame.Position, target); + return new SphericalCoords(angles, radius); + } + + public static ViewAngles ViewAnglesToBounds(ReferenceFrame frame, Bounds bounds) { + var horizAngle = PlanarAngleToBounds(frame, bounds); + var toTarget = (bounds.center - frame.Position); + var projToTarget = toTarget - (Vector3.Dot(toTarget, frame.Up) * frame.Up); + var vertAngle = PlanarAngleToBounds(ReferenceFrame.Planar(frame.Position, projToTarget.normalized, frame.Up), bounds); + return new ViewAngles(horizAngle, vertAngle); + } + + public static SphericalCoords SphericalCoordsToBounds(ReferenceFrame frame, Bounds bounds) { + var angles = ViewAnglesToBounds(frame, bounds); + var radius = Mathf.Sqrt(bounds.SqrDistance(frame.Position)); + return new SphericalCoords(angles, radius); + } + + struct CircleInscribedTriangle { + Vector2 coords; + bool isValid => coords != Vector2.zero; + public CircleInscribedTriangle(Vector2 coords) { + this.coords = coords.normalized; + } + public float GetAngle() => -Mathf.Atan2(-coords.x, coords.y) * Mathf.Rad2Deg; + public static CircleInscribedTriangle NearestClockwise(CircleInscribedTriangle tri1, CircleInscribedTriangle tri2) { + if (!tri1.isValid) { + return tri2; + } else if (!tri2.isValid) { + return tri1; + } + return tri1.IsNearestClockwise(tri2) ? tri1 : tri2; + } + public static CircleInscribedTriangle NearestAntiClockwise(CircleInscribedTriangle tri1, CircleInscribedTriangle tri2) { + if (!tri1.isValid) { + return tri2; + } else if (!tri2.isValid) { + return tri1; + } + return tri1.IsNearestClockwise(tri2) ? tri2 : tri1; + } + int GetClockwiseQuadrant() => coords.x > 0 ? (coords.y > 0 ? 0 : 1) : (coords.y > 0 ? 3 : 2); + int GetAntiClockwiseQuadrant() => 3 - GetClockwiseQuadrant(); + bool IsNearestClockwise(CircleInscribedTriangle other) { + var myQuad = GetClockwiseQuadrant(); + var otherQuad = other.GetClockwiseQuadrant(); + if (myQuad < otherQuad) { + return true; + } else if (myQuad > otherQuad) { + return false; + } + switch (myQuad) { + case 0: + return coords.x < other.coords.x; + case 1: + return coords.y > other.coords.y; + case 2: + return coords.x > other.coords.x; + case 3: + return coords.y < other.coords.y; + default: + return false; + } + } + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/LOS/AngleUtils.cs.meta b/Assets/SensorToolkit/Sensors/src/LOS/AngleUtils.cs.meta new file mode 100644 index 0000000..17fd675 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/AngleUtils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bcd6b545e44c45f48b19c363eb6497d5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS/BaseLOSTest.cs b/Assets/SensorToolkit/Sensors/src/LOS/BaseLOSTest.cs new file mode 100644 index 0000000..bc96c3c --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/BaseLOSTest.cs @@ -0,0 +1,231 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public interface ILOSResult { + Signal OutputSignal { get; } + float Visibility { get; } + bool IsVisible { get; } + List Rays { get; } + } + + public struct LOSRayResult { + public Vector3 OriginPoint; + public Vector3 TargetPoint; + public Transform TargetTransform; + public RayHit RayHit; + public float VisibilityMultiplier; + public bool IsObstructed => RayHit.IsObstructing; + public float Visibility => IsObstructed ? 0f : VisibilityMultiplier; + } + + public enum ScalingMode { Step, LinearDecay, Curve } + [System.Serializable] + public struct ScalingFunction { + public ScalingMode Mode; + public AnimationCurve Curve; + + public float Evaluate(float t) { + if (Mode == ScalingMode.Step) { + return t < 1f ? 1f : 0f; + } if (Mode == ScalingMode.LinearDecay) { + return 1f - Mathf.Clamp01(t); + } else { + return Curve.Evaluate(Mathf.Clamp01(t)); + } + } + + public static ScalingFunction Default() => + new ScalingFunction() { + Mode = ScalingMode.Step, + Curve = new AnimationCurve(new Keyframe(0,1), new Keyframe(.5f,1), new Keyframe(1f,0)) + }; + } + + public enum FOVConstraintMethod { BoundingBox, PerRay } + + public enum PointSamplingMethod { Fast, Quality } + + public abstract class BaseLOSTest : ILOSResult { + public class ConfigParams { + public Signal InputSignal; + public List OwnedColliders; + public List OwnedCollider2Ds; + + public ReferenceFrame Frame; + + public float MinimumVisibility; + + public LayerMask BlocksLineOfSight; + public bool IgnoreTriggerColliders; + public PointSamplingMethod PointSamplingMethod; + public bool TestLOSTargetsOnly; + public int NumberOfRays; + + public bool MovingAverageEnabled; + public int MovingAverageWindowSize; + + public bool LimitDistance; + public float MaxDistance; + public ScalingFunction VisibilityByDistance; + + public bool LimitViewAngle; + public float MaxHorizAngle; + public ScalingFunction VisibilityByHorizAngle; + public float MaxVertAngle; + public ScalingFunction VisibilityByVertAngle; + + public FOVConstraintMethod FOVConstraintMethod; + } + public ConfigParams Config => config; + protected ConfigParams config = new ConfigParams(); + + public Signal OutputSignal { get; private set; } + public float Visibility { get; private set; } + public bool IsVisible { get; private set; } // Possible to have Visibility=0 and still be visible + public List Rays { get; } = new List(); + + Signal prevInputSignal; + ComponentCache losTargetsCache; + List generatedPoints = new List(); + MovingAverageFilter avgFilter = new MovingAverageFilter(1); + + public void Reset() { + avgFilter.Clear(); + Rays.Clear(); + generatedPoints.Clear(); + Visibility = 0f; + Clear(); + } + + public bool PerformTest() { + Rays.Clear(); + generatedPoints.Clear(); + Clear(); + + // Need to initialize output signal so .Object is populated + OutputSignal = new Signal() { + Object = config.InputSignal.Object, + Shape = config.InputSignal.Shape, + Strength = 0f + }; + IsVisible = false; + Visibility = 0f; + if (!ReferenceEquals(config.InputSignal.Object, prevInputSignal.Object)) { + avgFilter.Clear(); + } + prevInputSignal = config.InputSignal; + + var visibilityScale = Config.FOVConstraintMethod == FOVConstraintMethod.BoundingBox ? GetVisibilityScale() : 1f; + if (visibilityScale <= 0f) { + return false; + } + + var isUsingGeneratedPoints = false; + + var losTargets = losTargetsCache.GetComponent(config.InputSignal.Object); + if (losTargets == null || losTargets.Targets == null || losTargets.Targets.Count == 0) { + if (config.TestLOSTargetsOnly) { + return IsVisible; + } + if (IsInsideSignal()) { + // If I'm inside the bounds of the target signal then I can see it. + Visibility = 1f; + IsVisible = true; + OutputSignal = new Signal { + Object = config.InputSignal.Object, + Shape = config.InputSignal.Shape, + Strength = config.InputSignal.Strength + }; + return IsVisible; + } + GenerateTestPoints(generatedPoints); + isUsingGeneratedPoints = true; + if (generatedPoints.Count == 0) { + return false; // Couldn't generate any testpoints, therefore not visible. + } + } + + if (isUsingGeneratedPoints) { + foreach (var pt in generatedPoints) { + var trans = config.InputSignal.Object.transform; + var result = TestPoint(pt); + result.VisibilityMultiplier = visibilityScale; + if (Config.FOVConstraintMethod == FOVConstraintMethod.PerRay) { + result.VisibilityMultiplier *= GetRayVisibilityScale(pt); + } + Rays.Add(result); + } + } else { + foreach (var target in losTargets.Targets) { + var result = TestTransform(target); + result.VisibilityMultiplier = visibilityScale; + if (Config.FOVConstraintMethod == FOVConstraintMethod.PerRay) { + result.VisibilityMultiplier *= GetRayVisibilityScale(target.position); + } + Rays.Add(result); + } + } + + var rayVisibilitySum = 0f; + foreach (var ray in Rays) { + rayVisibilitySum += ray.Visibility; + } + Visibility = (rayVisibilitySum / Rays.Count); + + if (config.MovingAverageEnabled) { + avgFilter.Size = config.MovingAverageWindowSize; + avgFilter.AddSample(Visibility); + Visibility = avgFilter.Value; + } else { + avgFilter.Clear(); + } + + IsVisible = Visibility >= config.MinimumVisibility; + + OutputSignal = new Signal() { + Object = config.InputSignal.Object, + Shape = config.InputSignal.Shape, + Strength = IsVisible ? config.InputSignal.Strength * Visibility : 0f + }; + + return IsVisible; + } + + public virtual void DrawGizmos() { + foreach (var result in Rays) { + Gizmos.color = SensorGizmos.LerpColour(STPrefs.RayVisibilityGradient, 1f - result.VisibilityMultiplier); + if (result.IsObstructed) { + Gizmos.DrawLine(result.OriginPoint, result.RayHit.Point); + Gizmos.color = STPrefs.CastingBlockedRayColour; + Gizmos.DrawLine(result.RayHit.Point, result.TargetPoint); + Gizmos.DrawCube(result.TargetPoint, Vector3.one * 0.02f); + } else { + Gizmos.DrawLine(result.OriginPoint, result.TargetPoint); + Gizmos.DrawCube(result.TargetPoint, Vector3.one * 0.02f); + } + } + } + + LOSRayResult TestTransform(Transform testTransform) { + var result = TestPoint(testTransform.position); + result.TargetTransform = testTransform; + return result; + } + + protected abstract LOSRayResult TestPoint(Vector3 testPoint); + + protected abstract bool IsInsideSignal(); + + protected abstract void GenerateTestPoints(List storeIn); + + protected abstract float GetVisibilityScale(); + + protected abstract float GetRayVisibilityScale(Vector3 target); + + protected abstract void Clear(); + } + +} diff --git a/Assets/SensorToolkit/Sensors/src/LOS/BaseLOSTest.cs.meta b/Assets/SensorToolkit/Sensors/src/LOS/BaseLOSTest.cs.meta new file mode 100644 index 0000000..2390fee --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/BaseLOSTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5d1cad1996ab8c24b825fcc8b2af9f7d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS/CuttingPlane.cs b/Assets/SensorToolkit/Sensors/src/LOS/CuttingPlane.cs new file mode 100644 index 0000000..be3afd7 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/CuttingPlane.cs @@ -0,0 +1,81 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public struct CuttingPlane { + public Vector3 Point; + public Vector3 Normal; + + public void Cut(List triangleList) { + for (int i = triangleList.Count - 1; i >= 0; i--) { + var tri = triangleList[i]; + Triangle slice1, slice2; + var nSlices = tri.Slice(Point, Normal, out slice1, out slice2); + if (nSlices == 0) { + triangleList.RemoveAt(i); + } else { + triangleList[i] = slice1; + if (nSlices > 1) { + triangleList.Add(slice2); + } + } + } + } + + public void Cut(List edgeList) { + for (int i = edgeList.Count - 1; i >= 0; i--) { + var edge = edgeList[i]; + Edge2D slicedEdge; + var nSlices = edge.Slice(Point, ((Vector2)Normal).normalized, out slicedEdge); + if (nSlices == 0) { + edgeList.RemoveAt(i); + } else { + edgeList[i] = slicedEdge; + } + } + } + } + + public struct FOVCuttingPlanes { + CuttingPlane rightPlane, leftPlane, topPlane, bottomPlane; + + public static FOVCuttingPlanes From(ReferenceFrame frame, FOVRange fov) { + var horizRightRot = Quaternion.AngleAxis(fov.HorizAngle / 2f, frame.Up); + var horizLeftRot = Quaternion.Inverse(horizRightRot); + var vertUpRot = Quaternion.AngleAxis(fov.VertAngle / 2f, frame.Right); + var vertDownRot = Quaternion.Inverse(vertUpRot); + return new FOVCuttingPlanes { + rightPlane = new CuttingPlane { Point = frame.Position, Normal = horizRightRot * (-frame.Right) }, + leftPlane = new CuttingPlane { Point = frame.Position, Normal = horizLeftRot * frame.Right }, + topPlane = new CuttingPlane { Point = frame.Position, Normal = vertUpRot * frame.Up }, + bottomPlane = new CuttingPlane { Point = frame.Position, Normal = vertDownRot * (-frame.Up) } + }; + } + public void Clip(List triangles) { + rightPlane.Cut(triangles); + leftPlane.Cut(triangles); + topPlane.Cut(triangles); + bottomPlane.Cut(triangles); + } + } + + public struct FOVCuttingPlanes2D { + CuttingPlane rightPlane, leftPlane; + + public static FOVCuttingPlanes2D From(ReferenceFrame frame, FOVRange2D fov) { + var rightRot = Quaternion.AngleAxis(fov.Angle / 2f, Vector3.back); + var leftRot = Quaternion.Inverse(rightRot); + return new FOVCuttingPlanes2D { + rightPlane = new CuttingPlane { Point = frame.Position, Normal = rightRot * (-frame.Right) }, + leftPlane = new CuttingPlane { Point = frame.Position, Normal = leftRot * (frame.Right) } + }; + } + public void Clip(List edges) { + rightPlane.Cut(edges); + leftPlane.Cut(edges); + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/LOS/CuttingPlane.cs.meta b/Assets/SensorToolkit/Sensors/src/LOS/CuttingPlane.cs.meta new file mode 100644 index 0000000..3ab59f5 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/CuttingPlane.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cc6af1cba09a80b43a3b1d78c9e42d26 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS/Edge2D.cs b/Assets/SensorToolkit/Sensors/src/LOS/Edge2D.cs new file mode 100644 index 0000000..86a7b33 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/Edge2D.cs @@ -0,0 +1,75 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [System.Serializable] + public struct Edge2D { + public Vector2 P1, P2; + + public Edge2D(Vector2 p1, Vector2 p2) { + P1 = p1; P2 = p2; + } + + public float GetLength() => (P2 - P1).magnitude; + + public Edge2D ProjectCircle(Vector2 origin) => new Edge2D((P1 - origin).normalized + origin, (P2 - origin).normalized + origin); + + public Vector2 GetRandomPoint(Vector3 sobolPosition) => Vector2.Lerp(P1, P2, sobolPosition.x); + + public void DrawGizmos(float z) { + Gizmos.DrawLine(new Vector3(P1.x, P1.y, z), new Vector3(P2.x, P2.y, z)); + } + + public int Slice(Vector2 linePoint, Vector2 lineNormal, out Edge2D slice) { + slice = default; + + var plane = new Plane(lineNormal, linePoint); + + var p1Dist = plane.GetDistanceToPoint(P1); + var isP1Inside = p1Dist >= 0f; + var p2Dist = plane.GetDistanceToPoint(P2); + var isP2Inside = p2Dist >= 0f; + + if (isP1Inside && isP2Inside) { + slice = this; + return 1; + } else if (!isP1Inside && !isP2Inside) { + return 0; + } + Vector2 intersectPoint; + EdgePlaneIntersection(out intersectPoint, this, lineNormal, linePoint); + slice = new Edge2D(isP1Inside ? P1 : P2, intersectPoint); + return 1; + } + + static bool EdgePlaneIntersection(out Vector2 intersection, Edge2D edge, Vector2 planeNormal, Vector2 planePoint) { + float length; + float dotNumerator; + float dotDenominator; + Vector2 vector; + intersection = Vector3.zero; + + var lineVec = (edge.P2 - edge.P1).normalized; + + dotNumerator = Vector3.Dot((planePoint - edge.P1), planeNormal); + dotDenominator = Vector3.Dot(lineVec, planeNormal); + + if (dotDenominator != 0.0f) { + length = dotNumerator / dotDenominator; + vector = SetVectorLength(lineVec, length); + intersection = edge.P1 + vector; + return true; + } else { + return false; + } + } + + static Vector2 SetVectorLength(Vector2 vector, float size) { + Vector2 vectorNormalized = vector.normalized; + return vectorNormalized *= size; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/LOS/Edge2D.cs.meta b/Assets/SensorToolkit/Sensors/src/LOS/Edge2D.cs.meta new file mode 100644 index 0000000..6d99080 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/Edge2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2498b42cb1733234693569bc906db078 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS/FOVRange.cs b/Assets/SensorToolkit/Sensors/src/LOS/FOVRange.cs new file mode 100644 index 0000000..4ce5554 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/FOVRange.cs @@ -0,0 +1,39 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [System.Serializable] + public struct FOVRange { + public float HorizAngle; + public float VertAngle; + public float Distance; + public static FOVRange Of(float horizAngle, float vertAngle, float distance = float.PositiveInfinity) => new FOVRange { + HorizAngle = Mathf.Clamp(horizAngle, 0f, 180f), + VertAngle = Mathf.Clamp(vertAngle, 0f, 180f), + Distance = distance + }; + public bool ContainsAngles(ViewAngles angles) => + Mathf.Abs(angles.HorizAngle) <= HorizAngle && Mathf.Abs(angles.VertAngle) <= VertAngle; + public bool ContainsDistance(float distance) => distance <= Distance; + public bool Contains(ViewAngles angles, float distance) => + ContainsAngles(angles) && ContainsDistance(distance); + public void DrawGizmos(ReferenceFrame frame) { + SensorGizmos.FOVGizmo(frame, float.IsInfinity(Distance) ? 1f : Distance, HorizAngle, VertAngle); + } + } + + public struct FOVRange2D { + public float Angle; + public float Distance; + public static FOVRange2D Of(float angle, float distance = float.PositiveInfinity) => new FOVRange2D { + Angle = Mathf.Clamp(angle, 0f, 180f), + Distance = distance + }; + public void DrawGizmos(ReferenceFrame frame) { + SensorGizmos.FOVGizmo(frame, float.IsInfinity(Distance) ? 1f : Distance, Angle, 0f); + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/LOS/FOVRange.cs.meta b/Assets/SensorToolkit/Sensors/src/LOS/FOVRange.cs.meta new file mode 100644 index 0000000..174d899 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/FOVRange.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1b4f5e6cc15b72b418fa101403eb87dc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS/LOSTest2D.cs b/Assets/SensorToolkit/Sensors/src/LOS/LOSTest2D.cs new file mode 100644 index 0000000..ecb9ecc --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/LOSTest2D.cs @@ -0,0 +1,181 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public class LOSTest2D : BaseLOSTest { + + List edges = new List(); + List projectedEdges = new List(); + ComponentCache losColliderOwnerCache; + SobolSequence3D sobol = new SobolSequence3D(); + + public override void DrawGizmos() { + base.DrawGizmos(); + SensorGizmos.PushColor(Color.blue); + foreach (var edge in edges) { + edge.DrawGizmos(config.Frame.Position.z); + } + /*foreach (var edge in projectedEdges) { + edge.DrawGizmos(Config.Origin.z); + }*/ + SensorGizmos.PopColor(); + } + + protected override void Clear() { + edges.Clear(); + projectedEdges.Clear(); + } + + protected override LOSRayResult TestPoint(Vector3 testPoint) { + var saveQHT = Physics2D.queriesHitTriggers; + Physics2D.queriesHitTriggers = !config.IgnoreTriggerColliders; + var result = DoTest(testPoint); + Physics2D.queriesHitTriggers = saveQHT; + return result; + } + + LOSRayResult DoTest(Vector3 testPoint) { + var delta = (Vector2)testPoint - (Vector2)config.Frame.Position; + + var ray = new Ray(config.Frame.Position, delta.normalized); + var result = new LOSRayResult() { OriginPoint = ray.origin, TargetPoint = testPoint, VisibilityMultiplier = 1f }; + var hitInfo = Physics2D.Raycast(ray.origin, ray.direction, delta.magnitude, config.BlocksLineOfSight); + if (hitInfo.collider != null) { + // Ray hit something, check that it was the target. + var isTarget = (hitInfo.rigidbody != null && hitInfo.rigidbody.gameObject == config.InputSignal.Object) + || hitInfo.collider.gameObject == config.InputSignal.Object; + + isTarget = isTarget || config.OwnedCollider2Ds.Contains(hitInfo.collider); + var losColliderOwner = losColliderOwnerCache.GetComponent(config.InputSignal.Object); + if (losColliderOwner != null) { + isTarget = isTarget || losColliderOwner.IsColliderOwner(hitInfo.collider); + } + + if (!isTarget) { + result.RayHit = new RayHit() { + IsObstructing = true, + Point = hitInfo.point, + Normal = hitInfo.normal, + Distance = hitInfo.distance, + DistanceFraction = hitInfo.distance / delta.magnitude, + Collider2D = hitInfo.collider + }; + } + } + return result; + } + + protected override bool IsInsideSignal() { + var origin = Config.Frame.Position; + var bounds = Config.InputSignal.Bounds; + origin.Set(origin.x, origin.y, bounds.center.z); + return bounds.Contains(origin); + } + + protected override void GenerateTestPoints(List storeIn) { + if (Config.PointSamplingMethod == PointSamplingMethod.Fast) { + FastGenerateTestPoints(storeIn); + } else if (Config.PointSamplingMethod == PointSamplingMethod.Quality) { + QualityGenerateTestPoints(storeIn); + } + } + + void FastGenerateTestPoints(List storeIn) { + var bounds = Config.InputSignal.Bounds; + for (int i = 0; i < Config.NumberOfRays; i++) { + var nextSobol = sobol.Next(); + var random3 = new Vector3(Mathf.Lerp(-1, 1, nextSobol.x), Mathf.Lerp(-1, 1, nextSobol.y), Mathf.Lerp(-1, 1, nextSobol.z)); + random3 *= .9f; + var randomPoint = bounds.center + Vector3.Scale(bounds.extents, random3); + storeIn.Add(randomPoint); + } + } + + void QualityGenerateTestPoints(List storeIn) { + edges.Clear(); + projectedEdges.Clear(); + + var bounds = config.InputSignal.Bounds; + bounds.center = (Vector2)bounds.center; + LOSUtils.MapBoundsToEdges(config.Frame.Position, bounds, edges); + + if (config.LimitViewAngle) { + var fov = FOVRange2D.Of(config.MaxHorizAngle * 2f); + FOVCuttingPlanes2D.From(Config.Frame, fov).Clip(edges); + } + if (edges.Count == 0) { + return; + } + + foreach (var edge in edges) { + projectedEdges.Add(edge.ProjectCircle(config.Frame.Position)); + } + + for (int i = 0; i < config.NumberOfRays; i++) { + int nAttempts = 0; + Start: + + var nextSobol = sobol.Next(); + var randomPoint = LOSUtils.GetRandomPointOnEdges(projectedEdges, nextSobol); + + float boundsDist; + var ray = new Ray((Vector2)config.Frame.Position, ((Vector2)(randomPoint - config.Frame.Position)).normalized); + bounds.IntersectRay(ray, out boundsDist); + + if (boundsDist == 0f) { + if (nAttempts < 2) { + // Very rarely the random point will be outside the bounds, try again. + nAttempts++; + goto Start; + } + // Tried three times and still no good. Ignore this point. Doubt this will ever happen. But don't want to + // search forever in case there's a configuration that would cause infinite loops. + continue; + } + + var intBoundsInPoint = ray.origin + ray.direction * boundsDist + new Vector3(0f, 0f, config.Frame.Position.z); + var intBoundsOutPoint = LOSUtils.RaycastBoundsOutPoint(intBoundsInPoint, (intBoundsInPoint - Config.Frame.Position).normalized, bounds); + + var midpoint = (intBoundsOutPoint + intBoundsInPoint) / 2f; + var penetration = midpoint - intBoundsInPoint; + + if (config.LimitDistance) { + penetration = Vector3.ClampMagnitude(penetration, config.MaxDistance / 100f); + } + + storeIn.Add(intBoundsInPoint + penetration); + } + } + + protected override float GetVisibilityScale() { + var visibilityScale = 1f; + if (config.LimitDistance) { + var bounds = config.InputSignal.Bounds; + bounds.center.Set(bounds.center.x, bounds.center.y, config.Frame.Position.z); + float distance = Mathf.Sqrt((bounds.SqrDistance(config.Frame.Position))); + visibilityScale *= config.VisibilityByDistance.Evaluate(distance / config.MaxDistance); + } + if (config.LimitViewAngle) { + var horizAngle = Mathf.Abs(AngleUtils.PlanarAngleToBounds(config.Frame, Config.InputSignal.Bounds)); + visibilityScale *= config.VisibilityByHorizAngle.Evaluate(horizAngle / config.MaxHorizAngle); + } + return visibilityScale; + } + + protected override float GetRayVisibilityScale(Vector3 target) { + var visibilityScale = 1f; + if (config.LimitDistance) { + float distance = (config.Frame.Position - target).magnitude; + visibilityScale *= config.VisibilityByDistance.Evaluate(distance / config.MaxDistance); + } + if (config.LimitViewAngle) { + var horizAngle = Mathf.Abs(AngleUtils.PlanarAngleToPoint(config.Frame, target)); + visibilityScale *= config.VisibilityByHorizAngle.Evaluate(horizAngle / config.MaxHorizAngle); + } + return visibilityScale; + } + } + +} diff --git a/Assets/SensorToolkit/Sensors/src/LOS/LOSTest2D.cs.meta b/Assets/SensorToolkit/Sensors/src/LOS/LOSTest2D.cs.meta new file mode 100644 index 0000000..90d3c22 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/LOSTest2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 724697f57b16047448504ede355a12e1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS/LOSTest3D.cs b/Assets/SensorToolkit/Sensors/src/LOS/LOSTest3D.cs new file mode 100644 index 0000000..278b686 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/LOSTest3D.cs @@ -0,0 +1,171 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public class LOSTest3D : BaseLOSTest { + + List triangles = new List(); + List projectedTriangles = new List(); + ComponentCache losColliderOwnerCache; + SobolSequence3D sobol = new SobolSequence3D(); + + QueryTriggerInteraction queryTriggerInteraction => Config.IgnoreTriggerColliders + ? QueryTriggerInteraction.Ignore + : QueryTriggerInteraction.Collide; + + public override void DrawGizmos() { + base.DrawGizmos(); + SensorGizmos.PushColor(Color.blue); + foreach (var triangle in triangles) { + triangle.DrawGizmos(); + } + /*foreach (var triangle in projectedTriangles) { + triangle.DrawGizmos(); + }*/ + SensorGizmos.PopColor(); + } + + protected override void Clear() { + triangles.Clear(); + projectedTriangles.Clear(); + } + + protected override LOSRayResult TestPoint(Vector3 testPoint) { + var delta = testPoint - config.Frame.Position; + + var ray = new Ray(config.Frame.Position, delta.normalized); + RaycastHit hitInfo; + var result = new LOSRayResult() { OriginPoint = ray.origin, TargetPoint = testPoint, VisibilityMultiplier = 1f }; + if (Physics.Raycast(ray, out hitInfo, delta.magnitude, config.BlocksLineOfSight, queryTriggerInteraction)) { + // Ray hit something, check that it was the target. + var isTarget = (hitInfo.rigidbody != null && hitInfo.rigidbody.gameObject == config.InputSignal.Object) + || hitInfo.collider.gameObject == config.InputSignal.Object; + + isTarget = isTarget || (config.OwnedColliders?.Contains(hitInfo.collider) ?? false); + var losColliderOwner = losColliderOwnerCache.GetComponent(config.InputSignal.Object); + if (losColliderOwner != null) { + isTarget = isTarget || losColliderOwner.IsColliderOwner(hitInfo.collider); + } + + if (!isTarget) { + result.RayHit = new RayHit() { + IsObstructing = true, + Point = hitInfo.point, + Normal = hitInfo.normal, + Distance = hitInfo.distance, + DistanceFraction = hitInfo.distance / delta.magnitude, + Collider = hitInfo.collider + }; + } + } + return result; + } + + protected override bool IsInsideSignal() => Config.InputSignal.Bounds.Contains(Config.Frame.Position); + + protected override void GenerateTestPoints(List storeIn) { + if (Config.PointSamplingMethod == PointSamplingMethod.Fast) { + FastGenerateTestPoints(storeIn); + } else if (Config.PointSamplingMethod == PointSamplingMethod.Quality) { + QualityGenerateTestPoints(storeIn); + } + } + + void FastGenerateTestPoints(List storeIn) { + var bounds = Config.InputSignal.Bounds; + for (int i = 0; i < Config.NumberOfRays; i++) { + var nextSobol = sobol.Next(); + var random3 = new Vector3(Mathf.Lerp(-1,1, nextSobol.x), Mathf.Lerp(-1, 1, nextSobol.y), Mathf.Lerp(-1, 1, nextSobol.z)); + random3 *= .9f; + var randomPoint = bounds.center + Vector3.Scale(bounds.extents, random3); + storeIn.Add(randomPoint); + } + } + + void QualityGenerateTestPoints(List storeIn) { + triangles.Clear(); + projectedTriangles.Clear(); + + var bounds = config.InputSignal.Bounds; + LOSUtils.MapBoundsToTriangles(config.Frame.Position, bounds, triangles); + + if (config.LimitViewAngle) { + var fov = FOVRange.Of(config.MaxHorizAngle * 2f, config.MaxVertAngle * 2f); + FOVCuttingPlanes.From(config.Frame, fov).Clip(triangles); + } + if (triangles.Count == 0) { + return; + } + + foreach (var triangle in triangles) { + projectedTriangles.Add(triangle.ProjectSphere(config.Frame.Position)); + } + + for (int i = 0; i < config.NumberOfRays; i++) { + int nAttempts = 0; + Start: + + var nextSobol = sobol.Next(); + var randomPoint = LOSUtils.GetRandomPointInTriangles(projectedTriangles, nextSobol); + + float boundsDist; + var ray = new Ray(config.Frame.Position, (randomPoint - config.Frame.Position).normalized); + bounds.IntersectRay(ray, out boundsDist); + + if (boundsDist == 0f) { + if (nAttempts < 2) { + // Very rarely the random point will be outside the bounds, try again. + nAttempts++; + goto Start; + } + // Tried three times and still no good. Ignore this point. Doubt this will ever happen. But don't want to + // search forever in case there's a configuration that would cause infinite loops. + continue; + } + + var intBoundsInPoint = ray.origin + ray.direction * boundsDist; + var intBoundsOutPoint = LOSUtils.RaycastBoundsOutPoint(intBoundsInPoint, (intBoundsInPoint - config.Frame.Position).normalized, bounds); + + var midpoint = (intBoundsOutPoint + intBoundsInPoint) / 2f; + var penetration = midpoint - intBoundsInPoint; + + if (config.LimitDistance) { + penetration = Vector3.ClampMagnitude(penetration, config.MaxDistance / 100f); + } + + storeIn.Add(intBoundsInPoint + penetration); + } + } + + protected override float GetVisibilityScale() { + var visibilityScale = 1f; + if (config.LimitDistance) { + float distance = Mathf.Sqrt((config.InputSignal.Bounds.SqrDistance(config.Frame.Position))); + visibilityScale *= config.VisibilityByDistance.Evaluate(distance / config.MaxDistance); + } + if (config.LimitViewAngle) { + var coords = AngleUtils.ViewAnglesToBounds(config.Frame, config.InputSignal.Bounds).Abs; + visibilityScale *= config.VisibilityByHorizAngle.Evaluate(coords.HorizAngle / config.MaxHorizAngle) + * config.VisibilityByVertAngle.Evaluate(coords.VertAngle / config.MaxVertAngle); + } + return visibilityScale; + } + + protected override float GetRayVisibilityScale(Vector3 target) { + var visibilityScale = 1f; + if (config.LimitDistance) { + float distance = (config.Frame.Position - target).magnitude; + visibilityScale *= config.VisibilityByDistance.Evaluate(distance / config.MaxDistance); + } + if (config.LimitViewAngle) { + var coords = AngleUtils.ViewAnglesToPoint(config.Frame, target).Abs; + visibilityScale *= config.VisibilityByHorizAngle.Evaluate(coords.HorizAngle / config.MaxHorizAngle) + * config.VisibilityByVertAngle.Evaluate(coords.VertAngle / config.MaxVertAngle); + } + return visibilityScale; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/LOS/LOSTest3D.cs.meta b/Assets/SensorToolkit/Sensors/src/LOS/LOSTest3D.cs.meta new file mode 100644 index 0000000..671ad53 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/LOSTest3D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a3e288c1c7e4c2242b1db4fdca3c133c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS/LOSUtils.cs b/Assets/SensorToolkit/Sensors/src/LOS/LOSUtils.cs new file mode 100644 index 0000000..53e6a03 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/LOSUtils.cs @@ -0,0 +1,159 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public class LOSUtils { + + public static void MapBoundsToEdges(Vector2 viewPos, Bounds bounds, List storeIn) { + var center = (Vector2)bounds.center; + var extents = (Vector2)bounds.extents; + + if (viewPos.x > bounds.max.x) { + storeIn.Add(new Edge2D(center + new Vector2(extents.x, -extents.y), center + new Vector2(extents.x, extents.y))); + } else if (viewPos.x < bounds.min.x) { + storeIn.Add(new Edge2D(center - new Vector2(extents.x, -extents.y), center - new Vector2(extents.x, extents.y))); + } + + if (viewPos.y > bounds.max.y) { + storeIn.Add(new Edge2D(center + new Vector2(-extents.x, extents.y), center + new Vector2(extents.x, extents.y))); + } else if (viewPos.y < bounds.min.y) { + storeIn.Add(new Edge2D(center - new Vector2(-extents.x, extents.y), center - new Vector2(extents.x, extents.y))); + } + } + + public static void MapBoundsToTriangles(Vector3 viewPos, Bounds bounds, List storeIn) { + var center = bounds.center; + var extents = bounds.extents; + var ltf = new Vector3(-extents.x, extents.y, extents.z) + center; + var rtf = new Vector3(extents.x, extents.y, extents.z) + center; + var rtb = new Vector3(extents.x, extents.y, -extents.z) + center; + var ltb = new Vector3(-extents.x, extents.y, -extents.z) + center; + var lbf = ltf + (Vector3.down * 2f * extents.y); + var rbf = rtf + (Vector3.down * 2f * extents.y); + var rbb = rtb + (Vector3.down * 2f * extents.y); + var lbb = ltb + (Vector3.down * 2f * extents.y); + + if (Vector3.Dot(viewPos - (bounds.center + Vector3.right * bounds.extents.x), Vector3.right) > 0) { + storeIn.Add(new Triangle(rtb, rtf, rbf)); + storeIn.Add(new Triangle(rtb, rbf, rbb)); + } else if (Vector3.Dot(viewPos - (bounds.center - Vector3.right * bounds.extents.x), Vector3.left) > 0) { + storeIn.Add(new Triangle(ltb, ltf, lbf)); + storeIn.Add(new Triangle(ltb, lbf, lbb)); + } + + if (Vector3.Dot(viewPos - (bounds.center + Vector3.up * bounds.extents.y), Vector3.up) > 0) { + storeIn.Add(new Triangle(ltb, ltf, rtf)); + storeIn.Add(new Triangle(ltb, rtf, rtb)); + } else if (Vector3.Dot(viewPos - (bounds.center - Vector3.up * bounds.extents.y), Vector3.down) > 0) { + storeIn.Add(new Triangle(lbb, lbf, rbf)); + storeIn.Add(new Triangle(lbb, rbf, rbb)); + } + + if (Vector3.Dot(viewPos - (bounds.center + Vector3.forward * bounds.extents.z), Vector3.forward) > 0) { + storeIn.Add(new Triangle(rtf, ltf, lbf)); + storeIn.Add(new Triangle(rtf, lbf, rbf)); + } else if (Vector3.Dot(viewPos - (bounds.center - Vector3.forward * bounds.extents.z), Vector3.back) > 0) { + storeIn.Add(new Triangle(rtb, ltb, lbb)); + storeIn.Add(new Triangle(rtb, lbb, rbb)); + } + } + + static List triangleAreas = new List(); + public static Vector3 GetRandomPointInTriangles(List triangles, Vector3 sobolPosition) { + if (triangles.Count == 0) { + return default; + } + + var totalArea = 0f; + triangleAreas.Clear(); + foreach (var triangle in triangles) { + totalArea += triangle.GetArea(); + triangleAreas.Add(totalArea); + } + var r = sobolPosition.z * totalArea; + for (int i = 0; i < triangleAreas.Count; i++) { + if (triangleAreas[i] >= r) { + return triangles[i].GetRandomPoint(sobolPosition); + } + } + return triangles[triangles.Count - 1].GetRandomPoint(sobolPosition); + } + + static List edgeLengths = new List(); + public static Vector3 GetRandomPointOnEdges(List edges, Vector3 sobolPosition) { + if (edges.Count == 0) { + return default; + } + + var totalLength = 0f; + edgeLengths.Clear(); + foreach (var edge in edges) { + totalLength += edge.GetLength(); + edgeLengths.Add(totalLength); + } + var r = sobolPosition.y * totalLength; + for (int i = 0; i < edgeLengths.Count; i++) { + if (edgeLengths[i] >= r) { + return edges[i].GetRandomPoint(sobolPosition); + } + } + return edges[edges.Count - 1].GetRandomPoint(sobolPosition); + } + + public static Vector3 RaycastBoundsOutPoint(Vector3 rayPoint, Vector3 rayDir, Bounds bounds) { + Vector3 intPoint = rayPoint; + float bestDistance = Mathf.Infinity; + + if (rayPoint.x < bounds.max.x && Vector3.Dot(rayDir, Vector3.right) > 0f) { + var distance = DistanceRayToPlane(rayPoint, rayDir, bounds.max, Vector3.right); + if (distance < bestDistance) { + bestDistance = distance; + intPoint = rayPoint + rayDir * distance; + } + } else if (rayPoint.x > bounds.min.x && Vector3.Dot(rayDir, Vector2.left) > 0f) { + var distance = DistanceRayToPlane(rayPoint, rayDir, bounds.min, Vector3.left); + if (distance < bestDistance) { + bestDistance = distance; + intPoint = rayPoint + rayDir * distance; + } + } + + if (rayPoint.y < bounds.max.y && Vector3.Dot(rayDir, Vector3.up) > 0f) { + var distance = DistanceRayToPlane(rayPoint, rayDir, bounds.max, Vector3.up); + if (distance < bestDistance) { + bestDistance = distance; + intPoint = rayPoint + rayDir * distance; + } + } else if (rayPoint.y > bounds.min.y && Vector3.Dot(rayDir, Vector3.down) > 0f) { + var distance = DistanceRayToPlane(rayPoint, rayDir, bounds.min, Vector3.down); + if (distance < bestDistance) { + bestDistance = distance; + intPoint = rayPoint + rayDir * distance; + } + } + + if (rayPoint.z < bounds.max.z && Vector3.Dot(rayDir, Vector3.forward) > 0f) { + var distance = DistanceRayToPlane(rayPoint, rayDir, bounds.max, Vector3.forward); + if (distance < bestDistance) { + bestDistance = distance; + intPoint = rayPoint + rayDir * distance; + } + } else if (rayPoint.z > bounds.min.z && Vector3.Dot(rayDir, Vector3.back) > 0f) { + var distance = DistanceRayToPlane(rayPoint, rayDir, bounds.min, Vector3.back); + if (distance < bestDistance) { + bestDistance = distance; + intPoint = rayPoint + rayDir * distance; + } + } + return intPoint; + } + + static float DistanceRayToPlane(Vector3 rayPoint, Vector3 rayDir, Vector3 planePoint, Vector3 planeNormal) { + var distToPlane = Vector3.Dot(rayPoint - planePoint, planeNormal); + return distToPlane / (Vector3.Dot(-rayDir, planeNormal)); + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/LOS/LOSUtils.cs.meta b/Assets/SensorToolkit/Sensors/src/LOS/LOSUtils.cs.meta new file mode 100644 index 0000000..eacfcaf --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/LOSUtils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 070ea86dbdbfe634d9d1854e071459bb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS/MovingAverageFilter.cs b/Assets/SensorToolkit/Sensors/src/LOS/MovingAverageFilter.cs new file mode 100644 index 0000000..64ef040 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/MovingAverageFilter.cs @@ -0,0 +1,47 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public class MovingAverageFilter { + + int _size; + public int Size { + get => _size; + set { + _size = Mathf.Max(value, 1); + FitSize(); + } + } + + // Prefer to underestimate then overestimate + public float Value => total / Mathf.Max(_size, samples.Count); + + Queue samples = new Queue(); + float total; + + MovingAverageFilter() { } + public MovingAverageFilter(int initialSize) { + Size = initialSize; + } + + public void AddSample(float x) { + samples.Enqueue(x); + total += x; + FitSize(); + } + + public void Clear() { + samples.Clear(); + total = 0; + } + + void FitSize() { + while (samples.Count > _size) { + total -= samples.Dequeue(); + } + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/LOS/MovingAverageFilter.cs.meta b/Assets/SensorToolkit/Sensors/src/LOS/MovingAverageFilter.cs.meta new file mode 100644 index 0000000..43faad0 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/MovingAverageFilter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f5fddd7d3d228d48837fa1426d37786 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/LOS/Triangle.cs b/Assets/SensorToolkit/Sensors/src/LOS/Triangle.cs new file mode 100644 index 0000000..004b940 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/Triangle.cs @@ -0,0 +1,126 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [System.Serializable] + public struct Triangle { + public Vector3 P1, P2, P3; + public Vector3 N => Vector3.Cross(P2 - P1, P3 - P2).normalized; + + public Triangle(Vector3 p1, Vector3 p2, Vector3 p3) { + P1 = p1; P2 = p2; P3 = p3; + } + + public float GetArea() { + float res = Mathf.Pow(((P2.x * P1.y) - (P3.x * P1.y) - (P1.x * P2.y) + (P3.x * P2.y) + (P1.x * P3.y) - (P2.x * P3.y)), 2.0f); + res += Mathf.Pow(((P2.x * P1.z) - (P3.x * P1.z) - (P1.x * P2.z) + (P3.x * P2.z) + (P1.x * P3.z) - (P2.x * P3.z)), 2.0f); + res += Mathf.Pow(((P2.y * P1.z) - (P3.y * P1.z) - (P1.y * P2.z) + (P3.y * P2.z) + (P1.y * P3.z) - (P2.y * P3.z)), 2.0f); + return Mathf.Sqrt(res) * 0.5f; + } + + public Triangle ProjectSphere(Vector3 origin) { + return new Triangle((P1 - origin).normalized + origin, (P2 - origin).normalized + origin, (P3 - origin).normalized + origin); + } + + public Vector3 GetRandomPoint(Vector3 sobolPosition) { + var a = P2 - P1; + var b = P3 - P1; + var u1 = sobolPosition.x; + var u2 = sobolPosition.y; + if (u1 + u2 > 1) { + u1 = 1 - u1; + u2 = 1 - u2; + } + var w = (u1 * a) + (u2 * b); + return w + P1; + } + + public void DrawGizmos() { + Gizmos.DrawLine(P1, P2); + Gizmos.DrawLine(P2, P3); + Gizmos.DrawLine(P3, P1); + } + + public int Slice(Vector3 planePoint, Vector3 planeNormal, out Triangle slice1, out Triangle slice2) { + slice1 = default; + slice2 = default; + + int nInside = 0, nOutside = 0; + Vector3 inPt1 = default, inPt2 = default; + Vector3 outPt1 = default, outPt2 = default; + + var p1Dist = Vector3.Dot(P1 - planePoint, planeNormal); + ClassifyPoint(P1, p1Dist, ref nInside, ref nOutside, ref inPt1, ref inPt2, ref outPt1, ref outPt2); + var p2Dist = Vector3.Dot(P2 - planePoint, planeNormal); + ClassifyPoint(P2, p2Dist, ref nInside, ref nOutside, ref inPt1, ref inPt2, ref outPt1, ref outPt2); + var p3Dist = Vector3.Dot(P3 - planePoint, planeNormal); + ClassifyPoint(P3, p3Dist, ref nInside, ref nOutside, ref inPt1, ref inPt2, ref outPt1, ref outPt2); + + if (nOutside == 0) { + // Completely inside plane + slice1 = this; + return 1; + } + if (nInside == 0) { + // Completely outside plane + return 0; + } + + Vector3 edgeInt1, edgeInt2; + LinePlaneIntersection(out edgeInt1, inPt1, (outPt1 - inPt1).normalized, planeNormal, planePoint); + if (nInside > 1) { + LinePlaneIntersection(out edgeInt2, inPt2, (outPt1 - inPt2).normalized, planeNormal, planePoint); + slice1 = new Triangle { P1 = inPt1, P2 = edgeInt1, P3 = edgeInt2 }; + slice2 = new Triangle { P1 = inPt1, P2 = inPt2, P3 = edgeInt2 }; + return 2; + } else { + LinePlaneIntersection(out edgeInt2, inPt1, (outPt2 - inPt1).normalized, planeNormal, planePoint); + slice1 = new Triangle { P1 = inPt1, P2 = edgeInt1, P3 = edgeInt2 }; + return 1; + } + } + + // I had originally made all these refs private vars, but structs with >40 bytes have poor peformance. + // So to get under 40 bytes I made them all refs. + void ClassifyPoint(Vector3 p, float d, ref int nInside, ref int nOutside, ref Vector3 inPt1, ref Vector3 inPt2, ref Vector3 outPt1, ref Vector3 outPt2) { + if (d >= 0f) { + if (nInside == 0) inPt1 = p; + else if (nInside == 1) inPt2 = p; + nInside += 1; + } else { + if (nOutside == 0) outPt1 = p; + else if (nOutside == 1) outPt2 = p; + nOutside += 1; + } + } + + static bool LinePlaneIntersection(out Vector3 intersection, Vector3 linePoint, Vector3 lineVec, Vector3 planeNormal, Vector3 planePoint) { + float length; + float dotNumerator; + float dotDenominator; + Vector3 vector; + intersection = Vector3.zero; + + dotNumerator = Vector3.Dot((planePoint - linePoint), planeNormal); + dotDenominator = Vector3.Dot(lineVec, planeNormal); + + if (dotDenominator != 0.0f) { + length = dotNumerator / dotDenominator; + vector = SetVectorLength(lineVec, length); + intersection = linePoint + vector; + return true; + } else { + return false; + } + } + + static Vector3 SetVectorLength(Vector3 vector, float size) { + Vector3 vectorNormalized = Vector3.Normalize(vector); + return vectorNormalized *= size; + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/LOS/Triangle.cs.meta b/Assets/SensorToolkit/Sensors/src/LOS/Triangle.cs.meta new file mode 100644 index 0000000..fcea795 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/LOS/Triangle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 63fbbd6c6ee9b3347938ecfe9f70adf3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/MotionUtils.cs b/Assets/SensorToolkit/Sensors/src/MotionUtils.cs new file mode 100644 index 0000000..abf6a48 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/MotionUtils.cs @@ -0,0 +1,58 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public static class MotionUtils { + + public static float SeekAccel(float maxSpeed, float vSteer, float velocity) { + var targetVelocity = Mathf.Clamp(vSteer, -maxSpeed, maxSpeed); + var accel = (targetVelocity - velocity) / Time.deltaTime; + return accel; + } + + public static Vector2 SeekAccel(float maxSpeed, Vector2 vSteer, Vector2 velocity) { + var targetVelocity = Vector2.ClampMagnitude(vSteer, maxSpeed); + var accel = (targetVelocity - velocity) / Time.deltaTime; + return accel; + } + + public static Vector3 SeekAccel(float maxSpeed, Vector3 vSteer, Vector3 velocity) { + var targetVelocity = Vector3.ClampMagnitude(vSteer, maxSpeed); + var accel = (targetVelocity - velocity) / Time.deltaTime; + return accel; + } + + public static Vector3 SeekAngularAccel(float maxAccel, float maxSpeed, Vector3 angularVelocity, Quaternion currRot, Quaternion targetRot) { + var delta = targetRot * Quaternion.Inverse(currRot); + delta.ToAngleAxis(out var angle, out var axis); + if (float.IsNaN(axis.sqrMagnitude)) { + axis = angularVelocity.normalized; + } + angle = Mathf.DeltaAngle(0f, angle); + var distance = Mathf.Abs(angle); + var stoppingDistance = StoppingDistance(maxSpeed, maxAccel); + var targetAngularSpeed = Mathf.Min(maxSpeed, maxSpeed * (distance / stoppingDistance)); + var targetAngularVelocity = Mathf.Sign(angle) * targetAngularSpeed * axis; + var torque = (targetAngularVelocity - angularVelocity) / Time.deltaTime; + return Vector3.ClampMagnitude(torque, maxAccel); + } + + public static float SeekAngularAccel2D(float maxAccel, float maxSpeed, float angularVelocity, Vector2 currDir, Vector2 targetDir) { + var dAngle = Vector2.SignedAngle(currDir, targetDir); + var distance = Mathf.Abs(dAngle); + var stoppingDistance = StoppingDistance(maxSpeed, maxAccel); + var arrive = Mathf.Clamp01(distance / stoppingDistance); + return SeekAccel(maxSpeed, (arrive * Mathf.Sign(dAngle)) * maxSpeed, angularVelocity); + } + + public static float StoppingDistance(float velocity, float accel) { + if (accel == 0) return 0; + var d = velocity * velocity / (2 * accel); + return d * 1.1f; + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/MotionUtils.cs.meta b/Assets/SensorToolkit/Sensors/src/MotionUtils.cs.meta new file mode 100644 index 0000000..02c8b88 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/MotionUtils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 76ba871a42f54880b622fab9f356d87a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/ObjectCache.cs b/Assets/SensorToolkit/Sensors/src/ObjectCache.cs new file mode 100644 index 0000000..87b815e --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ObjectCache.cs @@ -0,0 +1,123 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +namespace Micosmo.SensorToolkit +{ + public struct WaitForSecondsCache { + WaitForSeconds w; + float s; + public WaitForSeconds WaitForSeconds(float s) { + if (this.s == s && w != null) { + return w; + } + w = new WaitForSeconds(s); + this.s = s; + return w; + } + } + + public struct ComponentCache { + enum InvokeType { GetComponent, GetComponentInParent, GetComponentInChildren } + + Component component; + System.Type type; + GameObject obj; + InvokeType prevInvokeType; + + public T GetComponent(GameObject ofObj) where T : class { + checkInvokeType(InvokeType.GetComponent); + + if (type == typeof(T) && ReferenceEquals(ofObj, obj)) { + return component as T; + } else { + T tc = null; + if (ofObj) { + ofObj.TryGetComponent(out tc); + } + component = tc as Component; + type = typeof(T); + obj = ofObj; + return component as T; + } + } + + public T GetComponentInParent(GameObject ofObj) where T : class { + checkInvokeType(InvokeType.GetComponentInParent); + + if (type == typeof(T) && ReferenceEquals(ofObj, obj)) { + return component as T; + } else { + component = null; + if (ofObj) { + component = ofObj.GetComponentInParent() as Component; + } + type = typeof(T); + obj = ofObj; + return component as T; + } + } + + public T GetComponentInChildren(GameObject ofObj) where T : class { + checkInvokeType(InvokeType.GetComponentInChildren); + + if (type == typeof(T) && ReferenceEquals(ofObj, obj)) { + return component as T; + } else { + component = null; + if (ofObj) { + component = ofObj.GetComponentInChildren() as Component; + } + type = typeof(T); + obj = ofObj; + return component as T; + } + } + + void checkInvokeType(InvokeType nextInvokeType) { + if (nextInvokeType != prevInvokeType || !Application.isPlaying) { + // We don't cache in edit mode. Because the user may add/remove components at any time. + component = null; + obj = null; + } + prevInvokeType = nextInvokeType; + } + } + + public class ObjectCache where T : new() + { + Stack cache; + + public ObjectCache() : this(10) { } + public ObjectCache(int startSize) + { + cache = new Stack(); + for (int i = 0; i < startSize; i++) { cache.Push(create()); } + } + + public T Get() + { + if (cache.Count > 0) return cache.Pop(); + else return create(); + } + + public virtual void Dispose(T obj) + { + cache.Push(obj); + } + + protected virtual T create() + { + return System.Activator.CreateInstance(); + } + } + + public class ListCache : ObjectCache> + { + public override void Dispose(List obj) + { + obj.Clear(); + base.Dispose(obj); + } + } +} diff --git a/Assets/SensorToolkit/Sensors/src/ObjectCache.cs.meta b/Assets/SensorToolkit/Sensors/src/ObjectCache.cs.meta new file mode 100644 index 0000000..6560ca9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ObjectCache.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1bcb2aff91e2407dac6e521e3f81a3a7 +timeCreated: 1497354526 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Observable.cs b/Assets/SensorToolkit/Sensors/src/Observable.cs new file mode 100644 index 0000000..53701a9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Observable.cs @@ -0,0 +1,128 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Micosmo.SensorToolkit { + + [Serializable] + public class ObservableGameObject : Observable { } + + [Serializable] + public class ObservableTransform : Observable { } + + [Serializable] + public class ObservableVector3 : Observable { } + + [Serializable] + public class ObservableBool : Observable { } + + [Serializable] + public class ObservableInt : Observable { } + + [Serializable] + public class ObservableFloat : Observable { } + + public interface IObservable : IObservable { + event Action OnChangedValues; + T Value { get; } + } + + [Serializable] + public class Observable : Observable, IObservable, IEquatable> { + + [SerializeField] + T value; + + // When the observables value is changed in the inspector or due to an UNDO operation we can compare + // it to this variable to see if an event should be fired. + T prevValue; + bool prevValueInitialized = false; + + /// + /// Fires when the value is changed. + /// + public override event Action OnChanged; + /// + /// Fires when the value is changed, but also includes the previous value. The first parameter is the previous value, the second parameter is the new value. + /// + public event Action OnChangedValues; + + protected override string ValuePropName { get { return "value"; } } + + public Observable() { + } + + public Observable(T value) { + this.value = value; + } + + public T Value { + get { return value; } + set { + if (EqualityComparer.Default.Equals(value, this.value)) { + return; + } + + prevValue = value; + prevValueInitialized = true; + var storePrev = this.value; + this.value = value; + if (OnChanged != null) { + OnChanged(); + } + if (OnChangedValues != null) { + OnChangedValues(storePrev, value); + } + } + } + + public void SetValue(T value) { + Value = value; + } + + public static explicit operator T(Observable observable) { + return observable.value; + } + + public override string ToString() { + return value.ToString(); + } + + public bool Equals(Observable other) { + if (other == null) { + return false; + } + return other.value.Equals(value); + } + + public override bool Equals(object other) { + return other != null + && other is Observable + && ((Observable)other).value.Equals(value); + } + + public override int GetHashCode() { + return value.GetHashCode(); + } + + protected override void OnBeginGui() { + prevValue = value; + prevValueInitialized = true; + } + + public override void OnValidate() { + if (prevValueInitialized) { + var nextValue = value; + value = prevValue; + Value = nextValue; + } else { + prevValue = value; + prevValueInitialized = true; + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Observable.cs.meta b/Assets/SensorToolkit/Sensors/src/Observable.cs.meta new file mode 100644 index 0000000..8286e78 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Observable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8e5d8a117b624de28494c9255d56c248 +timeCreated: 1600735146 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/ObservableBase.cs b/Assets/SensorToolkit/Sensors/src/ObservableBase.cs new file mode 100644 index 0000000..c5bc5ba --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ObservableBase.cs @@ -0,0 +1,138 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +#if UNITY_EDITOR +using UnityEditor; +using System.Linq; +using System.Reflection; +#if ODIN_INSPECTOR +using Sirenix.OdinInspector.Editor; +#endif +#endif + +namespace Micosmo.SensorToolkit { + + public interface IObservable { + event Action OnChanged; + } + + // Base class implemented by all Observable types. + public abstract class Observable : IObservable { + public abstract event Action OnChanged; + + // Can be called in a MonoBehaviours OnValidate section so events can fire after an UNDO operation + public abstract void OnValidate(); + + protected abstract string ValuePropName { get; } + + protected abstract void OnBeginGui(); + +#if UNITY_EDITOR + /* A Property Drawer for all subclasses of ObservableBase. It simply draws the underlying data type, such + * that the fact its an Observable is hidden in the inspector. + */ + [CustomPropertyDrawer(typeof(Observable), true)] + public class ObservableDrawer : PropertyDrawer { + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { + + var obs = fieldInfo.GetValue(GetParent(property)) as Observable; + + // Instruct the observable to prepare for its value to be changed in the inspector + obs.OnBeginGui(); + + var val = property.FindPropertyRelative(obs.ValuePropName); + + EditorGUI.BeginChangeCheck(); + + EditorGUI.PropertyField(position, val, label, true); + + if (EditorGUI.EndChangeCheck()) { + property.serializedObject.ApplyModifiedProperties(); + // Will cause the observable to fire any events caused by this change + obs.OnValidate(); + } + } + + /* The complexity here is to accurately calculate the height of the drawer when its nested inside classes or + * arrays in the serialized object. + */ + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { + var obs = fieldInfo.GetValue(GetParent(property)) as Observable; + SerializedProperty val = property.FindPropertyRelative(obs.ValuePropName); + return EditorGUI.GetPropertyHeight(val, label, true); + } + + public static object GetParent(SerializedProperty prop) { + var path = prop.propertyPath.Replace(".Array.data[", "["); + object obj = prop.serializedObject.targetObject; + var elements = path.Split('.'); + foreach (var element in elements.Take(elements.Length - 1)) { + if (element.Contains("[")) { + var elementName = element.Substring(0, element.IndexOf("[")); + var index = Convert.ToInt32(element.Substring(element.IndexOf("[")).Replace("[", "").Replace("]", "")); + obj = GetValue(obj, elementName, index); + } else { + obj = GetValue(obj, element); + } + } + return obj; + } + + static object GetValue(object source, string name) { + if (source == null) + return null; + var type = source.GetType(); + var f = type.GetField(name, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance); + if (f == null) { + var p = type.GetProperty(name, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase); + if (p == null) + return null; + return p.GetValue(source, null); + } + return f.GetValue(source); + } + + static object GetValue(object source, string name, int index) { + var enumerable = GetValue(source, name) as IEnumerable; + var enm = enumerable.GetEnumerator(); + while (index-- >= 0) + enm.MoveNext(); + return enm.Current; + } + } + +#if ODIN_INSPECTOR + /* An alternative implementation for Odin Inspector. The Unity drawer above has some + * issues when using Odin. + */ + public class ObservableOdinDrawer : OdinValueDrawer where T : Observable { + + protected override void DrawPropertyLayout(GUIContent label) { + var obs = ValueEntry.SmartValue; + + obs.OnBeginGui(); + + var val = ValueEntry.Property.FindChild( + delegate (InspectorProperty obj) { return obj.Name == obs.ValuePropName; }, + false); + + EditorGUI.BeginChangeCheck(); + + if (val != null) { + val.Draw(label); + } else { + CallNextDrawer(label); + } + + if (EditorGUI.EndChangeCheck()) { + ValueEntry.Property.Tree.ApplyChanges(); + obs.OnValidate(); + } + } + } +#endif +#endif + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/ObservableBase.cs.meta b/Assets/SensorToolkit/Sensors/src/ObservableBase.cs.meta new file mode 100644 index 0000000..9fb1aee --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ObservableBase.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ba8c352e7b60497d9752a37016883c92 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/ObservableEffect.cs b/Assets/SensorToolkit/Sensors/src/ObservableEffect.cs new file mode 100644 index 0000000..83981e4 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ObservableEffect.cs @@ -0,0 +1,63 @@ +using System; +using System.Collections.Generic; + +namespace Micosmo.SensorToolkit { + + /** + * A convenient way to bind a single event handler to multiple observables at once. If any of the observables are + * changed then the action will be invoked. + */ + public class ObservableEffect : IObservable, IDisposable { + + public static ObservableEffect Create(params IObservable[] obs) => Create(null, obs, false); + public static ObservableEffect Create(Action action, params IObservable[] obs) => Create(action, obs, true); + public static ObservableEffect Create(Func action, params IObservable[] obs) => Create(action, obs, true); + public static ObservableEffect CreateNoFireImmediate(Action action, params IObservable[] obs) => Create(action, obs, false); + public static ObservableEffect CreateNoFireImmediate(Func action, params IObservable[] obs) => Create(action, obs, false); + public static ObservableEffect Create(Action action, IEnumerable obs, bool fireImmediate = true) { + return Create(() => { + action?.Invoke(); + return null; + }, obs, fireImmediate); + } + public static ObservableEffect Create(Func action, IEnumerable obs, bool fireImmediate = true) { + var instance = new ObservableEffect(action, obs); + if (fireImmediate) { + instance.cleanup = action?.Invoke(); + } + return instance; + } + + public event Action OnChanged; + + List observables = new List(); + Func action; + Action cleanup; + + ObservableEffect() { } + + ObservableEffect(Func action, IEnumerable dependencies) { + foreach (var o in dependencies) { + observables.Add(o); + o.OnChanged += FireEvent; + } + this.action = action; + } + + public void Dispose() { + cleanup?.Invoke(); + cleanup = null; + action = null; + foreach (var o in observables) { + o.OnChanged -= FireEvent; + } + } + + void FireEvent() { + cleanup?.Invoke(); + cleanup = action?.Invoke(); + OnChanged?.Invoke(); + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/ObservableEffect.cs.meta b/Assets/SensorToolkit/Sensors/src/ObservableEffect.cs.meta new file mode 100644 index 0000000..2d38416 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ObservableEffect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34bd50d471364b0bac9d29b7a2dbf211 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/ObservableList.cs b/Assets/SensorToolkit/Sensors/src/ObservableList.cs new file mode 100644 index 0000000..1e5aec3 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ObservableList.cs @@ -0,0 +1,183 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + [Serializable] + public class ObservableList : Observable, IList { + public event Action ItemAdded; + public event Action ItemRemoved; + public override event Action OnChanged; + + [SerializeField] + List m_list = new List(); + + List prevList = new List(); + bool prevListInitialized = false; + + List tempList = new List(); + + protected override string ValuePropName { get { return "m_list"; } } + + #region IList[T] implementation + public int IndexOf(T value) { + return m_list.IndexOf(value); + } + + public void Insert(int index, T value) { + m_list.Insert(index, value); + syncToPrevList(); + ItemAdded?.Invoke(value); + OnChanged?.Invoke(); + } + + public void RemoveAt(int index) { + var item = m_list[index]; + m_list.RemoveAt(index); + syncToPrevList(); + ItemRemoved?.Invoke(item); + OnChanged?.Invoke(); + } + + public T this[int index] { + get { + return m_list[index]; + } + set { + var prevItem = m_list[index]; + if (IsEqual(prevItem, value)) { + return; + } + m_list[index] = value; + syncToPrevList(); + ItemAdded?.Invoke(value); + ItemRemoved?.Invoke(prevItem); + OnChanged?.Invoke(); + } + } + #endregion + + #region IEnumerable implementation + + // Return List explicit Enumerator to avoid garbage allocated in foreach loops + public List.Enumerator GetEnumerator() { + return m_list.GetEnumerator(); + } + + IEnumerator IEnumerable.GetEnumerator() { + return GetEnumerator(); + } + + IEnumerator IEnumerable.GetEnumerator() { + return GetEnumerator(); + } + #endregion + + #region ICollection[T] implementation + public void Add(T item) { + m_list.Add(item); + syncToPrevList(); + ItemAdded?.Invoke(item); + OnChanged?.Invoke(); + } + + public void Clear() { + tempList.Clear(); + tempList.AddRange(m_list); + m_list.Clear(); + foreach (var item in tempList) { + ItemRemoved?.Invoke(item); + } + syncToPrevList(); + OnChanged?.Invoke(); + tempList.Clear(); + } + + public bool Contains(T item) { + return m_list.Contains(item); + } + + public void CopyTo(T[] array, int arrayIndex) { + m_list.CopyTo(array, arrayIndex); + } + + public bool Remove(T item) { + var isRemoved = m_list.Remove(item); + if (isRemoved) { + syncToPrevList(); + ItemRemoved?.Invoke(item); + OnChanged?.Invoke(); + } + return isRemoved; + } + + public int Count { + get { + return m_list.Count; + } + } + + public bool IsReadOnly { + get { + return false; + } + } + #endregion + + bool IsEqual(T v1, T v2) { + if (v1 is UnityEngine.Object || v2 is UnityEngine.Object) { + return ReferenceEquals(v1, v2); + } + return (v1 == null && v2 == null) || v1 != null && v1.Equals(v2); + } + + protected override void OnBeginGui() { + syncToPrevList(); + } + + public override void OnValidate() { + if (prevListInitialized) { + var nextList = m_list; + m_list = prevList; + prevList = tempList; + tempList = nextList; + + for (int i = 0; i < nextList.Count; i++) { + if (i < m_list.Count) { + this[i] = nextList[i]; + } else { + Add(nextList[i]); + } + } + for (int i = m_list.Count - 1; i >= nextList.Count; i--) { + RemoveAt(i); + } + } else { + syncToPrevList(); + } + } + + void syncToPrevList() { + // No need to do this stuff if not in the editor + if (!Application.isEditor) { + return; + } + + for (int i = 0; i < m_list.Count; i++) { + if (i < prevList.Count) { + prevList[i] = m_list[i]; + } else { + prevList.Add(m_list[i]); + } + } + for (int i = prevList.Count - 1; i >= m_list.Count; i--) { + prevList.RemoveAt(i); + } + + prevListInitialized = true; + } + } +} + + diff --git a/Assets/SensorToolkit/Sensors/src/ObservableList.cs.meta b/Assets/SensorToolkit/Sensors/src/ObservableList.cs.meta new file mode 100644 index 0000000..37e0b4c --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ObservableList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4c929aecb2de46bb89d2e4c1c51eb017 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/ObservableMemo.cs b/Assets/SensorToolkit/Sensors/src/ObservableMemo.cs new file mode 100644 index 0000000..f37e03a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ObservableMemo.cs @@ -0,0 +1,54 @@ +using System; +using System.Collections.Generic; + +namespace Micosmo.SensorToolkit { + + public static class ObservableMemo { + public static ObservableMemo Create(Func selector, params IObservable[] deps) => ObservableMemo.Create(selector, deps); + public static ObservableMemo Create(Func selector, IEnumerable deps) => ObservableMemo.Create(selector, deps); + } + + public class ObservableMemo : IObservable, IDisposable { + + public static ObservableMemo Create(Func selector, params IObservable[] deps) => Create(selector, deps); + public static ObservableMemo Create(Func selector, IEnumerable deps) => new ObservableMemo(selector, deps); + + public T Value { get; private set; } + + public event Action OnChangedValues; + public event Action OnChanged; + + List dependencies = new List(); + Func selector; + + ObservableMemo() { } + + ObservableMemo(Func selector, IEnumerable dependencies) { + foreach (var o in dependencies) { + this.dependencies.Add(o); + o.OnChanged += OnDependencyChange; + } + this.selector = selector; + Value = selector(); + } + + public void Dispose() { + selector = null; + Value = default; + foreach (var o in dependencies) { + o.OnChanged -= OnDependencyChange; + } + } + + void OnDependencyChange() { + var nextVal = selector(); + if (EqualityComparer.Default.Equals(nextVal, Value)) { + return; + } + var prevVal = Value; + Value = nextVal; + OnChangedValues?.Invoke(prevVal, nextVal); + OnChanged?.Invoke(); + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/ObservableMemo.cs.meta b/Assets/SensorToolkit/Sensors/src/ObservableMemo.cs.meta new file mode 100644 index 0000000..9444239 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ObservableMemo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e950df9f615618d4289579ac15b1a044 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Profiler.cs b/Assets/SensorToolkit/Sensors/src/Profiler.cs new file mode 100644 index 0000000..81a3634 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Profiler.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Profiling; + +namespace Micosmo.SensorToolkit.Profiling { + public class Profiler { + + static Dictionary markerMap = new Dictionary(); + + public static void Begin(string name) => Get(name).Begin(); + public static void End(string name) => Get(name).End(); + + static string prevChainName; + static bool isChaining; + public static void Chain(string name) { + EndChain(); + Begin(name); + prevChainName = name; + isChaining = true; + } + public static void EndChain() { + if (isChaining) { + End(prevChainName); + isChaining = false; + } + } + + static ProfilerMarker Get(string name) { + ProfilerMarker m; + if (!markerMap.TryGetValue(name, out m)) { + m = new ProfilerMarker(name); + markerMap[name] = m; + } + return m; + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Profiler.cs.meta b/Assets/SensorToolkit/Sensors/src/Profiler.cs.meta new file mode 100644 index 0000000..1ba8624 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Profiler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5403aefed956be84e8a2f4e27aa2306c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/ProjectiveSphere.cs b/Assets/SensorToolkit/Sensors/src/ProjectiveSphere.cs new file mode 100644 index 0000000..2077b51 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ProjectiveSphere.cs @@ -0,0 +1,52 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.CompilerServices; + +namespace Micosmo.SensorToolkit.Experimental { + public class ProjectiveSphere { + + static Vector3 projPole = Vector3.back; + static Vector3 planeNormal = Vector3.back; + + public static Point Project(Vector3 point) { + var spherePoint = point.normalized; + var projDir = spherePoint - projPole; + var dot = Vector3.Dot(projDir, -planeNormal); + if (dot == 0f) { + return Point.Infinity; + } + var onPlane = projPole + (2 * projDir) / dot; + return new Point(onPlane); + } + + public static Vector3 Unproject(Point point) { + if (point.IsInfinity) { + return projPole; + } + var x = point.Coords.x; + var y = point.Coords.y; + return new Vector3( + (4*x)/(4+x*x+y*y), + (4*y)/(4+x*x+y*y), + -1+(8)/(4+x*x+y*y)); + } + + public struct Point { + public Vector2 Coords; + public bool IsInfinity => float.IsInfinity(Coords.x) || float.IsInfinity(Coords.y); + public Point(Vector2 coords) { + Coords = coords; + } + public static Point Infinity => new Point { Coords = Vector2.positiveInfinity }; + public Vector3 Unproject => Unproject(this); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Point(Vector3 v) => new Point(v); + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static implicit operator Vector3(Point v) => new Vector3(v.Coords.x, v.Coords.y, 1f); + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/ProjectiveSphere.cs.meta b/Assets/SensorToolkit/Sensors/src/ProjectiveSphere.cs.meta new file mode 100644 index 0000000..ea71919 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/ProjectiveSphere.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6b4bcf4c4b1f93b46b89ebb9cc44a343 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/PulseJob.cs b/Assets/SensorToolkit/Sensors/src/PulseJob.cs new file mode 100644 index 0000000..159a25d --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/PulseJob.cs @@ -0,0 +1,160 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Jobs; + +namespace Micosmo.SensorToolkit { + + public struct PulseJob { + + public delegate JobHandle Step(bool isRun); + public delegate bool CancelHandler(int stepIndex); + + public Step[] Steps; + public CancelHandler OnCancel; + public bool IsCreated => Steps != null; + public PulseJob(Step[] steps, CancelHandler onCancel = null) { + Steps = steps; + OnCancel = onCancel; + } + public PulseHandle Schedule(PulseHandle dependsOn = default) => PulseHandle.Scheduler.Schedule(this, dependsOn); + public void Run() => PulseHandle.Scheduler.Run(this); + } + + + public struct PulseHandle { + int executionId; + + public bool IsRunning => Scheduler.IsRunning(this); + public bool IsCompleted => Scheduler.IsCompleted(this); + public void Tick() => Scheduler.Tick(this); + public void Complete() => Scheduler.Complete(this); + public bool TryCancel() => Scheduler.TryCancel(this); + + internal static class Scheduler { + + static int currExecId; + static Dictionary executions = new Dictionary(); + + public static PulseHandle Schedule(PulseJob job, PulseHandle dependsOn = default) { + do { + currExecId += 1; + } while (currExecId == 0 || executions.ContainsKey(currExecId)); + executions[currExecId] = new Execution(job, dependsOn); + return new PulseHandle { + executionId = currExecId + }; + } + + public static void Run(PulseJob job) { + var execution = new Execution(job, default); + execution.Complete(); + } + + public static bool IsRunning(PulseHandle handle) { + if (executions.TryGetValue(handle.executionId, out var execution)) { + return execution.IsRunning; + } + return false; + } + + public static bool IsCompleted(PulseHandle handle) { + if (executions.TryGetValue(handle.executionId, out var execution)) { + return execution.IsCompleted; + } + return true; + } + + public static void Tick(PulseHandle handle) { + if (executions.TryGetValue(handle.executionId, out var execution)) { + execution.Tick(); + if (execution.IsCompleted) { + executions.Remove(handle.executionId); + } else { + executions[handle.executionId] = execution; + } + } + } + + public static void Complete(PulseHandle handle) { + if (executions.TryGetValue(handle.executionId, out var execution)) { + execution.Complete(); + executions.Remove(handle.executionId); + } + } + + public static bool TryCancel(PulseHandle handle) { + if (executions.TryGetValue(handle.executionId, out var execution)) { + if (execution.TryCancel()) { + executions.Remove(handle.executionId); + return true; + } + return false; + } + return true; + } + + struct Execution { + public delegate JobHandle Step(bool isRun); + + PulseJob job; + int nextStep; + JobHandle currHandle; + PulseHandle dependsOn; + public bool IsCompleted { get; private set; } + + public Execution(PulseJob job, PulseHandle dependsOn) { + this.job = job; + nextStep = 0; + currHandle = default; + this.dependsOn = dependsOn; + IsCompleted = false; + } + public bool IsRunning => nextStep > 0 && !IsCompleted; + public void Tick() { + dependsOn.Tick(); + if (!dependsOn.IsCompleted) { + return; + } + if (IsCompleted) { + return; + } + while (currHandle.IsCompleted && !IsCompleted) { + ScheduleNext(false); + } + } + public void Complete() { + dependsOn.Complete(); + while (!IsCompleted) { + ScheduleNext(true); + } + } + public bool TryCancel() { + if (!IsRunning) { + return true; + } + if (IsCompleted) { + return true; + } + if (job.OnCancel != null) { + return job.OnCancel(nextStep); + } + return false; + } + void ScheduleNext(bool isRun) { + if (!dependsOn.IsCompleted || IsCompleted) { + return; + } + currHandle.Complete(); + if (nextStep >= (job.Steps?.Length ?? 0)) { + IsCompleted = true; + return; + } + currHandle = job.Steps[nextStep](isRun); + nextStep += 1; + } + } + + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/PulseJob.cs.meta b/Assets/SensorToolkit/Sensors/src/PulseJob.cs.meta new file mode 100644 index 0000000..6d0f66c --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/PulseJob.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5d30de92db9504d4fad810da7e866ec0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/PulseRoutine.cs b/Assets/SensorToolkit/Sensors/src/PulseRoutine.cs new file mode 100644 index 0000000..ac01a28 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/PulseRoutine.cs @@ -0,0 +1,165 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public interface IPulseRoutine { + PulseRoutine.Modes PulseMode { get; set; } + float PulseInterval { get; set; } + } + + [Serializable] + public class PulseRoutine { + public enum Modes { Manual, FixedInterval, EachFrame } + public enum UpdateFunctions { Update, FixedUpdate } + + [Serializable] + public class ObservableMode : Observable { } + + public ObservableMode Mode = new ObservableMode() { Value = Modes.EachFrame }; + + public UpdateFunctions UpdateFunction = UpdateFunctions.Update; + + public ObservableFloat Interval = new ObservableFloat() { Value = 1f }; + + public float dt { + get { + if (Mode.Value == Modes.EachFrame) { + return Time.deltaTime; + } else if (Mode.Value == Modes.FixedInterval) { + return Interval.Value; + } + return 0; + } + } + + BasePulsableSensor pulsable; + Func startEachFrame; + Func startFixedInterval; + float steppedPulseDelay; + float prevPulseTime; + Coroutine pulseRoutine; + PulseHandle pulseHandle; + + public void Awake(BasePulsableSensor pulsable, Func startEachFrame, Func startFixedInterval) { + this.pulsable = pulsable; + this.startEachFrame = startEachFrame; + this.startFixedInterval = startFixedInterval; + pulsable.OnPulsed += OnPulsedHandler; + + if (Mode == null) { + Mode = new ObservableMode(); + } + + if (Interval == null) { + Interval = new ObservableFloat(); + } + + steppedPulseDelay = UnityEngine.Random.Range(0f, 1f); + } + + public void OnEnable() { + Mode.OnChanged += PulseModeChangedHandler; + Interval.OnChanged += PulseModeChangedHandler; + + PulseModeChangedHandler(); + } + + public void OnDisable() { + Mode.OnChanged -= PulseModeChangedHandler; + Interval.OnChanged -= PulseModeChangedHandler; + } + + public void OnValidate() { + Mode?.OnValidate(); + Interval?.OnValidate(); + } + + void PulseModeChangedHandler() { + if (!Application.isPlaying) { + return; + } + RunPulseMode(Mode.Value, Interval.Value); + } + + void RunPulseMode(Modes mode, float interval = 0) { + if (pulseRoutine != null) { + pulseHandle.Complete(); + pulsable.StopCoroutine(pulseRoutine); + pulseRoutine = null; + } + if (mode == Modes.EachFrame) { + pulseRoutine = startEachFrame(PulseEachFrameRoutine()); + } else if (mode == Modes.FixedInterval) { + pulseRoutine = startFixedInterval(PulseFixedIntervalRoutine(interval)); + } + } + + WaitForFixedUpdate waitForFixedUpdate = new WaitForFixedUpdate(); + IEnumerator PulseFixedIntervalRoutine(float interval) { + var longWait = new WaitForSeconds(interval * 0.8f); + var midWait = new WaitForSeconds(interval * 0.4f); + var shortWait = new WaitForSeconds(interval * 0.2f); + var tinyWait = new WaitForSeconds(interval * 0.1f); + + // If we change pulse interval and restart this routine it's possible it will pulse immediately. In case a user + // has changed the interval in response to a detection event we wait a frame. Otherwise we may get enumerable + // has changed errors. + // The implication is that if the interval is changed every frame then the sensor will not get a chance to pulse. + yield return null; + + while (true) { + var targetPulseTime = (Mathf.Floor(prevPulseTime / interval) + 1) * interval + (steppedPulseDelay * interval); + var deltaTime = Time.time - targetPulseTime; + if (deltaTime > 0) { + pulseHandle = pulsable.SchedulePulse(); + int frames = 0; + while (!pulseHandle.IsCompleted) { + yield return null; + frames++; + if (frames > 2) { + pulseHandle.Complete(); + } else { + pulseHandle.Tick(); + } + } + // If pulse is finished imediately then we may have an infinite loop. + // Wait a frame here so this can't happen. + yield return null; + continue; + } + var xBehind = Mathf.Abs(deltaTime) / interval; + if (xBehind > 0.8f) { + yield return longWait; + } else if (xBehind > 0.4f) { + yield return midWait; + } else if (xBehind > 0.2f) { + yield return shortWait; + } else if (xBehind > 0.1f) { + yield return tinyWait; + } else { + yield return null; + } + } + + } + + IEnumerator PulseEachFrameRoutine() { + while (true) { + yield return null; + pulseHandle.Complete(); + if (UpdateFunction == UpdateFunctions.FixedUpdate) { + yield return waitForFixedUpdate; + } + pulseHandle = pulsable.SchedulePulse(); + } + } + + void OnPulsedHandler() { + prevPulseTime = Time.time; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/PulseRoutine.cs.meta b/Assets/SensorToolkit/Sensors/src/PulseRoutine.cs.meta new file mode 100644 index 0000000..ef5c8e7 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/PulseRoutine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 616593f13116459c8a53c50deea2c6db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/RadialInterpolation.cs b/Assets/SensorToolkit/Sensors/src/RadialInterpolation.cs new file mode 100644 index 0000000..f90c895 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/RadialInterpolation.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Serialization; + +namespace Micosmo.SensorToolkit { + + [System.Serializable] + public struct RadialInterpolation { + [Min(0), FormerlySerializedAs("EndRadius")] + [Tooltip("The distance at which the interpolation will be 1.")] + public float InnerRadius; + + [Min(0), FormerlySerializedAs("StartRadius")] + [Tooltip("The distance at which the interpolation will be 0.")] + public float OuterRadius; + + [Range(0.01f, 10f)] + [Tooltip("A value of 1 is linear interpolation. Larger values push the midpoint towards the outer radius. Smaller values push the midpoint towards the inner radius.")] + public float Power; + + public RadialInterpolation(float innerRadius, float outerRadius, float power = 1f) { + OuterRadius = outerRadius; + InnerRadius = innerRadius; + Power = power; + } + + public float Calculate(float r) { + var t = Mathf.InverseLerp(OuterRadius, InnerRadius, r); + if (Power != 1f) { + t = Mathf.Pow(t, 1f / Power); + } + return t; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/RadialInterpolation.cs.meta b/Assets/SensorToolkit/Sensors/src/RadialInterpolation.cs.meta new file mode 100644 index 0000000..1fafa52 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/RadialInterpolation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7e4704e89887e65459e57f224a05d6af +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/RenderFOVCollider.cs b/Assets/SensorToolkit/Sensors/src/RenderFOVCollider.cs new file mode 100644 index 0000000..97c33d7 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/RenderFOVCollider.cs @@ -0,0 +1,31 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit +{ + /* + * Add this component to a gameobject which has a FOVCollider and it will add a mesh renderer and assign the fovs mesh to it. + * From here you may add your own material to the mesh renderer. + */ + [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer), typeof(FOVCollider))] + [ExecuteInEditMode] + public class RenderFOVCollider : MonoBehaviour + { + MeshFilter mf; + FOVCollider fov; + + void Awake() + { + mf = GetComponent(); + fov = GetComponent(); + } + + void Update() + { + if (mf.sharedMesh != fov.FOVMesh) + { + mf.sharedMesh = fov.FOVMesh; + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/RenderFOVCollider.cs.meta b/Assets/SensorToolkit/Sensors/src/RenderFOVCollider.cs.meta new file mode 100644 index 0000000..14abc88 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/RenderFOVCollider.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 927fefecf51c4bc891a68a90e3466a5c +timeCreated: 1509253173 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/RenderFOVCollider2D.cs b/Assets/SensorToolkit/Sensors/src/RenderFOVCollider2D.cs new file mode 100644 index 0000000..0d2ba0a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/RenderFOVCollider2D.cs @@ -0,0 +1,31 @@ +using UnityEngine; +using System.Collections; + +namespace Micosmo.SensorToolkit +{ + /* + * Add this component to a gameobject which has a FOVCollider2D and it will add a mesh renderer and assign the fovs mesh to it. + * From here you may add your own material to the mesh renderer. + */ + [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer), typeof(FOVCollider2D))] + [ExecuteInEditMode] + public class RenderFOVCollider2D : MonoBehaviour + { + MeshFilter mf; + FOVCollider2D fov; + + void Awake() + { + mf = GetComponent(); + fov = GetComponent(); + } + + void Update() + { + if (mf.sharedMesh != fov.FOVMesh) + { + mf.sharedMesh = fov.FOVMesh; + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/RenderFOVCollider2D.cs.meta b/Assets/SensorToolkit/Sensors/src/RenderFOVCollider2D.cs.meta new file mode 100644 index 0000000..ad72e4f --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/RenderFOVCollider2D.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f28eccc2ba3345c19549aafdf54a1f04 +timeCreated: 1509751624 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/STPrefs.cs b/Assets/SensorToolkit/Sensors/src/STPrefs.cs new file mode 100644 index 0000000..8dd3a25 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/STPrefs.cs @@ -0,0 +1,101 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Micosmo.SensorToolkit { + public class STPrefs : ScriptableObject { + + public static Color defaultCyan = new Color(51 / 255f, 1f, 1f); + static Color[] defaultVisibilityGradientColours = new Color[] { + new Color(.2f, 1f, 1f), + new Color(.21f, 1f, .74f), + new Color(.21f, 1f, .47f), + new Color(.22f, 1f, .22f), + new Color(.48f, 1f, .23f), + new Color(.75f, 1f, .23f), + new Color(1f, 1f, .24f), + new Color(1f, .75f, .25f), + new Color(1f, .5f, .25f), + new Color(1f, .26f, .26f) + }; + + public static bool ShowUserComments => Instance?.showUserComments ?? false; + public static Color RedEditorTextColour => Instance?.redEditorTextColour ?? new Color(1f, .2f, .2f); + public static Color ActiveSensorEditorColour => Instance?.activeSensorEditorColour ?? new Color(51 / 255f, 1f, 1f, .4f); + public static Color SignalBoundsColour => Instance?.signalBoundsColour ?? defaultCyan; + public static bool ShowEyeIconInSignal => Instance?.showEyeIconInSignal ?? true; + public static Color RangeColour => Instance?.rangeColour ?? defaultCyan; + public static Color CastingRayColour => Instance?.castingRayColour ?? defaultCyan; + public static Color CastingBlockedRayColour => Instance?.castingBlockedRayColour ?? Color.red; + public static Color CastingShapeColour => Instance?.castingShapeColour ?? Color.green; + public static Color RayHitNormalColour => Instance?.rayHitNormalColour ?? Color.yellow; + public static Color LOSFovColour => Instance?.losFovColour ?? Color.yellow; + public static Color[] RayVisibilityGradient => Instance?.rayVisibilityGradient ?? defaultVisibilityGradientColours; + public static Color LOSRayBlockedColour => Instance?.losRayBlockedColour ?? Color.red; + public static Color SteeringVectorColour => Instance?.steeringVectorColour ?? Color.cyan; + public static Color InterestColour => Instance?.interestColour ?? Color.yellow; + public static Color DangerColour => Instance?.dangerColour ?? Color.red; + public static Color LowSpeedColour => Instance?.lowSpeedColour ?? Color.blue; + public static Color CollisionSpeedColour => Instance?.collisionSpeedColour ?? new Color(69f / 255, 6f / 255, 46f / 255); + public static Color HighSpeedColour => Instance?.highSpeedColour ?? new Color(0.8f, 1f, 1f); + public static Color DecisionColour => Instance?.decisionColour ?? Color.green; + + [Header("Sensor Editors")] + [SerializeField] bool showUserComments = false; + [SerializeField] Color redEditorTextColour = new Color(1f, .2f, .2f); + [SerializeField] Color activeSensorEditorColour = new Color(51 / 255f, 1f, 1f, .4f); + + [Header("Detected Signal Widgets")] + [SerializeField] Color signalBoundsColour = defaultCyan; + [SerializeField] bool showEyeIconInSignal = true; + + [Header("Range Sensor Widgets")] + [SerializeField] Color rangeColour = defaultCyan; + + [Header("Casting Sensor Widgets")] + [SerializeField] Color castingRayColour = defaultCyan; + [SerializeField] Color castingBlockedRayColour = Color.red; + [SerializeField] Color castingShapeColour = Color.green; + [SerializeField] Color rayHitNormalColour = Color.yellow; + + [Header("LOS Sensor Widgets")] + [SerializeField] Color losFovColour = Color.yellow; + [SerializeField] Color[] rayVisibilityGradient = defaultVisibilityGradientColours; + [SerializeField] Color losRayBlockedColour = Color.red; + + [Header("Steering Sensor Widgets")] + [SerializeField] Color steeringVectorColour = Color.cyan; + [SerializeField] Color dangerColour = Color.red; + [SerializeField] Color interestColour = Color.yellow; + [SerializeField] Color lowSpeedColour = Color.blue; + [SerializeField] Color collisionSpeedColour = new Color(69f / 255, 6f / 255, 46f / 255); + [SerializeField] Color highSpeedColour = new Color(0.8f, 1f, 1f); + [SerializeField] Color decisionColour = Color.green; + + static STPrefs instance; + static STPrefs Instance { + get { +#if UNITY_EDITOR + if (instance == null) { + string[] guids = AssetDatabase.FindAssets("t:STPrefs"); + if (guids.Length > 1) { + for (var i = 1; i < guids.Length; i++) { + Debug.LogError("Duplicate SensorToolkit preferences: " + guids[i]); + } + } + if (guids.Length > 0) { + var path = AssetDatabase.GUIDToAssetPath(guids[0]); + instance = AssetDatabase.LoadAssetAtPath(path); + } + } + return instance; +#else + return null; +#endif + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/STPrefs.cs.meta b/Assets/SensorToolkit/Sensors/src/STPrefs.cs.meta new file mode 100644 index 0000000..7a369ca --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/STPrefs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3b5343b85a3f194e8310e05e8ce893c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/STUtils.cs b/Assets/SensorToolkit/Sensors/src/STUtils.cs new file mode 100644 index 0000000..8cff7f4 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/STUtils.cs @@ -0,0 +1,48 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +namespace Micosmo.SensorToolkit { + + public class STUtils { + + public static List GetColliders(Rigidbody ofRB, List storage) { + storage.Clear(); + return GetCollidersRecursive(ofRB, ofRB.transform, storage); + } + + static List results = new List(); + static List GetCollidersRecursive(Rigidbody ofRB, Transform node, List storage) { + results.Clear(); + + if (!(node.TryGetComponent(out var rb) && ReferenceEquals(rb, ofRB))) { + return storage; + } + + node.GetComponents(results); + storage.AddRange(results); + + var childCount = node.childCount; + for (int i = 0; i < childCount; i++) { + var child = node.GetChild(i); + GetCollidersRecursive(ofRB, child, storage); + } + + return storage; + } + + public static Bounds GetBoundsOfColliders(List colliders) { + Bounds bounds = new Bounds(); + bool isFirst = true; + foreach (var collider in colliders) { + if (isFirst) { + bounds = collider.bounds; + isFirst = false; + } else { + bounds.Encapsulate(collider.bounds); + } + } + return bounds; + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/STUtils.cs.meta b/Assets/SensorToolkit/Sensors/src/STUtils.cs.meta new file mode 100644 index 0000000..0072eb6 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/STUtils.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6893729223614c3f848175180c5b4c7d +timeCreated: 1600672842 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Sensor.cs b/Assets/SensorToolkit/Sensors/src/Sensor.cs new file mode 100644 index 0000000..d94cd02 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Sensor.cs @@ -0,0 +1,544 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +namespace Micosmo.SensorToolkit { + /* + * Sensors can run in two detection modes + * - Colliders: The sensor detects the GameObject attached to any collider it intersects. + * - RigidBodies: The sensor detects the GameObject owning the attached RigidBody of any collider it intersects. + * - Either: The sensor detects the RigidBody if there is one, otherwise it will detect the collider. + */ + public enum DetectionModes { Colliders, RigidBodies, Either } + + #region Concrete Generic Classes + [Serializable] + public class ObservableSensor : Observable { } + + [Serializable] + public class ObservableSensorList : ObservableList { } + + [Serializable] + public class SensorEventHandler : UnityEvent { } + + [Serializable] + public class SensorDetectionEventHandler : UnityEvent { } + #endregion + + /* + * Base class implemented by all sensor types with common functions for querying and filtering + * the sensors list of detected objects. + */ + public abstract class Sensor : BasePulsableSensor { + + // Enumerator over all detected GameObjects. Can be used in foreach without GC allocated + public SignalPipeline.TargetsEnumerable Detections => signalPipeline.OutputTargets; + // Enumerator over all detected Signals. Can be used in foreach without GC allocated + public SignalPipeline.OutputsEnumerable Signals => signalPipeline.Outputs; + + /** + * A list of SignalProcessors will transform the detected Signals into their final representation. + * Currently it's used to filter signals by tag or to reduce signals to their common rigid bodies. + * It's possible to insert custom processors and really customise the sensor behaviour, although + * this is more of an advanced feature. I'll be fleshing it out later. + */ + public List SignalProcessors => signalProcessors; + [SerializeField] List signalProcessors = new List(); + + #region Events + // Event is invoked for each detected object + public SensorDetectionEventHandler OnDetected; + + // Event is invoked for each object that has lost detection + public SensorDetectionEventHandler OnLostDetection; + + // Event is invoked if an object is detected and previously there were no detections + public UnityEvent OnSomeDetection; + + // Event is invoked when the sensor has lost all detections + public UnityEvent OnNoDetection; + + // Delegate events can be subscribed to instead of the UnityEvents above. + public event Action OnSignalAdded; + public event Action OnSignalChanged; + public event Action OnSignalLost; + #endregion + + #region Public Methods + List clearList = new List(); + public override void Clear() { + signalPipeline.UpdateAllInputs(clearList); + } + + // Returns the Signal associated with a given GameObject. It is unsafe to call on undetected objects. + public Signal GetSignal(GameObject go) => signalPipeline.GetOutput(go); + // Safely retrieve the Signal for a given GameObject. Returns true or false whether the object is + // detected or not. + public bool TryGetSignal(GameObject go, out Signal signal) => signalPipeline.TryGetOutput(go, out signal); + + // Returns true when the GameObject is currently detected by the sensor, false otherwise. + public bool IsDetected(GameObject go) => signalPipeline.ContainsOutput(go); + + List golist = new List(); + // Returns a list of Colliders that were detected on the GameObject. + public List GetDetectedColliders(GameObject forObject, List storeIn) { + golist.Clear(); + var inputObjects = signalPipeline.GetInputObjects(forObject, golist); + if (inputObjects.Count == 0) { + // There are no mapped input-signals, so assume this is the input-signal + return GetInputColliders(forObject, storeIn); + } + foreach (var inputGo in inputObjects) { + GetInputColliders(inputGo, storeIn); + } + return storeIn; + } + // Returns a list of Collider2Ds that were detected on the GameObject. + public List GetDetectedColliders(GameObject forObject, List storeIn) { + golist.Clear(); + var inputObjects = signalPipeline.GetInputObjects(forObject, golist); + if (inputObjects.Count == 0) { + // There are no mapped input-signals, so assume this is the input-signal + return GetInputColliders(forObject, storeIn); + } + foreach (var inputGo in inputObjects) { + GetInputColliders(inputGo, storeIn); + } + return storeIn; + } + + /** + * There are many query functions for reading what signals the sensor detects, but they all follow some common forms: + * Get[...] -- Returns a list of detected [...] + * Get[...] -- Same as above except the list is sorted by distance to the sensor + * Get[...]ByDistanceToPoint -- Same as above except the list is sorted by distance to some point + * GetNearest[...] -- Returns only the nearest [...] to the sensor. + * GetNearest[...]ToPoint -- returns on the nearest [...] to some point. + * + * The [...] wil be one of 'Signals', 'Detections', 'DetectedComponents'. Where this specifies what is to be returned. + * The 'DetectedComponent' functions are useful as it will filter out signals missing the component and return references + * to that component. + * + * There are also optional parameters for 'tag' or predicate function to further refine the results returned. + * + * For functions that return a List you may optionally provide your own List instance. If you omit this the Sensor will + * reuse a single instance of List for each function calls. This makes it very easy to call a function and enumerate over + * the results without worrying about GC. But it does mean each function call will override the results of the previous call. + * If you need to persist the results of the query then you will need to provide your own list to store the results in. + */ + public List GetSignals(List storeIn = null) { + storeIn = storeIn ?? signalWorkList; + storeIn.Clear(); + foreach (var signal in Signals) { + storeIn.Add(signal); + } + return storeIn; + } + public List GetSignals(string withTag, List storeIn = null) { + storeIn = storeIn ?? signalWorkList; + storeIn.Clear(); + foreach (var signal in Signals) { + if (signal.Object.CompareTag(withTag)) { + storeIn.Add(signal); + } + } + return storeIn; + } + public List GetSignals(Predicate predicate, List storeIn = null) { + storeIn = storeIn ?? signalWorkList; + storeIn.Clear(); + foreach (var signal in Signals) { + if (predicate(signal)) { + storeIn.Add(signal); + } + } + return storeIn; + } + public List GetDetections(List storeIn = null) => SignalsToObjects(GetSignals(), storeIn ?? objectWorkList); + public List GetDetections(string withTag, List storeIn = null) => SignalsToObjects(GetSignals(withTag), storeIn ?? objectWorkList); + public List GetDetections(Predicate predicate, List storeIn = null) => SignalsToObjects(GetSignals(predicate), storeIn ?? objectWorkList); + // We can't pre-allocate a List for all T, so if null is given for storeIn then create a new List. The storeIn parameter is not defaulted to null + // in this case, to hint at this behaviour being different. + public List GetDetectedComponents(List storeIn) where T : Component => SignalsToComponents(GetSignals(), storeIn ?? new List()); + public List GetDetectedComponents(string withTag, List storeIn) where T : Component => SignalsToComponents(GetSignals(withTag), storeIn ?? new List()); + public List GetDetectedComponents(Type t, List storeIn = null) => SignalsToComponents(GetSignals(), t, storeIn ?? componentWorkList); + public List GetDetectedComponents(Type t, string withTag, List storeIn = null) => SignalsToComponents(GetSignals(withTag), t, storeIn ?? componentWorkList); + public List GetSignalsByDistance(List storeIn = null) => OrderedByDistance(GetSignals(storeIn)); + public List GetSignalsByDistance(string withTag, List storeIn = null) => OrderedByDistance(GetSignals(withTag, storeIn)); + public List GetSignalsByDistance(Predicate predicate, List storeIn = null) => OrderedByDistance(GetSignals(predicate, storeIn)); + public List GetSignalsBySignalStrength(List storeIn = null) => OrderedBySignalStrength(GetSignals(storeIn)); + public List GetSignalsBySignalStrength(string withTag, List storeIn = null) => OrderedBySignalStrength(GetSignals(withTag, storeIn)); + public List GetSignalsBySignalStrength(Predicate predicate, List storeIn = null) => OrderedBySignalStrength(GetSignals(predicate, storeIn)); + public List GetDetectionsByDistance(List storeIn = null) => SignalsToObjects(GetSignalsByDistance(), storeIn ?? objectWorkList); + public List GetDetectionsByDistance(string withTag, List storeIn = null) => SignalsToObjects(GetSignalsByDistance(withTag), storeIn ?? objectWorkList); + public List GetDetectionsByDistance(Predicate predicate, List storeIn = null) => SignalsToObjects(GetSignalsByDistance(predicate), storeIn ?? objectWorkList); + public List GetDetectionsBySignalStrength(List storeIn = null) => SignalsToObjects(GetSignalsBySignalStrength(), storeIn ?? objectWorkList); + public List GetDetectionsBySignalStrength(string withTag, List storeIn = null) => SignalsToObjects(GetSignalsBySignalStrength(withTag), storeIn ?? objectWorkList); + public List GetDetectionsBySignalStrength(Predicate predicate, List storeIn = null) => SignalsToObjects(GetSignalsBySignalStrength(predicate), storeIn ?? objectWorkList); + public List GetDetectedComponentsByDistance(List storeIn) where T : Component => SignalsToComponents(GetSignalsByDistance(), storeIn ?? new List()); + public List GetDetectedComponentsByDistance(string withTag, List storeIn) where T : Component => SignalsToComponents(GetSignalsByDistance(withTag), storeIn ?? new List()); + public List GetDetectedComponentsByDistance(Type t, List storeIn = null) => SignalsToComponents(GetSignalsByDistance(), t, storeIn ?? componentWorkList); + public List GetDetectedComponentsByDistance(Type t, string withTag, List storeIn = null) => SignalsToComponents(GetSignalsByDistance(withTag), t, storeIn ?? componentWorkList); + public List GetDetectedComponentsBySignalStrength(List storeIn) where T : Component => SignalsToComponents(GetSignalsBySignalStrength(), storeIn ?? new List()); + public List GetDetectedComponentsBySignalStrength(string withTag, List storeIn) where T : Component => SignalsToComponents(GetSignalsBySignalStrength(withTag), storeIn ?? new List()); + public List GetDetectedComponentsBySignalStrength(Type t, List storeIn = null) => SignalsToComponents(GetSignalsBySignalStrength(), t, storeIn ?? componentWorkList); + public List GetDetectedComponentsBySignalStrength(Type t, string withTag, List storeIn = null) => SignalsToComponents(GetSignalsBySignalStrength(withTag), t, storeIn ?? componentWorkList); + public List GetSignalsByDistanceToPoint(Vector3 point, List storeIn = null) => OrderedByDistanceToPoint(GetSignals(storeIn), point); + public List GetSignalsByDistanceToPoint(Vector3 point, string withTag, List storeIn = null) => OrderedByDistanceToPoint(GetSignals(withTag, storeIn), point); + public List GetSignalsByDistanceToPoint(Vector3 point, Predicate predicate, List storeIn = null) => OrderedByDistanceToPoint(GetSignals(predicate, storeIn), point); + public List GetDetectionsByDistanceToPoint(Vector3 point, List storeIn = null) => SignalsToObjects(GetSignalsByDistanceToPoint(point), storeIn ?? objectWorkList); + public List GetDetectionsByDistanceToPoint(Vector3 point, string withTag, List storeIn = null) => SignalsToObjects(GetSignalsByDistanceToPoint(point, withTag), storeIn ?? objectWorkList); + public List GetDetectionsByDistanceToPoint(Vector3 point, Predicate predicate, List storeIn = null) => SignalsToObjects(GetSignalsByDistanceToPoint(point, predicate), storeIn ?? objectWorkList); + public List GetDetectedComponentsByDistanceToPoint(Vector3 point, List storeIn) => SignalsToComponents(GetSignalsByDistanceToPoint(point), storeIn ?? new List()); + public List GetDetectedComponentsByDistanceToPoint(Vector3 point, string withTag, List storeIn) => SignalsToComponents(GetSignalsByDistanceToPoint(point, withTag), storeIn ?? new List()); + public List GetDetectedComponentsByDistanceToPoint(Vector3 point, Type t, List storeIn = null) => SignalsToComponents(GetSignalsByDistanceToPoint(point), t, storeIn ?? new List()); + public List GetDetectedComponentsByDistanceToPoint(Vector3 point, Type t, string withTag, List storeIn = null) => SignalsToComponents(GetSignalsByDistanceToPoint(point, withTag), t, storeIn ?? new List()); + public Signal GetNearestSignal() => FirstOrDefault(GetSignalsByDistance()); + public Signal GetNearestSignal(string withTag) => FirstOrDefault(GetSignalsByDistance(withTag)); + public Signal GetNearestSignal(Predicate predicate) => FirstOrDefault(GetSignalsByDistance(predicate)); + public Signal GetStrongestSignal() => FirstOrDefault(GetSignalsBySignalStrength()); + public Signal GetStrongestSignal(string withTag) => FirstOrDefault(GetSignalsBySignalStrength(withTag)); + public Signal GetStrongestSignal(Predicate predicate) => FirstOrDefault(GetSignalsBySignalStrength(predicate)); + public GameObject GetNearestDetection() => FirstOrDefault(GetDetectionsByDistance()); + public GameObject GetNearestDetection(string withTag) => FirstOrDefault(GetDetectionsByDistance(withTag)); + public GameObject GetNearestDetection(Predicate predicate) => FirstOrDefault(GetDetectionsByDistance(predicate)); + public GameObject GetStrongestDetection() => FirstOrDefault(GetDetectionsBySignalStrength()); + public GameObject GetStrongestDetection(string withTag) => FirstOrDefault(GetDetectionsBySignalStrength(withTag)); + public GameObject GetStrongestDetection(Predicate predicate) => FirstOrDefault(GetDetectionsBySignalStrength(predicate)); + public T GetNearestComponent() where T : Component { + foreach (var go in GetDetectionsByDistance()) { + if (go.TryGetComponent(out var c)) { + return c; + } + } + return null; + } + public T GetNearestComponent(Predicate predicate) where T : Component { + foreach (var go in GetDetectionsByDistance()) { + if (go.TryGetComponent(out var c) && predicate(c)) { + return c; + } + } + return null; + } + public T GetNearestComponent(string withTag) where T : Component { + foreach (var go in GetDetectionsByDistance(withTag)) { + if (go.TryGetComponent(out var c)) { + return c; + } + } + return null; + } + public Component GetNearestComponent(Type t) { + foreach (var go in GetDetectionsByDistance()) { + if (go.TryGetComponent(t, out var c)) { + return c; + } + } + return null; + } + public Component GetNearestComponent(Type t, Predicate predicate) { + foreach (var go in GetDetectionsByDistance()) { + if (go.TryGetComponent(t, out var c) && predicate(c)) { + return c; + } + } + return null; + } + public Component GetNearestComponent(Type t, string withTag) { + foreach (var go in GetDetectionsByDistance(withTag)) { + if (go.TryGetComponent(t, out var c)) { + return c; + } + } + return null; + } + public T GetStrongestComponent() where T : Component { + foreach (var go in GetDetectionsBySignalStrength()) { + if (go.TryGetComponent(out var c)) { + return c; + } + } + return null; + } + public T GetStrongestComponent(Predicate predicate) where T : Component { + foreach (var go in GetDetectionsBySignalStrength()) { + if (go.TryGetComponent(out var c) && predicate(c)) { + return c; + } + } + return null; + } + public T GetStrongestComponent(string withTag) where T : Component { + foreach (var go in GetDetectionsBySignalStrength(withTag)) { + if (go.TryGetComponent(out var c)) { + return c; + } + } + return null; + } + public Component GetStrongestComponent(Type t) { + foreach (var go in GetDetectionsBySignalStrength()) { + if (go.TryGetComponent(t, out var c)) { + return c; + } + } + return null; + } + public Component GetStrongestComponent(Type t, Predicate predicate) { + foreach (var go in GetDetectionsBySignalStrength()) { + if (go.TryGetComponent(t, out var c) && predicate(c)) { + return c; + } + } + return null; + } + public Component GetStrongestComponent(Type t, string withTag) { + foreach (var go in GetDetectionsBySignalStrength(withTag)) { + if (go.TryGetComponent(t, out var c)) { + return c; + } + } + return null; + } + public Signal GetNearestSignalToPoint(Vector3 point) => FirstOrDefault(GetSignalsByDistanceToPoint(point)); + public Signal GetNearestSignalToPoint(Vector3 point, string withTag) => FirstOrDefault(GetSignalsByDistanceToPoint(point, withTag)); + public Signal GetNearestSignalToPoint(Vector3 point, Predicate predicate) => FirstOrDefault(GetSignalsByDistanceToPoint(point, predicate)); + public GameObject GetNearestDetectionToPoint(Vector3 point) => FirstOrDefault(GetDetectionsByDistanceToPoint(point)); + public GameObject GetNearestDetectionToPoint(Vector3 point, string withTag) => FirstOrDefault(GetDetectionsByDistanceToPoint(point, withTag)); + public GameObject GetNearestDetectionToPoint(Vector3 point, Predicate predicate) => FirstOrDefault(GetDetectionsByDistanceToPoint(point, predicate)); + public T GetNearestComponentToPoint(Vector3 point) where T : Component { + foreach (var go in GetDetectionsByDistanceToPoint(point)) { + if (go.TryGetComponent(out var c)) { + return c; + } + } + return null; + } + public T GetNearestComponentToPoint(Vector3 point, string withTag) where T : Component { + foreach (var go in GetDetectionsByDistanceToPoint(point, withTag)) { + if (go.TryGetComponent(out var c)) { + return c; + } + } + return null; + } + public Component GetNearestComponentToPoint(Vector3 point, Type t) { + foreach (var go in GetDetectionsByDistanceToPoint(point)) { + if (go.TryGetComponent(t, out var c)) { + return c; + } + } + return null; + } + public Component GetNearestComponentToPoint(Vector3 point, Type t, string withTag) { + foreach (var go in GetDetectionsByDistanceToPoint(point, withTag)) { + if (go.TryGetComponent(t, out var c)) { + return c; + } + } + return null; + } + #endregion + + #region Protected + + protected SignalFilter SignalFilter; + protected MapToRigidBodyFilter MapToRigidBody; + protected MapToSignalProxyFilter MapToSignalProxy; + + // Must be non serialized or we get some data loss on domain reload + [NonSerialized] SignalPipeline _signalPipeline; + protected SignalPipeline signalPipeline { + get { + if (_signalPipeline == null) { + _signalPipeline = new SignalPipeline(); + _signalPipeline.OnAdd += delegate (Signal signal) { + OnSignalAdded?.Invoke(signal, this); + OnDetected.Invoke(signal.Object, this); + }; + _signalPipeline.OnChange += delegate (Signal prev, Signal next) { + OnSignalChanged?.Invoke(next, this); + }; + _signalPipeline.OnRemove += delegate (Signal signal) { + OnSignalLost?.Invoke(signal, this); + OnLostDetection.Invoke(signal.Object, this); + }; + _signalPipeline.OnSome += delegate { + OnSomeDetection.Invoke(); + }; + _signalPipeline.OnNone += delegate { + OnNoDetection.Invoke(); + }; + _signalPipeline.SignalProcessorCallback = new AccumulatorPipeline.SignalProcessor(ProcessSignal); + InitialiseSignalProcessors(); + } + return _signalPipeline; + } + } + + protected virtual void InitialiseSignalProcessors() { } + + protected virtual List GetInputColliders(GameObject inputObject, List storeIn) => storeIn; + protected virtual List GetInputColliders(GameObject inputObject, List storeIn) => storeIn; + + protected virtual void Awake() { + if (OnDetected == null) { + OnDetected = new SensorDetectionEventHandler(); + } + + if (OnLostDetection == null) { + OnLostDetection = new SensorDetectionEventHandler(); + } + + if (OnSomeDetection == null) { + OnSomeDetection = new UnityEvent(); + } + + if (OnNoDetection == null) { + OnNoDetection = new UnityEvent(); + } + } + + protected void UpdateAllSignals(List nextSignals) { + signalPipeline.UpdateAllInputs(nextSignals); + } + + protected void UpdateSignalImmediate(Signal signal) { + signalPipeline.UpdateInput(signal); + } + + protected void LostSignalImmediate(GameObject forObject) { + signalPipeline.RemoveInput(forObject); + } + + protected virtual void OnDrawGizmosSelected() { + if (!isActiveAndEnabled) return; + + if (ShowDetectionGizmos) { + foreach (Signal signal in Signals) { + SensorGizmos.DetectedObjectGizmo(signal.Bounds); + } + } + } + #endregion + + #region Internals + List signalWorkList = new List(); + List objectWorkList = new List(); + List componentWorkList = new List(); + + bool ProcessSignal(in Signal input, out Signal processed) { + var processedSignal = input; + if (!MapToRigidBody.ProcessOutput(ref processedSignal)) { + processed = default; + return false; + } + if (!MapToSignalProxy.ProcessOutput(ref processedSignal)) { + processed = default; + return false; + } + var go = processedSignal.Object as GameObject; + if (!ReferenceEquals(go, null) && SignalFilter != null && !SignalFilter.IsPassingTagFilter(go)) { + processed = default; + return false; + } + if (signalProcessors != null) { + foreach (var processor in signalProcessors) { + if (processor == null) { + continue; + } + if (!processor.Process(ref processedSignal, this) || ReferenceEquals(processedSignal.Object, null)) { + processed = default; + return false; + } + } + } + processed = processedSignal; + return true; + } + + List SignalsToObjects(List signals, List storeIn) { + storeIn.Clear(); + foreach (var signal in signals) { + storeIn.Add(signal.Object); + } + return storeIn; + } + + List SignalsToComponents(List signals, List storeIn) { + storeIn.Clear(); + foreach (var signal in signals) { + if (signal.Object.TryGetComponent(out var c)) { + storeIn.Add(c); + } + } + return storeIn; + } + + T FirstOrDefault(List list) { + if (list.Count > 0) { + return list[0]; + } + return default; + } + + List SignalsToComponents(List signals, Type t, List storeIn) { + storeIn.Clear(); + foreach (var signal in signals) { + if (signal.Object.TryGetComponent(t, out var c)) { + storeIn.Add(c); + } + } + return storeIn; + } + + struct DistanceElement { + public float Distance; + public Signal Signal; + } + List distanceWorkList = new List(); + List OrderedByDistance(List signals) { + return OrderedByDistanceToPoint(signals, transform.position); + } + List OrderedByDistanceToPoint(List signals, Vector3 point) { + distanceWorkList.Clear(); + + for (int i = 0; i < signals.Count; i++) { + distanceWorkList.Add(new DistanceElement() { Distance = signals[i].DistanceTo(point), Signal = signals[i] }); + } + distanceWorkList.Sort(DistanceElementComparison); + + for (var i = 0; i < distanceWorkList.Count; i++) { + signals[i] = distanceWorkList[i].Signal; + } + + return signals; + } + List OrderedBySignalStrength(List signals) { + signals.Sort(SignalStrengthComparison); + return signals; + } + static Comparison DistanceElementComparison = new Comparison(CompareSignalElements); + static int CompareSignalElements(DistanceElement x, DistanceElement y) { + if (x.Distance > y.Distance) { + return 1; + } else if (x.Distance < y.Distance) { + return -1; + } + return 0; + } + static Comparison SignalStrengthComparison = new Comparison(CompareSignalStrengths); + static int CompareSignalStrengths(Signal x, Signal y) { + if (x.Strength > y.Strength) { + return -1; + } else if (x.Strength < y.Strength) { + return 1; + } + return 0; + } + } + #endregion +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Sensor.cs.meta b/Assets/SensorToolkit/Sensors/src/Sensor.cs.meta new file mode 100644 index 0000000..d8187a3 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Sensor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 820d42aff4e44b298a93c66002a9781f +timeCreated: 1491028023 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Shapes.cs b/Assets/SensorToolkit/Sensors/src/Shapes.cs new file mode 100644 index 0000000..8b6e249 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Shapes.cs @@ -0,0 +1,166 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [Serializable] + public struct RayShape { + public float Length; + public Vector3 Direction; + public bool WorldSpace; + public RayShape(float length, Vector3 direction, bool worldSpace) { + Length = length; + Direction = direction; + WorldSpace = worldSpace; + } + } + + [Serializable] + public struct SphereShape { + public float Radius; + public SphereShape(float radius) { + Radius = radius; + } + } + + [Serializable] + public struct BoxShape { + public Vector3 HalfExtents; + public BoxShape(Vector3 halfExtents) { + HalfExtents = halfExtents; + } + } + + [Serializable] + public struct Box2DShape { + public Vector2 HalfExtents; + public Box2DShape(Vector2 halfExtents) { + HalfExtents = halfExtents; + } + } + + [Serializable] + public struct CapsuleShape { + public float Radius; + public float Height; + public CapsuleShape(float radius, float height) { + Radius = radius; + Height = height; + } + } + + [Serializable] + public struct BallisticCurve { + public Vector3 Velocity; + public Vector3 Gravity; + public float Time; + [Min(2)] + public int Segments; + public BallisticCurve(Vector3 velocity, Vector3 gravity, float time, int segments) { + Velocity = velocity; + Gravity = gravity; + Time = time; + Segments = segments; + } + public List Sample(Vector3 origin, Quaternion rotation, List storeIn = null) { + var v = rotation * Velocity; + + var p0 = new Vector3(0, 0, 0); + var p1 = p0 + .5f * v * Time; + var p2 = v * Time + Gravity * Time * Time * .5f; + var bezier = new BezierCurve(p0, p1, p2, Segments); + + return bezier.Sample(origin, Quaternion.identity, storeIn); + } + } + + [Serializable] + public struct BezierCurve { + public Vector3 P1, P2, P3; + [Min(2)] + public int Segments; + public BezierCurve(Vector3 p1, Vector3 p2, Vector3 p3, int segments) { + P1 = p1; P2 = p2; P3 = p3; + Segments = segments; + } + public Vector3 Eval(float t) { + return Vector3.Lerp( + Vector3.Lerp(P1, P2, t), + Vector3.Lerp(P2, P3, t), + t); + } + public List Sample(Vector3 origin, Quaternion rotation, List storeIn = null) { + storeIn = storeIn ?? new List(); + if (storeIn.Count != Segments) { + storeIn.Clear(); + for (var i = 0; i < Segments; i++) { + storeIn.Add(origin); + } + } + for (var i = 0; i < Segments; i++) { + var t = (float)i / (Segments - 1); + storeIn[i] = (rotation * Eval(t)) + origin; + } + return storeIn; + } + } + + [Serializable] + public struct BallisticCurve2D { + public Vector2 Velocity; + public Vector2 Gravity; + public float Time; + [Min(2)] + public int Segments; + public BallisticCurve2D(Vector2 velocity, Vector2 gravity, float time, int segments) { + Velocity = velocity; + Gravity = gravity; + Time = time; + Segments = segments; + } + public List Sample(Vector2 origin, Quaternion rotation, List storeIn = null) { + var v = (Vector2)(rotation * Velocity); + + var p0 = new Vector2(0, 0); + var p1 = p0 + .5f * v * Time; + var p2 = v * Time + Gravity * Time * Time * .5f; + var bezier = new BezierCurve2D(p0, p1, p2, Segments); + + return bezier.Sample(origin, Quaternion.identity, storeIn); + } + } + + [Serializable] + public struct BezierCurve2D { + public Vector2 P1, P2, P3; + [Min(2)] + public int Segments; + public BezierCurve2D(Vector2 p1, Vector2 p2, Vector2 p3, int segments) { + P1 = p1; P2 = p2; P3 = p3; + Segments = segments; + } + public Vector2 Eval(float t) { + return Vector2.Lerp( + Vector2.Lerp(P1, P2, t), + Vector2.Lerp(P2, P3, t), + t); + } + public List Sample(Vector2 origin, Quaternion rotation, List storeIn = null) { + storeIn = storeIn ?? new List(); + if (storeIn.Count != Segments) { + storeIn.Clear(); + for (var i = 0; i < Segments; i++) { + storeIn.Add(origin); + } + } + for (var i = 0; i < Segments; i++) { + var t = (float)i / (Segments - 1); + storeIn[i] = (Vector2)(rotation * Eval(t)) + origin; + } + return storeIn; + } + } + +} diff --git a/Assets/SensorToolkit/Sensors/src/Shapes.cs.meta b/Assets/SensorToolkit/Sensors/src/Shapes.cs.meta new file mode 100644 index 0000000..db49d92 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Shapes.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b240bcf4b9cd46969d1a2a05af3a9aa2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Signal.cs b/Assets/SensorToolkit/Sensors/src/Signal.cs new file mode 100644 index 0000000..d47011c --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Signal.cs @@ -0,0 +1,58 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public interface IAccumulated : IEquatable + where REF : UnityEngine.Object + where T : IAccumulated { + REF Object { get; set; } + T ChangeObject(REF to); + T Combine(T other); + } + + [Serializable] + public struct Signal : IAccumulated { + [SerializeField] GameObject _object; + public GameObject Object { + get => _object; + set => _object = value; + } + public float Strength; + public Bounds Shape; + Vector3 safePosition => Object != null ? Object.transform.position : Vector3.zero; + public Signal(GameObject obj, float strength, Bounds shape) { + _object = obj; + Strength = strength; + Shape = shape; + } + public Signal(GameObject obj) { + _object = obj; + Strength = 1f; + Shape = new Bounds(); + } + public Signal ChangeObject(GameObject to) { + return new Signal(to, Strength, new Bounds(Shape.center - (to.transform.position - Object.transform.position), Shape.size)); + } + public void Expand(Collider c) { + var b = c.bounds; + var lb = new Bounds(b.center - safePosition, b.size); + Shape.Encapsulate(lb); + } + public Signal Combine(Signal signal) { + var combinedStrength = Mathf.Max(Strength, signal.Strength); + var combinedBounds = Bounds; + combinedBounds.Encapsulate(signal.Bounds); + return new Signal(Object, combinedStrength, new Bounds(combinedBounds.center - safePosition, combinedBounds.size)); + } + public Bounds Bounds { + get => new Bounds(Shape.center + safePosition, Shape.size); + set => Shape = new Bounds(value.center - safePosition, value.size); + } + public bool Equals(Signal other) => ReferenceEquals(Object, other.Object) && Strength == other.Strength && Shape == other.Shape; + public float DistanceTo(Vector3 point) => (Bounds.center - point).magnitude; + } + +} diff --git a/Assets/SensorToolkit/Sensors/src/Signal.cs.meta b/Assets/SensorToolkit/Sensors/src/Signal.cs.meta new file mode 100644 index 0000000..e70eafd --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Signal.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 97a1f70c2cd64994912951ea60e4d7e4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SignalFilter.cs b/Assets/SensorToolkit/Sensors/src/SignalFilter.cs new file mode 100644 index 0000000..c06a434 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SignalFilter.cs @@ -0,0 +1,79 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public class TagSelectorAttribute : PropertyAttribute { } + + [Serializable] + public class SignalFilter { + + [Tooltip("Any GameObject in this list will not be detected by this sensor.")] + public List IgnoreList = new List(); + + [Tooltip("When set to true the sensor will only detect objects whose tags are in the 'withTag' array.")] + public bool EnableTagFilter; + + [Tooltip("Array of tags that will be detected by the sensor.")] + [TagSelector] + public string[] AllowedTags; + + public bool IsNull() { + var ignoreListLength = IgnoreList.Count; + for (int i = 0; i < ignoreListLength; i++) { + if (!(IgnoreList[i] is null)) { + return false; + } + } + if (AllowedTags == null) { + return true; + } + var allowedTagsLength = AllowedTags.Length; + for (int i = 0; i < allowedTagsLength; i++) { + if (AllowedTags[i] != null) { + return false; + } + } + return true; + } + + public bool TestCollider(Collider col) => TestCollider(col.gameObject, col.attachedRigidbody?.gameObject); + public bool TestCollider(Collider2D col) => TestCollider(col.gameObject, col.attachedRigidbody?.gameObject); + + bool TestCollider(GameObject go, GameObject rbGo) { + if (!IsPassingIgnoreList(go) || (!(rbGo is null) && !IsPassingIgnoreList(rbGo))) { + return false; + } + return true; + } + + public bool IsPassingTagFilter(GameObject go) { + if (EnableTagFilter) { + var tagFound = false; + for (int i = 0; i < AllowedTags.Length; i++) { + if (AllowedTags[i] != "" && go != null && go.CompareTag(AllowedTags[i])) { + tagFound = true; + break; + } + } + if (!tagFound) { + return false; + } + } + return true; + } + + public bool IsPassingIgnoreList(GameObject go) { + var ignoreListCount = IgnoreList.Count; + for (int i = 0; i < ignoreListCount; i++) { + if (ReferenceEquals(IgnoreList[i], go)) { + return false; + } + } + return true; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SignalFilter.cs.meta b/Assets/SensorToolkit/Sensors/src/SignalFilter.cs.meta new file mode 100644 index 0000000..8add0bf --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SignalFilter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e230bb9e91c03b140b47f34549de48be +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SignalPipeline.cs b/Assets/SensorToolkit/Sensors/src/SignalPipeline.cs new file mode 100644 index 0000000..281b544 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SignalPipeline.cs @@ -0,0 +1,11 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [Serializable] + public class SignalPipeline : AccumulatorPipeline { } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SignalPipeline.cs.meta b/Assets/SensorToolkit/Sensors/src/SignalPipeline.cs.meta new file mode 100644 index 0000000..f60a71e --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SignalPipeline.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7103d2be6cd04ec5a22ec23c8cd39d5a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SignalProcessor.cs b/Assets/SensorToolkit/Sensors/src/SignalProcessor.cs new file mode 100644 index 0000000..bb7bb55 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SignalProcessor.cs @@ -0,0 +1,65 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public abstract class SignalProcessor : MonoBehaviour { + public abstract bool Process(ref Signal signal, Sensor sensor); + } + + public struct MapToRigidBodyFilter + where REF : UnityEngine.Object + where T : IAccumulated { + public DetectionModes Mode; + public bool Is2D; + + public void Configure(DetectionModes mode, bool is2D) { + Mode = mode; + Is2D = is2D; + } + + public bool ProcessOutput(ref T signal) { + if (Mode == DetectionModes.Colliders) { + return true; + } + GameObject rbGo = null; + var target = signal.Object as GameObject; + if (Is2D) { + if (target.TryGetComponent(out var col)) { + rbGo = col.attachedRigidbody?.gameObject; + } + } else { + if (target.TryGetComponent(out var c)) { + rbGo = c.attachedRigidbody?.gameObject; + } + } + + if (rbGo != null) { + signal = signal.ChangeObject(rbGo as REF); + return true; + } + return Mode == DetectionModes.Either; + } + } + + public struct MapToSignalProxyFilter + where REF : UnityEngine.Object + where T : IAccumulated { + public bool IsEnabled; + + public void Configure(bool isEnabled) { + IsEnabled = isEnabled; + } + + public bool ProcessOutput(ref T signal) { + if (!IsEnabled) { + return true; + } + var targetObject = SignalProxy.GetProxyTarget(signal.Object as GameObject); + signal = signal.ChangeObject(targetObject as REF); + return true; + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SignalProcessor.cs.meta b/Assets/SensorToolkit/Sensors/src/SignalProcessor.cs.meta new file mode 100644 index 0000000..6f64499 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SignalProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 64cc699269bc4d7f911bca5ecaad2945 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Sobol.meta b/Assets/SensorToolkit/Sensors/src/Sobol.meta new file mode 100644 index 0000000..3f426bc --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Sobol.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bc6d2e0ed7590f7459c69d6868028659 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Sobol/SobolData.cs b/Assets/SensorToolkit/Sensors/src/Sobol/SobolData.cs new file mode 100644 index 0000000..a8ee6d1 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Sobol/SobolData.cs @@ -0,0 +1,56 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public static class SobolData { + + /** + * The first few lines of data taken from https://web.maths.unsw.edu.au/~fkuo/sobol/new-joe-kuo-6.21201 + * These are used to calculate the direction vectors for the first 4 dimensions. + * If more are needed then subsequent lines can be copied from the source. + */ + internal static uint[][] dirData = new uint[][] { + new uint[] {2, 1, 0, 1}, + new uint[] {3, 2, 1, 1, 3}, + new uint[] {4, 3, 1, 1, 3, 1} + }; + + public static int MaxDimensions => dirData.Length + 1; + + public static uint[][] GenerateDirectionVectors(int dimensions, int maxBitsNeeded) { + + if (dimensions < 1 || dimensions > MaxDimensions) { + throw new System.ArgumentException("Dimensions must be between 1 and " + MaxDimensions); + } + + var v = new uint[dimensions][]; + v[0] = new uint[maxBitsNeeded + 1]; + for (uint i = 1; i <= maxBitsNeeded; i++) v[0][i] = 1u << (32 - (int)i); + for (uint j = 1; j < dimensions; j++) { + v[j] = new uint[maxBitsNeeded + 1]; + var line = dirData[j - 1]; + var d = line[0]; + var s = line[1]; + var a = line[2]; + uint[] m = new uint[s + 1]; + for (uint i = 1; i <= s; i++) m[i] = line[i + 2]; + + if (maxBitsNeeded <= s) { + for (uint i = 1; i <= maxBitsNeeded; i++) v[j][i] = m[i] << (32 - (int)i); + } else { + for (uint i = 1; i <= s; i++) v[j][i] = m[i] << (32 - (int)i); + for (uint i = s + 1; i <= maxBitsNeeded; i++) { + v[j][i] = v[j][i - s] ^ (v[j][i - s] >> (int)s); + for (uint k = 1; k <= s - 1; k++) + v[j][i] ^= (((a >> (int)(s - 1 - k)) & 1) * v[j][i - k]); + } + } + } + return v; + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Sobol/SobolData.cs.meta b/Assets/SensorToolkit/Sensors/src/Sobol/SobolData.cs.meta new file mode 100644 index 0000000..8315d75 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Sobol/SobolData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 43618dcaedd74eb43a9697d6dfea6b64 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/Sobol/SobolSequence.cs b/Assets/SensorToolkit/Sensors/src/Sobol/SobolSequence.cs new file mode 100644 index 0000000..41a3bb8 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Sobol/SobolSequence.cs @@ -0,0 +1,153 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Collections; + +namespace Micosmo.SensorToolkit { + + public struct SobolSequence1D { + uint currIndex; + uint currPoint; + float currFracPoint; + public float Next() { + var zeroBit = SobolSequence.RightmostZeroBitPosition(currIndex); + if (zeroBit > SobolSequence.L) { + // Sequence is exhausted, must restart. + currIndex = 1; + zeroBit = SobolSequence.RightmostZeroBitPosition(currIndex); + } + + currPoint = currPoint ^ SobolSequence.V[0][zeroBit]; + currFracPoint = currPoint / (float)Math.Pow(2.0, 32); + + currIndex++; + return currFracPoint; + } + } + + public struct SobolSequence2D { + uint currIndex; + uint currPoint1, currPoint2; + float currFracPoint1, currFracPoint2; + public Vector2 Next() { + var zeroBit = SobolSequence.RightmostZeroBitPosition(currIndex); + if (zeroBit > SobolSequence.L) { + // Sequence is exhausted, must restart. + currIndex = 1; + zeroBit = SobolSequence.RightmostZeroBitPosition(currIndex); + } + + currPoint1 = currPoint1 ^ SobolSequence.V[0][zeroBit]; + currFracPoint1 = currPoint1 / (float)Math.Pow(2.0, 32); + + currPoint2 = currPoint2 ^ SobolSequence.V[1][zeroBit]; + currFracPoint2 = currPoint2 / (float)Math.Pow(2.0, 32); + + currIndex++; + return new Vector2(currFracPoint1, currFracPoint2); + } + } + + public struct SobolSequence3D { + uint currIndex; + uint currPoint1, currPoint2, currPoint3; + float currFracPoint1, currFracPoint2, currFracPoint3; + public Vector3 Next() { + var zeroBit = SobolSequence.RightmostZeroBitPosition(currIndex); + if (zeroBit > SobolSequence.L) { + // Sequence is exhausted, must restart. + currIndex = 1; + zeroBit = SobolSequence.RightmostZeroBitPosition(currIndex); + } + + currPoint1 = currPoint1 ^ SobolSequence.V[0][zeroBit]; + currFracPoint1 = currPoint1 / (float)Math.Pow(2.0, 32); + + currPoint2 = currPoint2 ^ SobolSequence.V[1][zeroBit]; + currFracPoint2 = currPoint2 / (float)Math.Pow(2.0, 32); + + currPoint3 = currPoint3 ^ SobolSequence.V[2][zeroBit]; + currFracPoint3 = currPoint3 / (float)Math.Pow(2.0, 32); + + currIndex++; + return new Vector3(currFracPoint1, currFracPoint2, currFracPoint3); + } + } + + public struct NativeSobolSequence : IDisposable { + NativeArray currIndex; + NativeArray currPoint; + NativeArray currFracPoint; + public bool IsCreated => currIndex.IsCreated; + public NativeSobolSequence(int dim, Allocator allocator) { + currIndex = new NativeArray(1, allocator); + currPoint = new NativeArray(dim, allocator); + currFracPoint = new NativeArray(dim, allocator); + } + public void Dispose() { + currIndex.Dispose(); + currPoint.Dispose(); + currFracPoint.Dispose(); + } + public NativeArray Next() { + var zeroBit = SobolSequence.RightmostZeroBitPosition(currIndex[0]); + if (zeroBit > SobolSequence.L) { + // Sequence is exhausted, must restart. + currIndex[0] = 1; + zeroBit = SobolSequence.RightmostZeroBitPosition(currIndex[0]); + } + for (int i = 0; i < currPoint.Length; i++) { + currPoint[i] = currPoint[i] ^ SobolSequence.V[i][zeroBit]; + currFracPoint[i] = currPoint[i] / (float)Math.Pow(2.0, 32); + } + currIndex[0]++; + return currFracPoint; + } + } + + public class SobolSequence { + + internal const int L = 32; + internal static uint[][] V = SobolData.GenerateDirectionVectors(SobolData.MaxDimensions, L); + + int dimension; + uint currIndex; + uint[] currPoint; + double[] currFracPoint; + + public SobolSequence(int dimension) { + this.dimension = dimension; + currIndex = 1; + currPoint = new uint[this.dimension]; + currFracPoint = new double[this.dimension]; + } + + public double[] Next() { + var zeroBit = RightmostZeroBitPosition(currIndex); + if (zeroBit > L) { + // Sequence is exhausted, must restart. + currIndex = 1; + zeroBit = RightmostZeroBitPosition(currIndex); + } + for (int i = 0; i < dimension; i++) { + currPoint[i] = currPoint[i] ^ V[i][zeroBit]; + currFracPoint[i] = (double)currPoint[i] / Math.Pow(2.0, 32); + } + currIndex++; + return currFracPoint; + } + + internal static uint RightmostZeroBitPosition(uint number) { + uint i = 1; + uint value = number; + while ((value & 1) != 0) { + value >>= 1; + i++; + } + return i; + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/Sobol/SobolSequence.cs.meta b/Assets/SensorToolkit/Sensors/src/Sobol/SobolSequence.cs.meta new file mode 100644 index 0000000..77d89d9 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/Sobol/SobolSequence.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac92f5c1bea51ef40bc3bdb7fbb80663 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours.meta new file mode 100644 index 0000000..b568f99 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b071ba518fb046c8aebb1e3d851119e0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/CircleGrid.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/CircleGrid.cs new file mode 100644 index 0000000..0c867ae --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/CircleGrid.cs @@ -0,0 +1,106 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Collections; + +namespace Micosmo.SensorToolkit { + + public static class CircleGrid { + + public static void InitialiseDirections(DirectionalGrid grid) { + var gridSize = grid.GridSize; + var cellSize = 2 * Mathf.PI / grid.CellCount; + for (var i = 0; i < gridSize; i++) { + var a = (i + .5f) * cellSize; + grid.Directions[i] = Quaternion.FromToRotation(Vector3.up, grid.Axis) * new Vector3(Mathf.Sin(a), 0f, Mathf.Cos(a)); + } + } + + public static int GetCell(DirectionalGrid grid, Vector3 dir) { + var rot = Quaternion.FromToRotation(Vector3.up, grid.Axis); + var localForwards = rot * Vector3.forward; + + var localDir = Vector3.ProjectOnPlane(dir, grid.Axis); + var a = Vector3.SignedAngle(localForwards, localDir, grid.Axis); + if (a < 0) { a += 360; } + var cellSize = 2 * Mathf.PI / grid.CellCount; + return Mathf.FloorToInt(Mathf.Deg2Rad * a / cellSize); + } + + public static float SampleDirection(DirectionalGrid grid, Vector3 dir) { + var rot = Quaternion.FromToRotation(Vector3.up, grid.Axis); + var localForwards = rot * Vector3.forward; + + var localDir = Vector3.ProjectOnPlane(dir, grid.Axis); + var a = Vector3.SignedAngle(localForwards, localDir, grid.Axis); + var cellSize = 2 * Mathf.PI / grid.CellCount; + var cellFrac = Mathf.Deg2Rad * a / cellSize; + var left = Mathf.FloorToInt(cellFrac - 0.5f) + 0.5f; + var right = Mathf.FloorToInt(cellFrac + 0.5f) + 0.5f; + var t = (cellFrac - left) / (right - left); + + if (left < 0) { + left += grid.CellCount; + } + var leftVal = grid.Values[Mathf.FloorToInt(left)]; + if (right < 0) { + right += grid.CellCount; + } + var rightVal = grid.Values[Mathf.FloorToInt(right)]; + return Mathf.Lerp(leftVal, rightVal, t); + } + + public static Vector3 GetMaxContinuous(DirectionalGrid grid) { + if (grid.CellCount == 0) { + return Vector3.zero; + } + var max = grid.GetMaxCell(); + var value = grid.Values[max]; + var coords = new Coords(grid.CellCount, max); + var offset = SubCellOffset(grid.GridSize, value, grid.Values[coords.ShiftLeft().I], grid.Values[coords.ShiftRight().I], out value); + var dir = grid.Directions[max]; + var right = Vector3.Cross(grid.Axis, dir); + var offdir = (dir + (right * offset)).normalized; + return offdir * value; + } + + static float SubCellOffset(int gridSize, float v, float prev, float next, out float subValue) { + float xmin, xmax, xdir; + if (prev < next) { + xmin = prev; xmax = next; xdir = 1; + } else { + xmin = next; xmax = prev; xdir = -1; + } + var xinterp = Mathf.InverseLerp(0, v - xmin, xmax - xmin); + subValue = Mathf.LerpUnclamped(xmin, v, 1f + (xinterp / 2f)); + var cellExtents = Mathf.PI / gridSize; + var xoffset = xdir * xinterp * cellExtents; + return xoffset; + } + + public struct Coords { + public int Size; + public int I; + public Coords(int size, int i) { + Size = size; I = i; + } + public Coords ShiftLeft() { + var i = I - 1; + if (i < 0) { + i = Size - 1; + } + return new Coords(Size, i); + } + + public Coords ShiftRight() { + var i = I + 1; + if (i >= Size) { + i = 0; + } + return new Coords(Size, i); + } + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/CircleGrid.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/CircleGrid.cs.meta new file mode 100644 index 0000000..a8e3064 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/CircleGrid.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bee56c9a9570455a8d57d45a8d2cf057 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/DirectionalGrid.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/DirectionalGrid.cs new file mode 100644 index 0000000..facd69f --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/DirectionalGrid.cs @@ -0,0 +1,254 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Collections; + +namespace Micosmo.SensorToolkit { + + public struct DirectionalGrid : IDisposable { + public bool IsSpherical { get; } + public NativeArray Values; + public NativeArray Directions; + public int GridSize { get; } + public Vector3 Axis { get; private set; } + public int CellCount => IsSpherical ? 6 * GridSize * GridSize : GridSize; + public bool IsCreated { get; private set; } + + public DirectionalGrid(bool isSpherical, int gridSize, Vector3 axis, Allocator allocator) { + IsSpherical = isSpherical; + GridSize = gridSize; + var cellCount = IsSpherical ? 6 * GridSize * GridSize : GridSize; + Axis = axis; + Values = new NativeArray(cellCount, allocator); + Directions = new NativeArray(cellCount, allocator); + IsCreated = true; + if (IsSpherical) { + SphereGrid.InitialiseDirections(this); + } else { + CircleGrid.InitialiseDirections(this); + } + } + + public static DirectionalGrid CreateMatching(DirectionalGrid other, Allocator allocator) => new DirectionalGrid(other.IsSpherical, other.GridSize, other.Axis, allocator); + public static DirectionalGrid CreateSphere(int gridSize, Allocator allocator) => new DirectionalGrid(true, gridSize, Vector3.up, allocator); + public static DirectionalGrid CreateCircle(int gridSize, Vector3 axis, Allocator allocator) => new DirectionalGrid(false, gridSize, axis, allocator); + + public void UpdateAxis(Vector3 axis) { + Axis = axis; + if (!IsSpherical) { + CircleGrid.InitialiseDirections(this); + } + } + + public int GetCell(Vector3 direction) => IsSpherical ? SphereGrid.GetCell(this, direction) : CircleGrid.GetCell(this, direction); + + public float SampleDirection(Vector3 direction) => IsSpherical ? SphereGrid.SampleDirection(this, direction) : CircleGrid.SampleDirection(this, direction); + + public Vector3 GetMaxContinuous() => IsSpherical ? SphereGrid.GetMaxContinuous(this) : CircleGrid.GetMaxContinuous(this); + + public int GetMaxCell() { + var res = 0; + for (int i = 1; i < CellCount; i++) { + if (Values[i] > Values[res]) { + res = i; + } + } + return res; + } + + public int GetMinCell() { + var res = 0; + for (int i = 1; i < CellCount; i++) { + if (Values[i] < Values[res]) { + res = i; + } + } + return res; + } + + public void Fill(float v) { + for (int i = 0; i < Values.Length; i++) { + Values[i] = v; + } + } + + public void GradientFill(Vector3 value, float falloff) { + if (value == Vector3.zero) { + return; + } + var direction = value.normalized; + var v = value.magnitude; + for (int i = 0; i < CellCount; i++) { + var dot = Vector3.Dot(direction, Directions[i]); + var interp = Mathf.Lerp(0, 1, (dot - falloff) / (1f - falloff)); + Values[i] = Mathf.Max(Values[i], v * interp); + } + } + + public void GradientAdd(Vector3 value, float falloff) { + if (value == Vector3.zero) { + return; + } + var direction = value.normalized; + var v = value.magnitude; + for (int i = 0; i < CellCount; i++) { + var dot = Vector3.Dot(direction, Directions[i]); + var interp = Mathf.Lerp(0, 1, (dot - falloff) / (1f - falloff)); + Values[i] += v * interp; + } + } + + public void GradientFunction(Vector3 value, float falloff, System.Func fn) { + if (value == Vector3.zero) { + return; + } + var direction = value.normalized; + var v = value.magnitude; + for (int i = 0; i < CellCount; i++) { + var dot = Vector3.Dot(direction, Directions[i]); + var interp = Mathf.Lerp(0, 1, (dot - falloff) / (1f - falloff)); + Values[i] = fn(Values[i], v * interp); + } + } + + /*List convoluteValues = new List(); + public void ConvoluteMin(float falloff, float max) { + convoluteValues.Clear(); + for (int i = 0; i < CellCount; i++) { + var cell = GetCell(i); + var v = cell.Value; + for (int j = 0; j < CellCount; j++) { + var other = GetCell(j); + var dot = Vector3.Dot(cell.Direction, other.Direction); + var interp = Mathf.Lerp(max, other.Value, (dot - falloff) / (1f - falloff)); + v = Mathf.Min(v, interp); + } + convoluteValues.Add(v); + } + for (int i = 0; i < CellCount; i++) { + Values[i] = convoluteValues[i]; + } + }*/ + + public void Copy(DirectionalGrid other, bool ignoreAxis = false) { + if (!CheckIsCompatible(this, other)) { return; } + NativeArray.Copy(other.Values, Values); + if (!ignoreAxis) { + Axis = other.Axis; + NativeArray.Copy(other.Directions, Directions); + } + } + + public void MergeVelocity(DirectionalGrid slowGrid, DirectionalGrid fastGrid, float preferredSpeed, float maxSpeed, float power) { + if (!CheckIsCompatible(this, slowGrid) || !CheckIsCompatible(this, fastGrid)) { return; } + for (int i = 0; i < Values.Length; i++) { + var vSlow = slowGrid.Values[i]; + var vFast = fastGrid.Values[i]; + var xSlow = 1f - Mathf.Clamp01(Mathf.Abs(vSlow - preferredSpeed) / preferredSpeed); + if (float.IsNaN(xSlow)) { + // This will happen when preferredSpeed is 0 + xSlow = 0f; + } + var xFast = (preferredSpeed != maxSpeed) ? + 1f - Mathf.Clamp01(Mathf.Abs(vFast - preferredSpeed) / (maxSpeed - preferredSpeed)) + : xSlow; + var x = Mathf.Max(xSlow, xFast); + if (power != 1f) { + x = Mathf.Pow(x, power); + } + Values[i] *= x; + } + } + + public void MergeDanger(DirectionalGrid danger, float maxDanger) { + if (!CheckIsCompatible(this, danger)) { return; } + var safeMax = Mathf.Max(maxDanger, 0.001f); + for (int i = 0; i < Values.Length; i++) { + var x = danger.Values[i] / safeMax; + Values[i] *= (1f - x); + } + } + + public void InterpolateTo(DirectionalGrid target, float t) { + if (!CheckIsCompatible(this, target)) { return; } + for (int i = 0; i < Values.Length; i++) { + Values[i] = Mathf.Lerp(Values[i], target.Values[i], 1f - Mathf.Pow(0.5f, t)); + } + } + + public void MultiplyScalar(float x) { + for (int i = 0; i < this.Values.Length; i++) { + Values[i] = Values[i] * x; + } + } + + public void ClampRange01() { + var i = GetMaxCell(); + var v = Values[i]; + if (v < 1) { return; } + MultiplyScalar(1f / v); + } + + public bool IsCompatible(DirectionalGrid other) { + return IsCreated && IsSpherical == other.IsSpherical && GridSize == other.GridSize; + } + + public static bool CheckIsCompatible(DirectionalGrid g1, DirectionalGrid g2) { + if (!g1.IsCompatible(g2)) { + Debug.LogError("Incompatible directional grids"); + return false; + } + return true; + } + + public void Dispose() { + if (Values.IsCreated) { + Values.Dispose(); + } + if (Directions.IsCreated) { + Directions.Dispose(); + } + IsCreated = false; + } + + public void DrawGizmos(Vector3 p, float rayOffset, float rayScale, float rayWidth) { + if (!IsCreated) { + return; + } + for (int i = 0; i < CellCount; i++) { + var dir = Directions[i]; + var start = p + dir * rayOffset; + var value = Values[i] > 0 ? Values[i] : 0; + SensorGizmos.ThickLineNoZTest(start, start + (dir * value * rayScale), rayWidth); + } + } + + public static void DrawVelocityGizmos(Vector3 p, float rayOffset, float rayScale, float rayWidth, float maxSpeed, DirectionalGrid slowGrid, DirectionalGrid fastGrid) { + if (!slowGrid.IsCreated || !fastGrid.IsCreated) { + return; + } + for (int i = 0; i < slowGrid.CellCount; i++) { + var minVal = slowGrid.Values[i]; + var maxVal = fastGrid.Values[i]; + var dir = slowGrid.Directions[i]; + var minStart = p + dir * rayOffset; + var minEnd = minStart + (dir * minVal * rayScale); + SensorGizmos.PushColor(STPrefs.LowSpeedColour); + SensorGizmos.ThickLineNoZTest(minStart, minEnd, rayWidth); + SensorGizmos.PopColor(); + + var maxStart = minStart + (dir * maxVal * rayScale); + var maxEnd = minStart + (dir * maxSpeed * rayScale); + SensorGizmos.PushColor(STPrefs.HighSpeedColour); + SensorGizmos.ThickLineNoZTest(maxStart, maxEnd, rayWidth); + SensorGizmos.PopColor(); + + SensorGizmos.PushColor(STPrefs.CollisionSpeedColour); + SensorGizmos.ThickLineNoZTest(minEnd, maxStart, rayWidth); + SensorGizmos.PopColor(); + } + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/DirectionalGrid.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/DirectionalGrid.cs.meta new file mode 100644 index 0000000..ac57e64 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/DirectionalGrid.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 75fe9ce06b1b4ed892b57cf277d0a1c8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/LocomotionSystem.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/LocomotionSystem.cs new file mode 100644 index 0000000..c984e1a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/LocomotionSystem.cs @@ -0,0 +1,253 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public enum LocomotionMode { None, RigidBodyFlying, RigidBodyCharacter, UnityCharacterController } + public enum LocomotionMode2D { None, RigidBody2D } + + [System.Serializable] + public class LocomotionSystem { + + public float MaxForwardSpeed = 2f; + public float MaxStrafeSpeed = 0.5f; + public float MaxTurnSpeedDegrees = 360f; + public float MaxAccel = 4f; + public float MaxAngularAccelDegrees = 360f; + + public float MaxSpeedMultiplier = 1f; + + public LocomotionStrafeSettings Strafing; + + bool constrainMotion => true; + + float attenMaxSpeed => MaxForwardSpeed * MaxSpeedMultiplier; + float attenMaxAccel => MaxAccel * MaxSpeedMultiplier; + float attenMaxStrafeSpeed => MaxStrafeSpeed * MaxSpeedMultiplier; + float attenMaxTurnSpeed => MaxTurnSpeedDegrees * MaxSpeedMultiplier; + float attenMaxTurnAccel => MaxAngularAccelDegrees * MaxSpeedMultiplier; + + Vector3 kinematicVelocity; + Vector3 kinematicAngularVelocity; // Should be degrees/second + + Vector2 kinematicVelocity2D; + float kinematicAngularVelocity2D; // Should be degrees/second + + public void FlyableSeek(Rigidbody rb, Vector3 vSteer) { + var dir = Strafing.GetFaceTarget(rb.transform, vSteer); + if (rb.isKinematic) { + FlyableSeekKinematic(rb, vSteer, dir, Vector3.up); + } else { + FlyableSeekWithForces(rb, vSteer, dir, Vector3.up); + } + } + + public void CharacterSeek(Rigidbody rb, Vector3 vSteer, Vector3 up) { + var dir = Vector3.ProjectOnPlane(Strafing.GetFaceTarget(rb.transform, vSteer), up).normalized; + if (rb.isKinematic) { + CharacterSeekKinematic(rb, vSteer, dir, up); + } else { + CharacterSeekWithForces(rb, vSteer, dir, up); + } + } + + public void RigidBody2DSeek(Rigidbody2D rb, Vector2 vSteer) { + var dir = Vector3.ProjectOnPlane(Strafing.GetFaceTarget(rb.transform, vSteer), Vector3.back).normalized; + if (rb.isKinematic) { + RigidBody2DSeekKinematic(rb, vSteer, dir); + } else { + RigidBody2DSeekWithForces(rb, vSteer, dir); + } + } + + public void CharacterSeek(CharacterController cc, Vector3 vSteer, Vector3 up) { + var dir = Vector3.ProjectOnPlane(Strafing.GetFaceTarget(cc.transform, vSteer), up).normalized; + CharacterControllerSeek(cc, vSteer, dir, up); + } + + void FlyableSeekWithForces(Rigidbody rb, Vector3 vSteer, Vector3 tdir, Vector3 tup) { + var angularAccel = MotionUtils.SeekAngularAccel(attenMaxTurnAccel, attenMaxTurnSpeed, Mathf.Rad2Deg * rb.angularVelocity, rb.rotation, Quaternion.LookRotation(tdir, tup)); + var transAccel = MotionUtils.SeekAccel(attenMaxSpeed, vSteer, rb.velocity); + AccelerateForces(rb, angularAccel, transAccel); + } + + void FlyableSeekKinematic(Rigidbody rb, Vector3 vSteer, Vector3 tdir, Vector3 tup) { + var angularAccel = MotionUtils.SeekAngularAccel(attenMaxTurnAccel, attenMaxTurnSpeed, kinematicAngularVelocity, rb.rotation, Quaternion.LookRotation(tdir, tup)); + var transAccel = MotionUtils.SeekAccel(attenMaxSpeed, vSteer, kinematicVelocity); + AccelerateKinematic(rb, angularAccel, transAccel); + } + + void CharacterSeekWithForces(Rigidbody rb, Vector3 vSteer, Vector3 tdir, Vector3 tup) { + var angularAccel = MotionUtils.SeekAngularAccel(attenMaxTurnAccel, attenMaxTurnSpeed, Mathf.Rad2Deg * rb.angularVelocity, rb.rotation, Quaternion.LookRotation(tdir, tup)); + var transAccel = MotionUtils.SeekAccel(attenMaxSpeed, vSteer, rb.velocity); + AccelerateForces(rb, angularAccel, transAccel); + } + + void CharacterSeekKinematic(Rigidbody rb, Vector3 vSteer, Vector3 tdir, Vector3 tup) { + var angularAccel = MotionUtils.SeekAngularAccel(attenMaxTurnAccel, attenMaxTurnSpeed, kinematicAngularVelocity, rb.rotation, Quaternion.LookRotation(tdir, tup)); + var transAccel = MotionUtils.SeekAccel(attenMaxSpeed, vSteer, kinematicVelocity); + AccelerateKinematic(rb, angularAccel, transAccel); + } + + void CharacterControllerSeek(CharacterController cc, Vector3 vSteer, Vector3 tdir, Vector3 tup) { + var angularAccel = MotionUtils.SeekAngularAccel(attenMaxTurnAccel, attenMaxTurnSpeed, kinematicAngularVelocity, cc.transform.rotation, Quaternion.LookRotation(tdir, tup)); + var transAccel = MotionUtils.SeekAccel(attenMaxSpeed, vSteer, kinematicVelocity); + AccelerateCharacterController(cc, angularAccel, transAccel); + } + + void RigidBody2DSeekWithForces(Rigidbody2D rb, Vector2 vSteer, Vector2 tdir) { + var angularAccel = MotionUtils.SeekAngularAccel2D(attenMaxTurnAccel, attenMaxTurnSpeed, rb.angularVelocity, rb.transform.up, tdir); + var transAccel = MotionUtils.SeekAccel(attenMaxSpeed, vSteer, rb.velocity); + AccelerateForces(rb, angularAccel, transAccel); + } + + void RigidBody2DSeekKinematic(Rigidbody2D rb, Vector2 vSteer, Vector2 tdir) { + var angularAccel = MotionUtils.SeekAngularAccel2D(attenMaxTurnAccel, attenMaxTurnSpeed, kinematicAngularVelocity2D, rb.transform.up, tdir); + var transAccel = MotionUtils.SeekAccel(attenMaxSpeed, vSteer, kinematicVelocity2D); + AccelerateKinematic(rb, angularAccel, transAccel); + } + + void AccelerateForces(Rigidbody rb, Vector3 angularAccel, Vector3 transAccel) { + if (constrainMotion) { + angularAccel = Vector3.ClampMagnitude(angularAccel, attenMaxTurnAccel); + transAccel = Vector3.ClampMagnitude(transAccel, attenMaxAccel); + } + + // check if angularAccel is NaN + if (angularAccel.sqrMagnitude > 0) { + rb.AddTorque(Mathf.Deg2Rad * angularAccel * Time.fixedDeltaTime, ForceMode.VelocityChange); + } + + rb.AddForce(transAccel * rb.mass); + + if (constrainMotion) { + rb.angularVelocity = Vector3.ClampMagnitude(rb.angularVelocity, Mathf.Deg2Rad * attenMaxTurnSpeed); + + var vel = rb.velocity; + var dirDotForward = Vector3.Dot(vel.normalized, rb.transform.forward); + var maxVel = Mathf.Abs(dirDotForward) * attenMaxSpeed + (1f - Mathf.Abs(dirDotForward)) * attenMaxStrafeSpeed; + rb.velocity = Vector3.ClampMagnitude(rb.velocity, maxVel); + } + } + + void AccelerateKinematic(Rigidbody rb, Vector3 angularAccel, Vector3 transAccel) { + if (constrainMotion) { + angularAccel = Vector3.ClampMagnitude(angularAccel, attenMaxTurnAccel); + transAccel = Vector3.ClampMagnitude(transAccel, attenMaxAccel); + } + + // check if angularAccel is NaN + if (angularAccel.sqrMagnitude > 0) { + kinematicAngularVelocity += angularAccel * Time.fixedDeltaTime; + } + + kinematicVelocity += transAccel * Time.fixedDeltaTime; + + if (constrainMotion) { + kinematicAngularVelocity = Vector3.ClampMagnitude(kinematicAngularVelocity, attenMaxTurnSpeed); + + var dirDotForward = Vector3.Dot(kinematicVelocity.normalized, rb.transform.forward); + var maxVel = Mathf.Abs(dirDotForward) * attenMaxSpeed + (1f - Mathf.Abs(dirDotForward)) * attenMaxStrafeSpeed; + kinematicVelocity = Vector3.ClampMagnitude(kinematicVelocity, maxVel); + } + + rb.rotation = Quaternion.AngleAxis(kinematicAngularVelocity.magnitude * Time.fixedDeltaTime, kinematicAngularVelocity.normalized) * rb.rotation; + rb.position = rb.position + kinematicVelocity * Time.fixedDeltaTime; + } + + void AccelerateCharacterController(CharacterController cc, Vector3 angularAccel, Vector3 transAccel) { + if (constrainMotion) { + angularAccel = Vector3.ClampMagnitude(angularAccel, attenMaxTurnAccel); + transAccel = Vector3.ClampMagnitude(transAccel, attenMaxAccel); + } + kinematicAngularVelocity += angularAccel * Time.deltaTime; + kinematicVelocity = Vector3.Lerp(kinematicVelocity, cc.velocity, Time.deltaTime * 8f); + kinematicVelocity += transAccel * Time.deltaTime; + + if (constrainMotion) { + kinematicAngularVelocity = Vector3.ClampMagnitude(kinematicAngularVelocity, attenMaxTurnSpeed); + + var dirDotForward = Vector3.Dot(kinematicVelocity.normalized, cc.transform.forward); + var maxVel = Mathf.Abs(dirDotForward) * attenMaxSpeed + (1f - Mathf.Abs(dirDotForward)) * attenMaxStrafeSpeed; + kinematicVelocity = Vector3.ClampMagnitude(kinematicVelocity, maxVel); + } + + cc.transform.rotation = Quaternion.AngleAxis(kinematicAngularVelocity.magnitude * Time.deltaTime, kinematicAngularVelocity.normalized) * cc.transform.rotation; + cc.SimpleMove(kinematicVelocity); + } + + void AccelerateForces(Rigidbody2D rb, float angularAccel, Vector2 transAccel) { + if (constrainMotion) { + angularAccel = Mathf.Clamp(angularAccel, -attenMaxTurnAccel, attenMaxTurnAccel); + transAccel = Vector3.ClampMagnitude(transAccel, attenMaxAccel); + } + rb.AddTorque(angularAccel * rb.mass); + rb.AddForce(transAccel * rb.mass); + + if (constrainMotion) { + rb.angularVelocity = Mathf.Clamp(rb.angularVelocity, -attenMaxTurnSpeed, attenMaxTurnSpeed); + + var vel = rb.velocity; + var dirDotForward = Vector3.Dot(vel.normalized, rb.transform.up); + var maxVel = Mathf.Abs(dirDotForward) * attenMaxSpeed + (1f - Mathf.Abs(dirDotForward)) * attenMaxStrafeSpeed; + rb.velocity = Vector3.ClampMagnitude(rb.velocity, maxVel); + } + } + + void AccelerateKinematic(Rigidbody2D rb, float angularAccel, Vector2 transAccel) { + if (constrainMotion) { + angularAccel = Mathf.Clamp(angularAccel, -attenMaxTurnAccel, attenMaxTurnAccel); + transAccel = Vector3.ClampMagnitude(transAccel, attenMaxAccel); + } + kinematicAngularVelocity2D += angularAccel * Time.fixedDeltaTime; + kinematicVelocity2D += transAccel * Time.fixedDeltaTime; + + if (constrainMotion) { + kinematicAngularVelocity2D = Mathf.Clamp(kinematicAngularVelocity2D, -attenMaxTurnSpeed, attenMaxTurnSpeed); + + var dirDotForward = Vector2.Dot(kinematicVelocity2D.normalized, rb.transform.up); + var maxVel = Mathf.Abs(dirDotForward) * attenMaxSpeed + (1f - Mathf.Abs(dirDotForward)) * attenMaxStrafeSpeed; + kinematicVelocity2D = Vector3.ClampMagnitude(kinematicVelocity2D, maxVel); + } + + rb.rotation = rb.rotation + kinematicAngularVelocity2D * Time.fixedDeltaTime; + rb.position = rb.position + kinematicVelocity2D * Time.fixedDeltaTime; + } + } + + [System.Serializable] + public struct LocomotionStrafeSettings { + [SerializeField] + Transform targetTransform; + [SerializeField] + Vector3 targetDirection; + + public void SetFaceTarget(Vector3 direction) { + targetTransform = null; + targetDirection = direction; + } + + public void SetFaceTarget(Transform target) { + targetTransform = target; + targetDirection = Vector3.zero; + } + + public void Clear() { + targetTransform = null; + targetDirection = Vector3.zero; + } + + public Vector3 GetFaceTarget(Transform forTransform, Vector3 vSteer) { + if (targetTransform != null) { + return (targetTransform.position - forTransform.position).normalized; + } else if (targetDirection != Vector3.zero) { + return targetDirection.normalized; + } + if (vSteer != Vector3.zero) { + return vSteer.normalized; + } + return forTransform.forward; + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/LocomotionSystem.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/LocomotionSystem.cs.meta new file mode 100644 index 0000000..51c22a4 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/LocomotionSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 85321b1d0889420d90a463628f1d49c8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SphereGrid.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SphereGrid.cs new file mode 100644 index 0000000..d4b4eb4 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SphereGrid.cs @@ -0,0 +1,190 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Collections; + +namespace Micosmo.SensorToolkit { + + public static class SphereGrid { + + public static void InitialiseDirections(DirectionalGrid grid) { + var cellCount = grid.CellCount; + for (var i = 0; i < cellCount; i++) { + grid.Directions[i] = new Coords(grid.GridSize, i).Direction; + } + } + + public static int GetCell(DirectionalGrid grid, Vector3 direction) => new Coords(grid.GridSize, direction).I; + + public static float SampleDirection(DirectionalGrid grid, Vector3 direction) { + // Find the 3 closest cells + float d1 = 0, d2 = 0, d3 = 0; + int i1 = 0, i2 = 0, i3 = 0; + for (var i = 0; i < grid.CellCount; i++) { + var d = Vector3.Dot(direction, grid.Directions[i]); + if (d > d1) { + d3 = d2; i3 = i2; + d2 = d1; i2 = i1; + d1 = d; i1 = i; + } else if (d > d2) { + d3 = d2; i3 = i2; + d2 = d; i2 = i; + } else if (d > d3) { + d3 = d; i3 = i; + } + } + + // Interpolate between the 3 closest cells + var v1 = grid.Values[i1]; + var v2 = grid.Values[i2]; + var v3 = grid.Values[i3]; + var dir1 = grid.Directions[i1]; + var dir2 = grid.Directions[i2]; + var dir3 = grid.Directions[i3]; + var B1 = dir2 - dir1; + var B2 = dir3 - dir1; + var pp = direction - dir1; + var x = Vector3.Dot(pp, B1)/B1.magnitude; + var y = Vector3.Dot(pp, B2)/B2.magnitude; + return (x * v2) + (y * v3) + ((1 - x - y) * v1); + } + + public static Vector3 GetMaxContinuous(DirectionalGrid grid) { + if (grid.GridSize == 0) { + return Vector3.zero; + } + var max = grid.GetMaxCell(); + var value = grid.Values[max]; + var coords = new Coords(grid.GridSize, max); + var xoffset = SubCellOffset(grid.GridSize, value, grid.Values[coords.ShiftLeft().I], grid.Values[coords.ShiftRight().I], out value); + var yoffset = SubCellOffset(grid.GridSize, value, grid.Values[coords.ShiftDown().I], grid.Values[coords.ShiftUp().I], out value); + + var face = coords.Face; + var cellSize = 2f / grid.GridSize; + var direction = (face.GetCellCenter(coords.X, coords.Y, cellSize) + (xoffset * face.B1 + yoffset * face.B2)).normalized; + return direction * value; + } + + static float SubCellOffset(float gridSize, float v, float prev, float next, out float subValue) { + float xmin, xmax, xdir; + if (prev < next) { + xmin = prev; xmax = next; xdir = 1; + } else { + xmin = next; xmax = prev; xdir = -1; + } + var xinterp = Mathf.InverseLerp(0, v - xmin, xmax - xmin); + subValue = Mathf.LerpUnclamped(xmin, v, 1f + (xinterp / 2f)); + var cellExtents = 1f / gridSize; + var xoffset = xdir * xinterp * cellExtents; + return xoffset; + } + + readonly static GridFace[] GridFaces = new GridFace[] { + new GridFace(Vector3.up, Vector3.right, Vector3.forward), + new GridFace(Vector3.down, Vector3.right, Vector3.forward), + new GridFace(Vector3.forward, Vector3.right, Vector3.down), + new GridFace(Vector3.back, Vector3.right, Vector3.up), + new GridFace(Vector3.right, Vector3.forward, Vector3.up), + new GridFace(Vector3.left, Vector3.forward, Vector3.up) + }; + + static int GetFaceIndex(Vector3 dir) { + var adir = AbsVector(dir); + if (adir.y >= adir.x && adir.y >= adir.z) { + return dir.y > 0 ? 0 : 1; + } + if (adir.z >= adir.x && adir.z >= adir.y) { + return dir.z > 0 ? 2 : 3; + } + return dir.x > 0 ? 4 : 5; + } + + static Vector3 AbsVector(Vector3 v) => new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z)); + + public struct Coords { + public int Size; + public int FaceIndex; + public int X; + public int Y; + public int I => (X * Size + Y) + (FaceIndex * Size * Size); + public GridFace Face => GridFaces[FaceIndex]; + public Vector3 Direction => Face.GetCellCenter(X, Y, 2f / Size).normalized; + public Coords(int size, int fi, int x, int y) { + Size = size; FaceIndex = fi; X = x; Y = y; + } + public Coords(int size, int i) { + Size = size; + var gi = i % (Size * Size); + FaceIndex = i / (Size * Size); + X = gi / Size; + Y = gi % Size; + } + public Coords(int size, Vector3 dir) { + Size = size; + FaceIndex = GetFaceIndex(dir); + var face = GridFaces[FaceIndex]; + var absN = AbsVector(face.N); + var invN = new Vector3(absN.x == 1 ? 0 : 1, absN.y == 1 ? 0 : 1, absN.z == 1 ? 0 : 1); + var pDir = Vector3.Scale(dir, invN); + var interval = 2f / Size; + X = Mathf.FloorToInt((Vector3.Dot(pDir, face.B1) + 1f) / interval); + Y = Mathf.FloorToInt((Vector3.Dot(pDir, face.B2) + 1f) / interval); + } + + int gmod => Size - 1; + + public Coords ShiftRight() { + var x = X + 1; + var y = Y; + var fi = FaceIndex; + if (x > gmod) { + if (fi == 0) { fi = 4; x = y; y = gmod; } else if (fi == 1) { fi = 4; x = y; y = 0; } else if (fi == 2) { fi = 4; x = gmod; y = gmod - y; } else if (fi == 3) { fi = 4; x = 0; } else if (fi == 4) { fi = 2; x = gmod; y = gmod - y; } else if (fi == 5) { fi = 2; x = 0; y = gmod - y; } + } + return new Coords() { Size = Size, FaceIndex = fi, X = x, Y = y }; + } + + public Coords ShiftLeft() { + var x = X - 1; + var y = Y; + var fi = FaceIndex; + if (x < 0) { + if (fi == 0) { fi = 5; x = y; y = gmod; } else if (fi == 1) { fi = 5; x = y; y = 0; } else if (fi == 2) { fi = 5; x = gmod; y = gmod - y; } else if (fi == 3) { fi = 5; x = 0; } else if (fi == 4) { fi = 3; x = gmod; } else if (fi == 5) { fi = 3; x = 0; } + } + return new Coords() { Size = Size, FaceIndex = fi, X = x, Y = y }; + } + + public Coords ShiftUp() { + var x = X; + var y = Y + 1; + var fi = FaceIndex; + if (y > gmod) { + if (fi == 0) { fi = 2; y = 0; } else if (fi == 1) { fi = 2; y = gmod; } else if (fi == 2) { fi = 1; y = gmod; } else if (fi == 3) { fi = 0; y = 0; } else if (fi == 4) { fi = 0; y = x; x = gmod; } else if (fi == 5) { fi = 0; y = x; x = 0; } + } + return new Coords() { Size = Size, FaceIndex = fi, X = x, Y = y }; + } + + public Coords ShiftDown() { + var x = X; + var y = Y - 1; + var fi = FaceIndex; + if (y < 0) { + if (fi == 0) { fi = 3; y = gmod; } else if (fi == 1) { fi = 3; y = 0; } else if (fi == 2) { fi = 0; y = gmod; } else if (fi == 3) { fi = 1; y = 0; } else if (fi == 4) { fi = 1; y = x; x = gmod; } else if (fi == 5) { fi = 1; y = x; x = 0; } + } + return new Coords() { Size = Size, FaceIndex = fi, X = x, Y = y }; + } + } + + public struct GridFace { + public Vector3 N; + public Vector3 B1; + public Vector3 B2; + public Vector3 Origin => N - B1 - B2; + public GridFace(Vector3 n, Vector3 b1, Vector3 b2) { + N = n; B1 = b1; B2 = b2; + } + public Vector3 GetCellCenter(float x, float y, float interval) => + Origin + ((x + .5f) * B1 * interval) + ((y + .5f) * B2 * interval); + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SphereGrid.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SphereGrid.cs.meta new file mode 100644 index 0000000..e9cc69d --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SphereGrid.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 717b9a92b6a849e5ae1ebdcbe5ac1ea5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDanger.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDanger.cs new file mode 100644 index 0000000..e93760d --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDanger.cs @@ -0,0 +1,184 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Collections; +using Unity.Jobs; + +namespace Micosmo.SensorToolkit { + + [System.Serializable] + public class SteerDanger : IDisposable { + + public enum MappingFunctions { RadialInterpolation, SignalStrength } + + [Tooltip("A list of sensors that detect dangerous targets to avoid. Each detection will produce a danger vector in its direction from the sensor.")] + public List Sensors = new List(); + + [Tooltip("A list of signal processors that will be applied to the detections on the input sensors.")] + public List SignalProcessors = new List(); + + [Tooltip("How to calculate the magnitude of danger for each input detection.")] + public MappingFunctions MappingFunction = MappingFunctions.RadialInterpolation; + + [DrawIf("MappingFunction", MappingFunctions.RadialInterpolation)] + [Tooltip("Only relevant when MappingFunction is RadialInterpolation. Danger is interpolated from 1 to 0 by distance to the sensor.")] + public RadialInterpolation RadialInterpolation = new RadialInterpolation(0f, 2f); + + public DirectionalGrid DangerMap => dangerMap; + DirectionalGrid dangerMap; + + NativeArray sharedDangerItems; + DirectionalGrid sharedDangerMap; + + public void RecreateGrids(int resolution, bool isSpherical, Vector3 up) { + Dispose(); + if (isSpherical) { + dangerMap = DirectionalGrid.CreateSphere(resolution, Allocator.Persistent); + } else { + dangerMap = DirectionalGrid.CreateCircle(resolution * 4, up, Allocator.Persistent); + } + } + + public void UpdateUpDirection(Vector3 up) { + dangerMap.UpdateAxis(up); + } + + public void Dispose() { + if (dangerMap.IsCreated) { + dangerMap.Dispose(); + } + if (sharedDangerMap.IsCreated) { + sharedDangerMap.Dispose(); + } + if (sharedDangerItems.IsCreated) { + sharedDangerItems.Dispose(); + } + } + + public void Clear() { + dangerMap.Fill(0); + } + + public void PulseSensors() { + if (Sensors == null) { + return; + } + foreach (var sensor in Sensors) { + sensor?.PulseAll(); + } + } + + List workList = new List(); + public struct JobContext { + public JobHandle Handle; + public DirectionalGrid SharedDangerMap; + } + public JobContext ScheduleJob(ISteeringSensor owner) { + workList.Clear(); + if (Sensors != null) { + foreach (var sensor in Sensors) { + if (sensor == null) { + continue; + } + foreach (var signal in sensor.Signals) { + var processed = signal; + if (ProcessSignal(sensor, ref processed)) { + workList.Add(new DangerItem { + Bounds = processed.Bounds, + Strength = processed.Strength, + }); + } + } + } + } + sharedDangerItems = new NativeArray(workList.Count, Allocator.TempJob); + for (int i = 0; i < workList.Count; i++) { + sharedDangerItems[i] = workList[i]; + } + if (!sharedDangerMap.IsCompatible(dangerMap)) { + if (sharedDangerMap.IsCreated) { + sharedDangerMap.Dispose(); + } + sharedDangerMap = DirectionalGrid.CreateMatching(dangerMap, Allocator.Persistent); + } + if (sharedDangerMap.Axis != dangerMap.Axis) { + sharedDangerMap.UpdateAxis(dangerMap.Axis); + } + var job = new SteerDangerJob { + Position = owner.transform.position, + DangerItems = sharedDangerItems, + DangerMap = sharedDangerMap, + IsRadialMapping = MappingFunction == MappingFunctions.RadialInterpolation, + RadialMapping = RadialInterpolation + }; + return new JobContext { + Handle = job.Schedule(), + SharedDangerMap = sharedDangerMap + }; + } + + public void ManagedFinish() { + if (!sharedDangerItems.IsCreated) { + return; + } + dangerMap.Copy(sharedDangerMap, true); + sharedDangerItems.Dispose(); + } + + bool ProcessSignal(Sensor sensor, ref Signal signal) { + if (SignalProcessors == null) { + return true; + } + foreach (var processor in SignalProcessors) { + if (processor == null) { + continue; + } + if (!processor.Process(ref signal, sensor)) { + return false; + } + } + return signal.Object != null; + } + public void DrawGizmos(ISteeringSensor owner, float offset, float scale, float width) { + SensorGizmos.PushColor(STPrefs.DangerColour); + dangerMap.DrawGizmos(owner.transform.position, offset, scale, width); + SensorGizmos.PopColor(); + } + + public struct DangerItem { + public Bounds Bounds; + public float Strength; + } + + public struct SteerDangerJob : IJob { + public Vector3 Position; + public NativeArray DangerItems; + public DirectionalGrid DangerMap; + public bool IsRadialMapping; + public RadialInterpolation RadialMapping; + + public void Execute() { + DangerMap.Fill(0); + for (int i = 0; i < DangerItems.Length; i++) { + var item = DangerItems[i]; + var point = item.Bounds.ClosestPoint(Position); + var delta = point - Position; + if (delta == Vector3.zero) { + // We're inside the bounds of the signal. Avoid NaNs. + delta = (item.Bounds.center - Position).normalized * .01f; + } + var dist = delta.magnitude; + var dir = delta / dist; + var xDanger = IsRadialMapping ? RadialMapping.Calculate(dist) : item.Strength; + if (xDanger == 0) { + continue; + } + var vDanger = xDanger * dir; + DangerMap.GradientFill(vDanger, 0f); + } + } + } + } + +} diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDanger.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDanger.cs.meta new file mode 100644 index 0000000..d987ffd --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDanger.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a739ac5ab390458291c0e5f2d92575eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDecision.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDecision.cs new file mode 100644 index 0000000..06d9e5a --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDecision.cs @@ -0,0 +1,138 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Collections; +using Unity.Jobs; +namespace Micosmo.SensorToolkit { + + [System.Serializable] + public class SteerDecision : IDisposable { + + [Min(0)] + [Tooltip("Always avoid directions with a danger value above this threshold, unless all directions are above it.")] + public float MaxDangerThreshold = 0.5f; + + [Range(0, 1f)] + [Tooltip("How much the velocity candidates influences the decision. Greater values will make the sensor prefer directions where it can travel closer to the preferred speed.")] + public float PreferredVelocityInfluence = 0.5f; + + [Space] + + [Tooltip("How quickly the sensor interpolates its state. Slower interpolation will reduce erratic behaviour, but may make the sensor slow to react.")] + public float InterpolationSpeed = 8f; + + DirectionalGrid rawDecisionMap; + public DirectionalGrid DecisionMap => decisionMap; + DirectionalGrid decisionMap; + + DirectionalGrid sharedDecisionMap; + + public Vector3 GetCandidateDirection() { + if (!decisionMap.IsCreated) { + return Vector3.zero; + } + var chosenDirection = decisionMap.GetMaxContinuous().normalized; + return chosenDirection; + } + + public void RecreateGrids(int resolution, bool isSpherical, Vector3 up) { + Dispose(); + if (isSpherical) { + rawDecisionMap = DirectionalGrid.CreateSphere(resolution, Allocator.Persistent); + decisionMap = DirectionalGrid.CreateSphere(resolution, Allocator.Persistent); + } else { + rawDecisionMap = DirectionalGrid.CreateCircle(resolution * 4, up, Allocator.Persistent); + decisionMap = DirectionalGrid.CreateCircle(resolution * 4, up, Allocator.Persistent); + } + } + + public void UpdateUpDirection(Vector3 up) { + rawDecisionMap.UpdateAxis(up); + decisionMap.UpdateAxis(up); + } + + public void Dispose() { + if (rawDecisionMap.IsCreated) { + rawDecisionMap.Dispose(); + } + if (decisionMap.IsCreated) { + decisionMap.Dispose(); + } + if (sharedDecisionMap.IsCreated) { + sharedDecisionMap.Dispose(); + } + } + + public void Clear() { + rawDecisionMap.Fill(0); + decisionMap.Fill(0); + } + + public JobHandle ScheduleJob(ISteeringSensor owner, SteerInterest.JobContext interestContext, SteerDanger.JobContext dangerContext, SteerVO.JobContext voContext) { + if (!sharedDecisionMap.IsCompatible(rawDecisionMap)) { + if (sharedDecisionMap.IsCreated) { + sharedDecisionMap.Dispose(); + } + sharedDecisionMap = DirectionalGrid.CreateMatching(rawDecisionMap, Allocator.Persistent); + } + if (sharedDecisionMap.Axis != decisionMap.Axis) { + sharedDecisionMap.UpdateAxis(decisionMap.Axis); + } + var job = new SteerDecisionJob { + InterestMap = interestContext.SharedInterestMap, + DangerMap = dangerContext.SharedDangerMap, + LowSpeedMap = voContext.SharedLowSpeed, + HighSpeedMap = voContext.SharedHighSpeed, + DecisionMap = sharedDecisionMap, + MaxDangerThreshold = MaxDangerThreshold, + PreferredVelocityInfluence = PreferredVelocityInfluence, + PreferredSpeed = owner.Velocity.PreferredSpeed, + MaxSpeed = owner.Velocity.MaxSpeed + }; + var deps = JobHandle.CombineDependencies( + interestContext.Handle, + dangerContext.Handle, + voContext.Handle); + return job.Schedule(deps); + } + + public void ManagedFinish() { + rawDecisionMap.Copy(sharedDecisionMap, true); + if (!Application.isPlaying) { + decisionMap.Copy(sharedDecisionMap, true); + } + } + + public void Interpolate(float dt) { + decisionMap.InterpolateTo(rawDecisionMap, dt * InterpolationSpeed); + } + + public void DrawGizmos(ISteeringSensor owner, float offset, float scale, float width) { + SensorGizmos.PushColor(STPrefs.DecisionColour); + decisionMap.DrawGizmos(owner.transform.position, offset, scale, width); + SensorGizmos.PopColor(); + } + + public struct SteerDecisionJob : IJob { + public DirectionalGrid InterestMap; + public DirectionalGrid DangerMap; + public DirectionalGrid LowSpeedMap; + public DirectionalGrid HighSpeedMap; + public DirectionalGrid DecisionMap; + public float MaxDangerThreshold; + public float PreferredVelocityInfluence; + public float PreferredSpeed; + public float MaxSpeed; + + public void Execute() { + DecisionMap.Copy(InterestMap); + if (PreferredVelocityInfluence > 0) { + DecisionMap.MergeVelocity(LowSpeedMap, HighSpeedMap, PreferredSpeed, MaxSpeed, PreferredVelocityInfluence); + } + DecisionMap.MergeDanger(DangerMap, MaxDangerThreshold); + } + } + } + +} diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDecision.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDecision.cs.meta new file mode 100644 index 0000000..42edd81 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerDecision.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 84557704896c775439ebff7aa25cea1f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerInterest.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerInterest.cs new file mode 100644 index 0000000..809b913 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerInterest.cs @@ -0,0 +1,212 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Collections; +using Unity.Jobs; + +namespace Micosmo.SensorToolkit { + + [System.Serializable] + public class SteerInterest : IDisposable { + + public enum MappingFunctions { RadialInterpolation, SignalStrength } + + [Min(0)] + [Tooltip("An interest vector weighted by this will be applied to the forward direction of the agent. Encourages the agent to keep its current direction.")] + public float StabilizationWeight = 0.2f; + + [Tooltip("The local forward direction that the stabilization vector will be applied to.")] + public Vector3 LocalForwardDirection = Vector3.forward; + + [Space] + + [Tooltip("A list of sensors that detect targets of interest. Each detection will produce an interest vector in its direction from the sensor.")] + public List Sensors = new List(); + + [Tooltip("A list of signal processors that will be applied to the detections on the input sensors.")] + public List SignalProcessors = new List(); + + [Tooltip("How to calculate the magnitude of interest for each input detection.")] + public MappingFunctions MappingFunction = MappingFunctions.RadialInterpolation; + + [DrawIf("MappingFunction", MappingFunctions.RadialInterpolation)] + [Tooltip("Only relevant when MappingFunction is RadialInterpolation. Interest is interpolated from 1 to 0 by distance to the sensor.")] + public RadialInterpolation RadialInterpolation = new RadialInterpolation(0f, 2f); + + public DirectionalGrid InterestMap => interestMap; + DirectionalGrid interestMap; + + NativeArray sharedInterestItems; + DirectionalGrid sharedInterestMap; + + public void RecreateGrids(int resolution, bool isSpherical, Vector3 up) { + Dispose(); + if (isSpherical) { + interestMap = DirectionalGrid.CreateSphere(resolution, Allocator.Persistent); + } else { + interestMap = DirectionalGrid.CreateCircle(resolution * 4, up, Allocator.Persistent); + } + } + + public void UpdateUpDirection(Vector3 up) { + interestMap.UpdateAxis(up); + } + + public void Dispose() { + if (interestMap.IsCreated) { + interestMap.Dispose(); + } + if (sharedInterestMap.IsCreated) { + sharedInterestMap.Dispose(); + } + if (sharedInterestItems.IsCreated) { + sharedInterestItems.Dispose(); + } + } + + public void Clear() { + interestMap.Fill(0); + } + + public void PulseSensors() { + if (Sensors == null) { + return; + } + foreach (var sensor in Sensors) { + sensor?.PulseAll(); + } + } + + List workList = new List(); + public struct JobContext { + public JobHandle Handle; + public DirectionalGrid SharedInterestMap; + } + public JobContext ScheduleJob(ISteeringSensor owner) { + workList.Clear(); + if (Sensors != null) { + foreach (var sensor in Sensors) { + if (sensor == null) { + continue; + } + foreach (var signal in sensor.Signals) { + var processed = signal; + if (ProcessSignal(sensor, ref processed)) { + workList.Add(new InterestItem { + Bounds = processed.Bounds, + Strength = processed.Strength, + }); + } + } + } + } + sharedInterestItems = new NativeArray(workList.Count, Allocator.TempJob); + for (int i = 0; i < workList.Count; i++) { + sharedInterestItems[i] = workList[i]; + } + if (!sharedInterestMap.IsCompatible(interestMap)) { + sharedInterestMap.Dispose(); + sharedInterestMap = DirectionalGrid.CreateMatching(interestMap, Allocator.Persistent); + } + if (sharedInterestMap.Axis != interestMap.Axis) { + sharedInterestMap.UpdateAxis(interestMap.Axis); + } + var job = new SteerInterestJob { + Position = owner.transform.position, + Direction = owner.transform.TransformDirection(LocalForwardDirection.normalized), + SeekForce = owner.Seek.SeekMode != SeekMode.Wander ? owner.Seek.GetDeltaToDestination(owner).normalized : Vector3.zero, + StabilizationWeight = StabilizationWeight, + InterestItems = sharedInterestItems, + InterestMap = sharedInterestMap, + IsRadialMapping = MappingFunction == MappingFunctions.RadialInterpolation, + RadialMapping = RadialInterpolation + }; + return new JobContext { + Handle = job.Schedule(), + SharedInterestMap = sharedInterestMap + }; + } + + public void ManagedFinish() { + if (!sharedInterestItems.IsCreated) { + return; + } + interestMap.Copy(sharedInterestMap, true); + sharedInterestItems.Dispose(); + } + + public void DrawGizmos(ISteeringSensor owner, float offset, float scale, float width) { + SensorGizmos.PushColor(STPrefs.InterestColour); + interestMap.DrawGizmos(owner.transform.position, offset, scale, width); + SensorGizmos.PopColor(); + } + + bool ProcessSignal(Sensor sensor, ref Signal signal) { + if (SignalProcessors == null) { + return true; + } + foreach (var processor in SignalProcessors) { + if (processor == null) { + continue; + } + if (!processor.Process(ref signal, sensor)) { + return false; + } + } + return signal.Object != null; + } + + public struct InterestItem { + public Bounds Bounds; + public float Strength; + } + + public struct SteerInterestJob : IJob { + public Vector3 Position; + public Vector3 Direction; + public Vector3 SeekForce; + public float StabilizationWeight; + public NativeArray InterestItems; + public DirectionalGrid InterestMap; + public bool IsRadialMapping; + public RadialInterpolation RadialMapping; + + public void Execute() { + InterestMap.Fill(0); + + if (SeekForce != Vector3.zero) { + InterestMap.GradientAdd(SeekForce, -1); + } + + foreach (var item in InterestItems) { + GetInterest(item, out var point, out var vInterest); + if (vInterest != Vector3.zero) { + InterestMap.GradientFill(vInterest, 0f); + } + } + + if (StabilizationWeight > 0) { + InterestMap.GradientFunction(Direction * StabilizationWeight, 0, (prevCell, v) => prevCell + v); + } + + InterestMap.ClampRange01(); + } + + void GetInterest(InterestItem item, out Vector3 point, out Vector3 vInterest) { + point = item.Bounds.ClosestPoint(Position); + var delta = point - Position; + if (delta == Vector3.zero) { + // We're inside the bounds of the signal. Avoid NaNs. + delta = (item.Bounds.center - Position).normalized * .01f; + } + var dist = delta.magnitude; + var dir = delta / dist; + var xInterest = IsRadialMapping ? RadialMapping.Calculate(dist) : item.Strength; + vInterest = xInterest * dir; + } + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerInterest.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerInterest.cs.meta new file mode 100644 index 0000000..cb25a63 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerInterest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 75181701ef2c42019cec8bb59bd7128d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerSeek.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerSeek.cs new file mode 100644 index 0000000..c9dd8cc --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerSeek.cs @@ -0,0 +1,137 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public enum SeekMode { Position, Direction, Wander, Stop } + + [System.Serializable] + public struct SeekPosition { + public enum DestinationTypes { Transform, Point } + + [Tooltip("Choose if the destination is a transform or a worldspace point.")] + public DestinationTypes DestinationType; + + [DrawIf("DestinationType", DestinationTypes.Transform)] + [Tooltip("The transform to seek to when the DestinationType is Transform.")] + public Transform DestinationTransform; + + [DrawIf("DestinationType", DestinationTypes.Point)] + [Tooltip("The point to seek to when the DestinationType is Point.")] + public Vector3 DestinationPoint; + + [Tooltip("When this is greater than zero, the destination will be offset by this distance in the direction of the agent.")] + public float DistanceOffset; + + [Tooltip("When true, the agent will stop when it reaches the destination.")] + public bool StopAtDestination; + + public SeekPosition(Transform transform, bool stopAtDestination = false, float distanceOffset = 0f) { + DestinationType = DestinationTypes.Transform; + DestinationTransform = transform; + DestinationPoint = Vector3.zero; + DistanceOffset = distanceOffset; + StopAtDestination = stopAtDestination; + } + + public SeekPosition(Vector3 point, bool stopAtDestination = false, float distanceOffset = 0f) { + DestinationType = DestinationTypes.Point; + DestinationTransform = null; + DestinationPoint = point; + DistanceOffset = distanceOffset; + StopAtDestination = stopAtDestination; + } + + public bool IsNone => DestinationType == DestinationTypes.Transform && DestinationTransform == null; + + public Vector3 ResolvePosition(Transform from) { + if (IsNone) { + return from.position; + } + var pt = DestinationType == DestinationTypes.Transform ? DestinationTransform.position : DestinationPoint; + if (DistanceOffset != 0f) { + var dir = (from.position - pt).normalized; + pt += dir * DistanceOffset; + } + return pt; + } + } + + [System.Serializable] + public class SteerSeek { + [Tooltip("Choose the specific seek behaviour to use.")] + public SeekMode SeekMode; + + [Tooltip("Only relevant when SeekMode is Position. Defines the destination point to seek towards.")] + public SeekPosition SeekPosition; + + [Tooltip("Only relevant when SeekMode is Direction. Defines the direction to seek towards.")] + public Vector3 SeekDirection; + + [Min(0)] + [Tooltip("Only relevant when SeekMode is Position. Defines the distance threshold when the destination is considered reached.")] + public float ArriveDistanceThreshold; + + [Min(0)] + [Tooltip("Only relevant when SeekMode is Position and StopAtDestination is true. Defines the distance threshold when the agent will start to slow down.")] + public float StoppingDistance; + + public Vector3 GetDeltaToDestination(ISteeringSensor owner) { + var destination = GetDestination(owner); + return destination - owner.transform.position; + } + + public float GetDistanceToDestination(ISteeringSensor owner) => GetDeltaToDestination(owner).magnitude; + + public bool GetIsDestinationReached(ISteeringSensor owner) { + if (SeekMode == SeekMode.Position) { + return GetDistanceToDestination(owner) <= ArriveDistanceThreshold; + } + return SeekMode == SeekMode.Stop; + } + + public Vector3 GetSteeringVector(ISteeringSensor owner) { + var chosenDirection = owner.Decision.GetCandidateDirection(); + if (chosenDirection == Vector3.zero) { + return Vector3.zero; + } + var speed = owner.Velocity.GetSpeedCandidate(chosenDirection); + return GetArriveVector(owner, speed * chosenDirection); + } + + Vector3 GetDestination(ISteeringSensor owner) { + if (SeekMode == SeekMode.Position) { + return SeekPosition.ResolvePosition(owner.transform); + } else if (SeekMode == SeekMode.Direction) { + return owner.transform.position + SeekDirection; + } else if (SeekMode == SeekMode.Wander) { + return owner.transform.position + owner.transform.forward; + } + return owner.transform.position; + } + + Vector3 GetArriveVector(ISteeringSensor owner, Vector3 velocity) { + switch(SeekMode) { + case SeekMode.Position: + if (!SeekPosition.StopAtDestination || StoppingDistance <= 0f) { + return velocity; + } + if (GetIsDestinationReached(owner)) { + return Vector3.zero; + } + var delta = GetDeltaToDestination(owner); + var distance = delta.magnitude; + return velocity * Mathf.Lerp(0f, 1f, distance / StoppingDistance); + case SeekMode.Direction: + return SeekDirection != Vector3.zero ? velocity : Vector3.zero; + case SeekMode.Wander: + return velocity; + case SeekMode.Stop: + return Vector3.zero; + default: + return velocity; + } + } + } +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerSeek.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerSeek.cs.meta new file mode 100644 index 0000000..7905076 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerSeek.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ac4e00752aa3eb4b811001f22403203 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerVO.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerVO.cs new file mode 100644 index 0000000..3199539 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerVO.cs @@ -0,0 +1,337 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Unity.Collections; +using Unity.Jobs; + +namespace Micosmo.SensorToolkit { + + [System.Serializable] + public class SteerVO : System.IDisposable { + + [Min(0)] + [Tooltip("The speed to aim for in the absence of potential collisions.")] + public float PreferredSpeed = 4f; + + [Min(0)] + [Tooltip("The maximum speed the agent can move it. The sensor will produce candidate speeds up to this value that avoids collisions.")] + public float MaxSpeed = 8f; + + [Space] + + [Tooltip("A list of sensors that detect velocity obstacles. Velocities are estimated for each detection by comparing their positions between pulses.")] + public List Sensors = new List(); + + [Tooltip("A list of signal processors that will be applied to the detections on the input sensors.")] + public List SignalProcessors = new List(); + + [Tooltip("The radius of the agent used to predict potential collisions.")] + public float AgentRadius = 1f; + + [Tooltip("The time horizon used to predict potential collisions. The sensor will search for candidate velocities that avoids collisions within this time window.")] + public float TimeHorizon = 1f; + + [Tooltip("The number of velocity candidates tested each time the sensor pulses.")] + public int SamplesPerPulse = 400; + + // Stores candidate speeds that are between 0 and the prefered speed. + public DirectionalGrid LowSpeedMap => lowSpeedMap; + DirectionalGrid lowSpeedMap; + + // Stores candidate speed that are between the prefered speed and the max speed. + public DirectionalGrid HighSpeedMap => highSpeedMap; + DirectionalGrid highSpeedMap; + + Dictionary velocities = new Dictionary(); + Dictionary nextVelocities = new Dictionary(); + NativeArray sharedVelocityObstacles; + DirectionalGrid sharedLowSpeed; + DirectionalGrid sharedHighSpeed; + NativeSobolSequence sobolCell; + NativeSobolSequence sobolSpeed; + + // We store 'running' and 'complete' versions in case the user changes the values while the sensor is running + float runningPreferredSpeed, runningMaxSpeed; + float completePreferredSpeed, completeMaxSpeed; + + public float GetSpeedCandidate(Vector3 direction) { + var lowSpeed = GetLowerSpeedCandidate(direction); + var highSpeed = GetUpperSpeedCandidate(direction); + if (highSpeed == completeMaxSpeed) { + return lowSpeed; // When no candidate exists lowSpeed would be 0 and therefore we return 0 + } + if (lowSpeed == 0f) { + return highSpeed; + } + var xSlow = Mathf.Abs(lowSpeed - completePreferredSpeed) / completePreferredSpeed; + var xFast = (completePreferredSpeed != completeMaxSpeed) + ? 1f - Mathf.Abs(highSpeed - completePreferredSpeed) / (completeMaxSpeed - completePreferredSpeed) + : xSlow; + return xSlow < xFast ? lowSpeed : highSpeed; + } + + public float GetLowerSpeedCandidate(Vector3 direction) { + if (LowSpeedMap.IsCreated) { + return LowSpeedMap.SampleDirection(direction); + } + return PreferredSpeed; + } + + public float GetUpperSpeedCandidate(Vector3 direction) { + if (HighSpeedMap.IsCreated) { + return HighSpeedMap.SampleDirection(direction); + } + return PreferredSpeed; + } + + public void RecreateGrids(int resolution, bool isSpherical, Vector3 up) { + Dispose(); + if (isSpherical) { + lowSpeedMap = DirectionalGrid.CreateSphere(resolution, Allocator.Persistent); + highSpeedMap = DirectionalGrid.CreateSphere(resolution, Allocator.Persistent); + } else { + lowSpeedMap = DirectionalGrid.CreateCircle(resolution * 4, up, Allocator.Persistent); + highSpeedMap = DirectionalGrid.CreateCircle(resolution * 4, up, Allocator.Persistent); + } + } + + public void UpdateUpDirection(Vector3 up) { + lowSpeedMap.UpdateAxis(up); + highSpeedMap.UpdateAxis(up); + } + + public void Dispose() { + if (lowSpeedMap.IsCreated) { + lowSpeedMap.Dispose(); + } + if (highSpeedMap.IsCreated) { + highSpeedMap.Dispose(); + } + if (sharedLowSpeed.IsCreated) { + sharedLowSpeed.Dispose(); + } + if (sharedHighSpeed.IsCreated) { + sharedHighSpeed.Dispose(); + } + if (sharedVelocityObstacles.IsCreated) { + sharedVelocityObstacles.Dispose(); + } + if (sobolCell.IsCreated) { + sobolCell.Dispose(); + } + if (sobolSpeed.IsCreated) { + sobolSpeed.Dispose(); + } + } + + public void Clear() { + lowSpeedMap.Fill(0); + highSpeedMap.Fill(0); + runningPreferredSpeed = runningMaxSpeed = 0f; + completePreferredSpeed = completeMaxSpeed = 0f; + } + + public void PulseSensors() { + if (Sensors == null) { + return; + } + foreach (var sensor in Sensors) { + sensor?.PulseAll(); + } + } + + bool ProcessSignal(Sensor sensor, ref Signal signal) { + if (SignalProcessors == null) { + return true; + } + foreach (var processor in SignalProcessors) { + if (processor == null) { + continue; + } + if (!processor.Process(ref signal, sensor)) { + return false; + } + } + return signal.Object != null; + } + + public struct JobContext { + public JobHandle Handle; + public DirectionalGrid SharedLowSpeed; + public DirectionalGrid SharedHighSpeed; + } + List worklist = new List(); + public JobContext ScheduleJob(ISteeringSensor owner) { + nextVelocities.Clear(); + if (!sobolCell.IsCreated) { + sobolCell = new NativeSobolSequence(1, Allocator.Persistent); + sobolSpeed = new NativeSobolSequence(1, Allocator.Persistent); + } + worklist.Clear(); + if (Sensors != null) { + foreach (var sensor in Sensors) { + if (sensor == null) { + continue; + } + foreach (var signal in sensor.Signals) { + var processedSignal = signal; + if (!ProcessSignal(sensor, ref processedSignal)) { + continue; + } + worklist.Add(processedSignal); + } + } + } + sharedVelocityObstacles = new NativeArray(worklist.Count, Allocator.TempJob); + if (!sharedLowSpeed.IsCreated || lowSpeedMap.GridSize != sharedLowSpeed.GridSize) { + sharedLowSpeed.Dispose(); + sharedLowSpeed = new DirectionalGrid(lowSpeedMap.IsSpherical, lowSpeedMap.GridSize, lowSpeedMap.Axis, Allocator.Persistent); + sharedHighSpeed.Dispose(); + sharedHighSpeed = new DirectionalGrid(highSpeedMap.IsSpherical, highSpeedMap.GridSize, highSpeedMap.Axis, Allocator.Persistent); + } + sharedLowSpeed.Copy(lowSpeedMap); + sharedHighSpeed.Copy(highSpeedMap); + int i = 0; + foreach (var signal in worklist) { + if (!velocities.TryGetValue(signal.Object, out var velocityEstimator)) { + velocityEstimator = new VelocityEstimator(); + } + velocityEstimator.Sample(signal.Object); + nextVelocities[signal.Object] = velocityEstimator; + + var center = signal.Bounds.center - owner.transform.position; + var extents = signal.Shape.extents; + var radius = Mathf.Max(extents.x, Mathf.Max(extents.y, extents.z)) + AgentRadius; + var distance = center.magnitude; + if (radius > distance) { + radius = distance * 0.99f; + } + + var velObstactle = new VelocityObstacle { + Center = center, + Radius = radius, + Velocity = velocityEstimator.Velocity + }; + sharedVelocityObstacles[i] = velObstactle; + i++; + } + runningPreferredSpeed = PreferredSpeed; + runningMaxSpeed = MaxSpeed; + var job = new SteerVOJob { + VelocityObstacles = sharedVelocityObstacles, + LowSpeed = sharedLowSpeed, + HighSpeed = sharedHighSpeed, + AgentRadius = AgentRadius, + TimeHorizon = TimeHorizon, + PreferredSpeed = PreferredSpeed, + MaxSpeed = MaxSpeed, + SamplesPerPulse = SamplesPerPulse, + SobolCell = sobolCell, + SobolSpeed = sobolSpeed + }; + return new JobContext { + Handle = job.Schedule(), + SharedLowSpeed = sharedLowSpeed, + SharedHighSpeed = sharedHighSpeed + }; + } + + public void ManagedFinish() { + if (!sharedVelocityObstacles.IsCreated) { + return; + } + + var temp = velocities; + velocities = nextVelocities; + nextVelocities = temp; + + lowSpeedMap.Copy(sharedLowSpeed, true); + highSpeedMap.Copy(sharedHighSpeed, true); + completePreferredSpeed = runningPreferredSpeed; + completeMaxSpeed = runningMaxSpeed; + + sharedVelocityObstacles.Dispose(); + } + + public void DrawGizmos(ISteeringSensor owner, float offset, float scale, float width) { + if (lowSpeedMap.IsCreated && highSpeedMap.IsCreated) { + DirectionalGrid.DrawVelocityGizmos(owner.transform.position, offset, scale / completeMaxSpeed, width, completeMaxSpeed, lowSpeedMap, highSpeedMap); + } + } + + } + + public struct SteerVOJob : IJob { + const int MaxSamplesPerDirection = 10; + + public NativeArray VelocityObstacles; + public DirectionalGrid LowSpeed; + public DirectionalGrid HighSpeed; + public float AgentRadius; + public float TimeHorizon; + public float PreferredSpeed; + public float MaxSpeed; + public int SamplesPerPulse; + public NativeSobolSequence SobolCell; + public NativeSobolSequence SobolSpeed; + + int sampleCount; + + public void Execute() { + var cellCount = LowSpeed.CellCount; + + sampleCount = 0; + while (sampleCount < SamplesPerPulse) { + var t = SobolCell.Next()[0]; + var cellIndex = Mathf.FloorToInt(t * cellCount); + if (cellIndex >= cellCount) { + cellIndex = cellCount - 1; + } + var cellDir = LowSpeed.Directions[cellIndex]; + var slowTarget = LowSpeed.Values[cellIndex]; + var fastTarget = HighSpeed.Values[cellIndex]; + if (fastTarget < PreferredSpeed) { + fastTarget = PreferredSpeed; + } + GetTargetSpeed(cellDir, ref slowTarget, ref fastTarget); + LowSpeed.Values[cellIndex] = slowTarget; + HighSpeed.Values[cellIndex] = fastTarget; + } + } + + void GetTargetSpeed(Vector3 direction, ref float currSlowTarget, ref float currFastTarget) { + if (TestVelocity(direction * PreferredSpeed)) { + currSlowTarget = currFastTarget = PreferredSpeed; + return; + } + + var bestMinSpeed = (TestVelocity(direction * currSlowTarget)) ? currSlowTarget : 0f; + var bestMaxSpeed = (TestVelocity(direction * currFastTarget)) ? currFastTarget : MaxSpeed; + + for (int i = 0; i < MaxSamplesPerDirection; i++) { + var speed = Mathf.Lerp(bestMinSpeed, bestMaxSpeed, SobolSpeed.Next()[0]); + if (TestVelocity(direction * speed)) { + if (speed < PreferredSpeed) { + bestMinSpeed = speed; + } else { + bestMaxSpeed = speed; + } + } + } + + currSlowTarget = bestMinSpeed; + currFastTarget = bestMaxSpeed; + } + + bool TestVelocity(Vector3 velocity) { + sampleCount += 1; + foreach (var velocityObstacle in VelocityObstacles) { + if (velocityObstacle.ContainsVelocity(velocity, TimeHorizon)) { + return false; + } + } + return true; + } + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerVO.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerVO.cs.meta new file mode 100644 index 0000000..ed98b40 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/SteerVO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a8e2fe8f4006a994887d1622c273b12b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityEstimator.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityEstimator.cs new file mode 100644 index 0000000..7acdbe8 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityEstimator.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + public struct VelocityEstimator { + + public float PrevSampleTime; + public Vector3 PrevSamplePosition; + public Vector3 Velocity; + + public void Sample(GameObject target) => Sample(target.transform.position); + + public void Sample(Vector3 newPosition) { + if (PrevSampleTime == 0) { + PrevSampleTime = Time.time; + PrevSamplePosition = newPosition; + Velocity = Vector3.zero; + return; + } + + var sampleTime = Time.time; + if (sampleTime == PrevSampleTime) { + return; + } + var samplePosition = newPosition; + var deltaTime = sampleTime - PrevSampleTime; + if (deltaTime > 0) { + Velocity = (samplePosition - PrevSamplePosition) / deltaTime; + } + PrevSampleTime = sampleTime; + PrevSamplePosition = samplePosition; + } + + } + +} \ No newline at end of file diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityEstimator.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityEstimator.cs.meta new file mode 100644 index 0000000..74ed816 --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityEstimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f26d37caf7970924da3ffd39699905d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityObstacle.cs b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityObstacle.cs new file mode 100644 index 0000000..9a01c4b --- /dev/null +++ b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityObstacle.cs @@ -0,0 +1,53 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Micosmo.SensorToolkit { + + [System.Serializable] + public struct VelocityObstacle { + + public Vector3 Velocity; // Global velocity of obstacle. + public Vector3 Center; // Position of obstacle relative to agent. + public float Radius; // Obstacle Radius + Agent Radius. + + public VelocityObstacle(Vector3 velocity, Vector3 center, float radius) { + Velocity = velocity; + Center = center; + Radius = radius; + } + + /** + * agentVel should be world space velocity of agent. Will return true if a collision will occur in the + * future. The time until collision will be stored in 'time'. + */ + public bool TryGetCollisionTime(Vector3 agentVel, out float time) { + var agentRelVel = agentVel - Velocity; + var cross = Vector3.Cross(agentRelVel, Center); + var discr = -(cross.sqrMagnitude) + (Radius * Radius) * agentRelVel.sqrMagnitude; + + if (discr < 0) { + time = float.PositiveInfinity; + return false; + } + + time = (Vector3.Dot(agentRelVel, Center) - Mathf.Sqrt(discr)) / agentRelVel.sqrMagnitude; + return time >= 0; + } + + public bool ContainsVelocity(Vector3 agentVel, float timeHorizon) { + if (TryGetCollisionTime(agentVel, out var time)) { + return time <= timeHorizon; + } + return false; + } + + public void DrawGizmos() { + Gizmos.color = Color.red; + Gizmos.DrawWireSphere(Center, Radius); + Gizmos.DrawLine(Center, Center + Velocity); + } + + } + +} diff --git a/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityObstacle.cs.meta b/Assets/SensorToolkit/Sensors/src/SteerBehaviours/VelocityObstacle.cs.meta new 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file mode 100644 index 0000000..7f3eca3 --- /dev/null +++ b/Assets/Tests/PlayMode/BaseGames.Tests.PlayMode.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ba2164f377b449148960bb029fea13e7 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/PlayMode/ColorblindApplierTests.cs b/Assets/Tests/PlayMode/ColorblindApplierTests.cs new file mode 100644 index 0000000..f8c5ada --- /dev/null +++ b/Assets/Tests/PlayMode/ColorblindApplierTests.cs @@ -0,0 +1,37 @@ +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.TestTools; +using BaseGames.Core; +using BaseGames.UI.Utility; + +namespace BaseGames.Tests.PlayMode +{ + /// + /// ColorblindApplier 测试:写入 Shader 全局变量。 + /// + public class ColorblindApplierTests + { + private GameObject _host; + + [SetUp] public void SetUp() { _host = new GameObject("ColorblindHost"); } + [TearDown] public void TearDown() { Object.DestroyImmediate(_host); } + + [UnityTest] + public IEnumerator ApplyMode_WritesShaderGlobals() + { + var applier = _host.AddComponent(); + applier.ApplyMode(ColorblindMode.Deuteranopia); + yield return null; + Assert.AreEqual((int)ColorblindMode.Deuteranopia, + Shader.GetGlobalInt(Shader.PropertyToID("_GlobalColorblindMode"))); + Assert.AreEqual(1f, + Shader.GetGlobalFloat(Shader.PropertyToID("_GlobalColorblindStrength")), 0.001f); + + applier.ApplyMode(ColorblindMode.None); + yield return null; + Assert.AreEqual(0, + Shader.GetGlobalInt(Shader.PropertyToID("_GlobalColorblindMode"))); + } + } +} diff --git a/Assets/Tests/PlayMode/ColorblindApplierTests.cs.meta b/Assets/Tests/PlayMode/ColorblindApplierTests.cs.meta new file mode 100644 index 0000000..4a50411 --- /dev/null +++ b/Assets/Tests/PlayMode/ColorblindApplierTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 07ca55485ed3db14e822d55d1116e5d3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/PlayMode/RequiredFieldValidatorTests.cs b/Assets/Tests/PlayMode/RequiredFieldValidatorTests.cs new file mode 100644 index 0000000..8625d7b --- /dev/null +++ b/Assets/Tests/PlayMode/RequiredFieldValidatorTests.cs @@ -0,0 +1,49 @@ +using NUnit.Framework; +using UnityEngine; +using BaseGames.Core; + +namespace BaseGames.Tests.PlayMode +{ + /// + /// RequiredFieldValidator 反射扫描测试。 + /// + public class RequiredFieldValidatorTests + { + private class Sample : MonoBehaviour + { + [RequiredField] public GameObject Required; + [RequiredField("提示文本")] public string RequiredString; + public GameObject Optional; + } + + [Test] + public void MissingField_LogsWarning() + { + var go = new GameObject("ReqHost"); + var s = go.AddComponent(); + s.Required = null; + s.RequiredString = ""; + + // 期待两条警告(Required + RequiredString) + UnityEngine.TestTools.LogAssert.Expect(LogType.Warning, + new System.Text.RegularExpressions.Regex(@"\[RequiredField\] Sample\.Required.*")); + UnityEngine.TestTools.LogAssert.Expect(LogType.Warning, + new System.Text.RegularExpressions.Regex(@"\[RequiredField\] Sample\.RequiredString.*")); + RequiredFieldValidator.ValidateAll(s); + + Object.DestroyImmediate(go); + } + + [Test] + public void FilledField_NoWarning() + { + var go = new GameObject("ReqHost2"); + var s = go.AddComponent(); + s.Required = go; + s.RequiredString = "ok"; + + RequiredFieldValidator.ValidateAll(s); // 不应有警告 + Object.DestroyImmediate(go); + } + } +} diff --git a/Assets/Tests/PlayMode/RequiredFieldValidatorTests.cs.meta b/Assets/Tests/PlayMode/RequiredFieldValidatorTests.cs.meta new file mode 100644 index 0000000..a4830c5 --- /dev/null +++ b/Assets/Tests/PlayMode/RequiredFieldValidatorTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5afa9356c16c2954f899e0d092be37b3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/PlayMode/ToastManagerTests.cs b/Assets/Tests/PlayMode/ToastManagerTests.cs new file mode 100644 index 0000000..945864f --- /dev/null +++ b/Assets/Tests/PlayMode/ToastManagerTests.cs @@ -0,0 +1,79 @@ +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.TestTools; +using TMPro; +using BaseGames.UI; + +namespace BaseGames.Tests.PlayMode +{ + /// + /// ToastManager 队列行为测试: + /// · Enqueue 一条后 Toast 激活并最终隐藏 + /// · 连续 Enqueue 3 条按序串行播放 + /// + /// 不依赖事件频道(直接调用 Enqueue),不依赖本地化(标题/正文为常量字符串)。 + /// + public class ToastManagerTests + { + private GameObject _host; + private ToastManager _mgr; + private ToastNotification _toast; + + [SetUp] + public void SetUp() + { + _host = new GameObject("ToastHost"); + + // Toast 预制:CanvasGroup + 子文本 + var toastGO = new GameObject("Toast", typeof(CanvasGroup)); + toastGO.transform.SetParent(_host.transform); + toastGO.SetActive(false); + _toast = toastGO.AddComponent(); + // 反射注入 _displayDuration / _fadeDuration 减为短值,缩短测试时长 + SetPrivate(_toast, "_displayDuration", 0.05f); + SetPrivate(_toast, "_fadeDuration", 0.02f); + + _mgr = _host.AddComponent(); + SetPrivate(_mgr, "_toast", _toast); + _host.SetActive(false); + _host.SetActive(true); // 触发 Awake/OnEnable + } + + [TearDown] + public void TearDown() { Object.DestroyImmediate(_host); } + + [UnityTest] + public IEnumerator Enqueue_ShowsThenHides() + { + _mgr.Enqueue("T", "B", null); + yield return null; + Assert.IsTrue(_toast.gameObject.activeSelf, "入队后 Toast 应当激活"); + + // 总时长 ~= 0.02+0.05+0.02 = 0.09s,再 + 队列等待 0.1s + yield return new WaitForSecondsRealtime(0.5f); + Assert.IsFalse(_toast.gameObject.activeSelf, "Toast 自动隐藏未生效"); + } + + [UnityTest] + public IEnumerator MultipleEnqueue_PlaysSerially() + { + _mgr.Enqueue("A", "1", null); + _mgr.Enqueue("B", "2", null); + yield return null; + Assert.IsTrue(_toast.gameObject.activeSelf, "第一条应当立即播放"); + // 不严格验证内容(涉及私有字段),只验证活动状态推进。 + yield return new WaitForSecondsRealtime(1.0f); + Assert.IsFalse(_toast.gameObject.activeSelf, "两条串行播放后应当全部结束"); + } + + // ── 反射工具 ────────────────────────────────────────────────────── + private static void SetPrivate(object target, string fieldName, object value) + { + var f = target.GetType().GetField(fieldName, + System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic); + f?.SetValue(target, value); + } + } +} diff --git a/Assets/Tests/PlayMode/ToastManagerTests.cs.meta b/Assets/Tests/PlayMode/ToastManagerTests.cs.meta new file mode 100644 index 0000000..8fd3b27 --- /dev/null +++ b/Assets/Tests/PlayMode/ToastManagerTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ee01b829ae0f99445b90f0561e2ccae1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/PlayMode/UIManagerSmokeTest.cs b/Assets/Tests/PlayMode/UIManagerSmokeTest.cs new file mode 100644 index 0000000..324d8fb --- /dev/null +++ b/Assets/Tests/PlayMode/UIManagerSmokeTest.cs @@ -0,0 +1,94 @@ +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.TestTools; +using BaseGames.UI; + +namespace BaseGames.Tests.PlayMode +{ + /// + /// UIManager 烟雾测试:验证面板栈基本不变式。 + /// + /// 覆盖: + /// · OpenPanel → CloseTopPanel 后栈为空; + /// · 嵌套打开(A → B → CloseTop)后 A 仍处于激活态; + /// · 重复 OpenPanel 同一面板不会双压栈(HashSet 去重)。 + /// + /// 注:测试只覆盖框架行为,不验证业务面板(CharmPanel 等)的内部逻辑。 + /// + public class UIManagerSmokeTest + { + private GameObject _hostGO; + private UIManager _manager; + private GameObject _panelA; + private GameObject _panelB; + + [SetUp] + public void SetUp() + { + _hostGO = new GameObject("UIManager_Host"); + _manager = _hostGO.AddComponent(); + _panelA = new GameObject("PanelA"); + _panelB = new GameObject("PanelB"); + _panelA.SetActive(false); + _panelB.SetActive(false); + + // 强制 OnEnable 触发(AddComponent 同帧已触发,这里二次启用保证 ServiceLocator 状态) + _hostGO.SetActive(false); + _hostGO.SetActive(true); + } + + [TearDown] + public void TearDown() + { + Object.DestroyImmediate(_panelA); + Object.DestroyImmediate(_panelB); + Object.DestroyImmediate(_hostGO); + } + + [UnityTest] + public IEnumerator OpenThenCloseTop_PanelDeactivated() + { + _manager.OpenPanel(_panelA); + yield return null; + + Assert.IsTrue(_panelA.activeSelf, "OpenPanel 应当激活面板"); + + _manager.CloseTopPanel(); + yield return null; + + Assert.IsFalse(_panelA.activeSelf, "CloseTopPanel 应当反激活栈顶面板"); + } + + [UnityTest] + public IEnumerator NestedOpen_PreviousPanelHiddenAndRestored() + { + _manager.OpenPanel(_panelA); + _manager.OpenPanel(_panelB); + yield return null; + + Assert.IsFalse(_panelA.activeSelf, "嵌套打开时上一层应被隐藏"); + Assert.IsTrue(_panelB.activeSelf, "新打开的面板应当激活"); + + _manager.CloseTopPanel(); + yield return null; + + Assert.IsTrue(_panelA.activeSelf, "关闭栈顶后上一层应当恢复"); + Assert.IsFalse(_panelB.activeSelf, "关闭后栈顶面板应当反激活"); + } + + [UnityTest] + public IEnumerator DoubleOpenSamePanel_NoStackDuplication() + { + _manager.OpenPanel(_panelA); + _manager.OpenPanel(_panelA); + yield return null; + + // 关闭一次后栈应为空 + _manager.CloseTopPanel(); + yield return null; + + Assert.IsFalse(_panelA.activeSelf, "重复打开应被去重;关闭一次后即应隐藏"); + } + } +} diff --git a/Assets/Tests/PlayMode/UIManagerSmokeTest.cs.meta b/Assets/Tests/PlayMode/UIManagerSmokeTest.cs.meta new file mode 100644 index 0000000..adb700d --- /dev/null +++ b/Assets/Tests/PlayMode/UIManagerSmokeTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 953f5cb03f10b1d4db3d8da7121ba910 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/PlayMode/UITweenTests.cs b/Assets/Tests/PlayMode/UITweenTests.cs new file mode 100644 index 0000000..33cc712 --- /dev/null +++ b/Assets/Tests/PlayMode/UITweenTests.cs @@ -0,0 +1,60 @@ +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.TestTools; +using BaseGames.UI; + +namespace BaseGames.Tests.PlayMode +{ + /// + /// UITween 静态库测试:验证补间在终态吸附、零时长立即返回、null 安全。 + /// + public class UITweenTests + { + private GameObject _go; + + [SetUp] public void SetUp() { _go = new GameObject("TweenHost", typeof(RectTransform), typeof(CanvasGroup)); } + [TearDown] public void TearDown() { Object.DestroyImmediate(_go); } + + [UnityTest] + public IEnumerator MoveAnchored_ReachesTarget() + { + var rect = _go.GetComponent(); + rect.anchoredPosition = Vector2.zero; + yield return _go.AddComponent().Run(UITween.MoveAnchored(rect, new Vector2(100, 50), 0.05f)); + Assert.AreEqual(new Vector2(100, 50), rect.anchoredPosition); + } + + [UnityTest] + public IEnumerator FadeCanvasGroup_ReachesTarget() + { + var cg = _go.GetComponent(); + cg.alpha = 0f; + yield return _go.AddComponent().Run(UITween.FadeCanvasGroup(cg, 1f, 0.05f)); + Assert.AreEqual(1f, cg.alpha, 0.001f); + } + + [UnityTest] + public IEnumerator ZeroDuration_SnapsImmediately() + { + var rect = _go.GetComponent(); + yield return _go.AddComponent().Run(UITween.MoveAnchored(rect, new Vector2(7, 7), 0f)); + Assert.AreEqual(new Vector2(7, 7), rect.anchoredPosition); + } + + [UnityTest] + public IEnumerator NullTarget_NoException() + { + yield return _go.AddComponent().Run(UITween.MoveAnchored(null, Vector2.one, 0.05f)); + yield return _go.AddComponent().Run(UITween.FadeCanvasGroup(null, 1f, 0.05f)); + Assert.Pass(); + } + + /// 挂宿主跑协程的辅助 MonoBehaviour(测试场景无 EventSystem)。 + private class TestRunner : MonoBehaviour + { + public IEnumerator Run(IEnumerator inner) { yield return StartCoroutine(inner); } + } + } +} diff --git a/Assets/Tests/PlayMode/UITweenTests.cs.meta 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a/Assets/_Game/Resources/Localization/ChineseSimplified/UI.json.meta b/Assets/_Game/Resources/Localization/ChineseSimplified/UI.json.meta new file mode 100644 index 0000000..e07df91 --- /dev/null +++ b/Assets/_Game/Resources/Localization/ChineseSimplified/UI.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4b467b2bd496d6a48bf14743bf6dc030 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Resources/Localization/English.meta b/Assets/_Game/Resources/Localization/English.meta new file mode 100644 index 0000000..3107a1e --- /dev/null +++ b/Assets/_Game/Resources/Localization/English.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c88709988862d0449b435bba8e369238 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Resources/Localization/English/UI.json b/Assets/_Game/Resources/Localization/English/UI.json new file mode 100644 index 0000000..814a9ed --- /dev/null +++ b/Assets/_Game/Resources/Localization/English/UI.json @@ -0,0 +1,7 @@ +{ + "entries": [ + { "key": "TOAST_ACHIEVEMENT_TITLE", "value": "Achievement Unlocked" }, + { "key": "TOAST_ABILITY_TITLE", "value": "Ability Acquired" }, + { "key": "REBIND_WAITING_PROMPT", "value": "Press New Key…" } + ] +} diff --git a/Assets/_Game/Resources/Localization/English/UI.json.meta b/Assets/_Game/Resources/Localization/English/UI.json.meta new file mode 100644 index 0000000..f64a6b2 --- /dev/null +++ b/Assets/_Game/Resources/Localization/English/UI.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b2c33f73665e4b149acab3559ee26bca +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Resources/Localization/Japanese.meta b/Assets/_Game/Resources/Localization/Japanese.meta new file mode 100644 index 0000000..cc91ef4 --- /dev/null +++ b/Assets/_Game/Resources/Localization/Japanese.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 560d5306a24338a43b2b5bc363f3be73 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Resources/Localization/Japanese/UI.json b/Assets/_Game/Resources/Localization/Japanese/UI.json new file mode 100644 index 0000000..6315d16 --- /dev/null +++ b/Assets/_Game/Resources/Localization/Japanese/UI.json @@ -0,0 +1,7 @@ +{ + "entries": [ + { "key": "TOAST_ACHIEVEMENT_TITLE", "value": "実績アンロック" }, + { "key": "TOAST_ABILITY_TITLE", "value": "アビリティ獲得" }, + { "key": "REBIND_WAITING_PROMPT", "value": "新しいキーを押してください…" } + ] +} diff --git a/Assets/_Game/Resources/Localization/Japanese/UI.json.meta b/Assets/_Game/Resources/Localization/Japanese/UI.json.meta new file mode 100644 index 0000000..cc32466 --- /dev/null +++ b/Assets/_Game/Resources/Localization/Japanese/UI.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 82fc68d5bb02982459902d03c24068ab +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Resources/Localization/Korean.meta b/Assets/_Game/Resources/Localization/Korean.meta new file mode 100644 index 0000000..8c93e48 --- /dev/null +++ b/Assets/_Game/Resources/Localization/Korean.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d13f190ae2f8d744cae1f9cfbf3d2081 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Resources/Localization/Korean/UI.json b/Assets/_Game/Resources/Localization/Korean/UI.json new file mode 100644 index 0000000..9f9744e --- /dev/null +++ b/Assets/_Game/Resources/Localization/Korean/UI.json @@ -0,0 +1,7 @@ +{ + "entries": [ + { "key": "TOAST_ACHIEVEMENT_TITLE", "value": "업적 잊금" }, + { "key": "TOAST_ABILITY_TITLE", "value": "능력 획득" }, + { "key": "REBIND_WAITING_PROMPT", "value": "새 키를 누르세요…" } + ] +} diff --git a/Assets/_Game/Resources/Localization/Korean/UI.json.meta b/Assets/_Game/Resources/Localization/Korean/UI.json.meta new file mode 100644 index 0000000..dd13473 --- /dev/null +++ b/Assets/_Game/Resources/Localization/Korean/UI.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: df65e76e977a65640a33c3b4a4321155 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scenes/Testings/TestRoomA.unity b/Assets/_Game/Scenes/Testings/TestRoomA.unity index 9dabd55..17cf562 100644 --- a/Assets/_Game/Scenes/Testings/TestRoomA.unity +++ b/Assets/_Game/Scenes/Testings/TestRoomA.unity @@ -21339,6 +21339,7 @@ GameObject: - component: {fileID: 1354690328} - component: {fileID: 1354690327} - component: {fileID: 1354690326} + - component: {fileID: 1354690329} m_Layer: 8 m_Name: Square (1) m_TagString: Untagged @@ -21458,6 +21459,32 @@ Transform: m_Children: [] m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!114 &1354690329 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1354690325} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 87d47b3e0cb42914b8b2ae885bebf30b, type: 3} + m_Name: + m_EditorClassIdentifier: + costOverride: -1 + linkType: 1 + clearance: 2 + navTag: 0 + avgWaitTime: 0 + maxTraversableDistance: 0 + autoMap: 1 + start: {x: -2, y: 0} + goal: {x: 2, y: 0} + isBidirectional: 1 + visualizationType: 5 + traversalAngle: 0 + horizontalSpeed: 1 + bezierControlPoint: {x: 0, y: 3} --- !u!1 &1357827205 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/_Game/Scripts/Camera/CameraPixelSnapper.cs b/Assets/_Game/Scripts/Camera/CameraPixelSnapper.cs index 904eb43..5d6ff88 100644 --- a/Assets/_Game/Scripts/Camera/CameraPixelSnapper.cs +++ b/Assets/_Game/Scripts/Camera/CameraPixelSnapper.cs @@ -39,6 +39,8 @@ namespace BaseGames.Camera [SerializeField] private CinemachineBrain _brain; private UnityEngine.Camera _camera; + private CinemachineCamera _cachedVCam; + private CinemachineConfiner3D _cachedConfiner; private void Reset() { @@ -77,7 +79,8 @@ namespace BaseGames.Camera /// /// 获取当前活跃 VCam 的 CinemachineConfiner3D 边界盒(世界空间 AABB)。 - /// 用于在像素取整后将相机钳制回限位区域内。 + /// 缓存上次查询的 VCam 实例;仅在活跃 VCam 发生切换时重新调用 GetComponent, + /// 避免每帧 GetComponent 开销。 /// private bool TryGetActiveConfinerBounds(out Bounds bounds) { @@ -85,9 +88,14 @@ namespace BaseGames.Camera if (_brain == null) return false; var vcam = _brain.ActiveVirtualCamera as CinemachineCamera; if (vcam == null) return false; - var confiner = vcam.GetComponent(); - if (confiner == null || !confiner.IsValid) return false; - bounds = confiner.BoundingVolume.bounds; + // 只在活跃 VCam 切换时刷新缓存 + if (!ReferenceEquals(vcam, _cachedVCam)) + { + _cachedVCam = vcam; + _cachedConfiner = vcam.GetComponent(); + } + if (_cachedConfiner == null || !_cachedConfiner.IsValid) return false; + bounds = _cachedConfiner.BoundingVolume.bounds; return true; } diff --git a/Assets/_Game/Scripts/Camera/CameraStateController.cs b/Assets/_Game/Scripts/Camera/CameraStateController.cs index e3aa825..f2d6914 100644 --- a/Assets/_Game/Scripts/Camera/CameraStateController.cs +++ b/Assets/_Game/Scripts/Camera/CameraStateController.cs @@ -114,7 +114,8 @@ namespace BaseGames.Camera } // 触发区域进入:更新集合(同一区域去重后重新加入,保证最新优先级) - _activeZones.RemoveAll(e => e.area == area); + for (int i = _activeZones.Count - 1; i >= 0; i--) + if (_activeZones[i].area == area) _activeZones.RemoveAt(i); _activeZones.Add((area, priority)); // 仅当此区域是当前最优且尚未激活时才切换 @@ -132,7 +133,9 @@ namespace BaseGames.Camera if (releasedArea == null) return; bool wasActive = releasedArea == _currentArea; - int removed = _activeZones.RemoveAll(e => e.area == releasedArea); + int removed = 0; + for (int i = _activeZones.Count - 1; i >= 0; i--) + if (_activeZones[i].area == releasedArea) { _activeZones.RemoveAt(i); removed++; } // 若区域本就不在栈中,且又不是当前激活区,则无需任何操作 if (removed == 0 && !wasActive) return; diff --git a/Assets/_Game/Scripts/Camera/CameraTriggerZone.cs b/Assets/_Game/Scripts/Camera/CameraTriggerZone.cs index 00b160a..0c605ee 100644 --- a/Assets/_Game/Scripts/Camera/CameraTriggerZone.cs +++ b/Assets/_Game/Scripts/Camera/CameraTriggerZone.cs @@ -57,9 +57,14 @@ namespace BaseGames.Camera // ── 静态:跨实例共享触发状态 ────────────────────────────────────────── // 玩家当前物理上所在的所有触发区域(按进入顺序排列) private static readonly List s_InsideZones = new(); + // 场景内所有已启用的触发区域,供 RoomController 等查询(替代 FindObjectsOfType) + private static readonly List s_AllZones = new(); // 当前已向 ICameraService 发出 SwitchArea 请求的触发区域 private static CameraTriggerZone s_ActiveZone; + /// 场景内当前所有已启用的触发区域(只读)。 + public static IReadOnlyList AllZones => s_AllZones; + /// /// 在每次进入 Play Mode 前(或禁用 Domain Reload 时的跨会话)重置静态状态, /// 防止上一次游戏会话残留的区域引用导致触发逻辑错误。 @@ -68,6 +73,7 @@ namespace BaseGames.Camera private static void ResetStaticState() { s_InsideZones.Clear(); + s_AllZones.Clear(); s_ActiveZone = null; } @@ -77,12 +83,22 @@ namespace BaseGames.Camera _collider.isTrigger = true; } + private void OnEnable() + { + if (Application.isPlaying) + s_AllZones.Add(this); + } + private void OnDisable() { if (!Application.isPlaying) return; + s_AllZones.Remove(this); HandlePlayerExit(); } + /// 判断世界坐标点是否在本触发区域多边形内(供 RoomController 等无需 GetComponent 直接查询)。 + public bool ContainsPoint(Vector2 worldPoint) => _collider != null && _collider.OverlapPoint(worldPoint); + /// /// 若玩家出生时已在触发区域内,OnTriggerEnter2D 不会触发。 /// 延迟一帧(确保 RoomController.Start 先完成基准区域设置)后主动检测。 diff --git a/Assets/_Game/Scripts/Combat/CombatEnums.cs b/Assets/_Game/Scripts/Combat/CombatEnums.cs index cc0e09b..c94b0e3 100644 --- a/Assets/_Game/Scripts/Combat/CombatEnums.cs +++ b/Assets/_Game/Scripts/Combat/CombatEnums.cs @@ -31,6 +31,8 @@ namespace BaseGames.Combat CanClash = 1 << 5, ForceBreak = 1 << 6, NoKnockback = 1 << 7, + /// 击飞:使敌人进入 KnockUp 状态(腾空 + 落地)。仅在伤害量 >= HitTierConfig.launchThreshold 时生效。 + Launch = 1 << 8, } // ── 交互标签 ──────────────────────────────────────────────────────────── diff --git a/Assets/_Game/Scripts/Combat/HitBox.cs b/Assets/_Game/Scripts/Combat/HitBox.cs index 5f0d62a..ffa5026 100644 --- a/Assets/_Game/Scripts/Combat/HitBox.cs +++ b/Assets/_Game/Scripts/Combat/HitBox.cs @@ -142,8 +142,8 @@ namespace BaseGames.Combat bool isRivalHitBoxLayer = (_rivalHitBoxMask.value & (1 << otherLayer)) != 0; if (isRivalHitBoxLayer && CanClash) { - var rivalHitBox = other.GetComponent(); - if (rivalHitBox != null && rivalHitBox.IsActive && rivalHitBox.CanClash) + if (other.TryGetComponent(out var rivalHitBox) && + rivalHitBox.IsActive && rivalHitBox.CanClash) { _clashService?.ResolveClash(this, rivalHitBox); return; // 拼刀,中止伤害流水线 @@ -151,8 +151,7 @@ namespace BaseGames.Combat } // ② 命中 HurtBox - var hurtBox = other.GetComponent(); - if (hurtBox != null) + if (other.TryGetComponent(out var hurtBox)) { // 用 HitBox 自身碰撞盒中心在 HurtBox 表面上的最近点作为受击位置。 // 对大体积/长条形受击体(如地刺),此点远比 HurtBox 节点中心更准确。 @@ -163,7 +162,8 @@ namespace BaseGames.Combat } // ③ 命中 IBreakable(机关/障碍物) - other.GetComponent()?.TryInteract(info); + if (other.TryGetComponent(out var breakable)) + breakable.TryInteract(info); } // ── 当前激活期已命中目标集合(防止复合子 Collider 导致同帧多次命中)──────────── diff --git a/Assets/_Game/Scripts/Combat/Projectile.cs b/Assets/_Game/Scripts/Combat/Projectile.cs index bc548b0..6d2f25e 100644 --- a/Assets/_Game/Scripts/Combat/Projectile.cs +++ b/Assets/_Game/Scripts/Combat/Projectile.cs @@ -18,6 +18,8 @@ namespace BaseGames.Combat protected Rigidbody2D _rb; protected HitBox _hitBox; protected float _aliveTimer; + // Lifetime 在 Initialize 时缓存,避免 Update 每帧访问 SO 成员并做 null check + private float _lifetime = float.MaxValue; private PooledObject _pooledObject; @@ -32,6 +34,7 @@ namespace BaseGames.Combat public virtual void Initialize(ProjectileConfigSO config, DamageInfo damageInfo, Vector2 direction, int ownerLayer = 0) { _config = config; + _lifetime = config.Lifetime; DamageInfo = damageInfo; Direction = direction.normalized; _aliveTimer = 0f; @@ -75,7 +78,7 @@ namespace BaseGames.Combat protected virtual void Update() { _aliveTimer += Time.deltaTime; - if (_config != null && _aliveTimer >= _config.Lifetime) + if (_aliveTimer >= _lifetime) ReturnToPool(); } @@ -91,6 +94,7 @@ namespace BaseGames.Combat protected virtual void OnDisable() { _aliveTimer = 0f; + _lifetime = float.MaxValue; // 归还对象池后重置,防止未初始化时自毁 } } } diff --git a/Assets/_Game/Scripts/Combat/SkillHitBoxInstance.cs b/Assets/_Game/Scripts/Combat/SkillHitBoxInstance.cs index 82ed528..79e0b50 100644 --- a/Assets/_Game/Scripts/Combat/SkillHitBoxInstance.cs +++ b/Assets/_Game/Scripts/Combat/SkillHitBoxInstance.cs @@ -19,6 +19,11 @@ namespace BaseGames.Combat public event System.Action OnHitConfirmed; + private Coroutine _returnCoroutine; + // 按 duration 缓存 WaitForSeconds,同一技能复用无 GC 分配 + private WaitForSeconds _cachedWait; + private float _cachedWaitDuration = float.NaN; + private void Awake() { foreach (var hb in _hitBoxes) @@ -35,7 +40,31 @@ namespace BaseGames.Combat hb?.Activate(source, attacker); } - /// duration 秒后自动销毁此 GameObject。 + /// + /// duration 秒后归还对象池(SetActive false)。 + /// 由 SkillManager 对象池调用;替代旧版 Destroy 流程。 + /// + public void AutoReturnAfter(float duration) + { + if (!Mathf.Approximately(_cachedWaitDuration, duration)) + { + _cachedWaitDuration = duration; + _cachedWait = new WaitForSeconds(duration); + } + if (_returnCoroutine != null) StopCoroutine(_returnCoroutine); + _returnCoroutine = StartCoroutine(ReturnCoroutine()); + } + + private System.Collections.IEnumerator ReturnCoroutine() + { + yield return _cachedWait; + foreach (var hb in _hitBoxes) + hb?.Deactivate(); + _returnCoroutine = null; + gameObject.SetActive(false); // 触发对象池回收 + } + + /// duration 秒后销毁(非池化路径,保留向后兼容)。 public void AutoDestroyAfter(float duration) => Destroy(gameObject, Mathf.Max(0f, duration)); diff --git a/Assets/_Game/Scripts/Combat/StatusEffects/FireEffect.cs b/Assets/_Game/Scripts/Combat/StatusEffects/FireEffect.cs index 1dbbc50..8fd4381 100644 --- a/Assets/_Game/Scripts/Combat/StatusEffects/FireEffect.cs +++ b/Assets/_Game/Scripts/Combat/StatusEffects/FireEffect.cs @@ -11,8 +11,9 @@ namespace BaseGames.Combat.StatusEffects public override StatusEffectType EffectType => StatusEffectType.Fire; public override int MaxStacks => 1; + private static readonly StatusEffectType[] s_MutualExclusions = { StatusEffectType.Freeze }; /// 施加燃烧时移除冻结(火冰互斥)。 - public override StatusEffectType[] MutualExclusions => new[] { StatusEffectType.Freeze }; + public override StatusEffectType[] MutualExclusions => s_MutualExclusions; public FireEffect() { diff --git a/Assets/_Game/Scripts/Combat/StatusEffects/StatusEffectManager.cs b/Assets/_Game/Scripts/Combat/StatusEffects/StatusEffectManager.cs index 779586a..853d81a 100644 --- a/Assets/_Game/Scripts/Combat/StatusEffects/StatusEffectManager.cs +++ b/Assets/_Game/Scripts/Combat/StatusEffects/StatusEffectManager.cs @@ -27,6 +27,8 @@ namespace BaseGames.Combat.StatusEffects // ── Shader 渲染(MaterialPropertyBlock,不修改共享材质)───────── private SpriteRenderer _renderer; private MaterialPropertyBlock _propBlock; + // 缓存 Shader 属性 ID,避免每次调用 SetShaderParam 都做字符串哈希查找 + private readonly Dictionary _shaderPropIds = new(); // ── DoT 伤害代理(由 StatusEffect.OnTick 通过 Owner 调用)────────── private IDamageable _damageable; @@ -135,8 +137,13 @@ namespace BaseGames.Combat.StatusEffects public void SetShaderParam(string param, float value) { if (_renderer == null) return; + if (!_shaderPropIds.TryGetValue(param, out int propId)) + { + propId = Shader.PropertyToID(param); + _shaderPropIds[param] = propId; + } _renderer.GetPropertyBlock(_propBlock); - _propBlock.SetFloat(param, value); + _propBlock.SetFloat(propId, value); _renderer.SetPropertyBlock(_propBlock); } diff --git a/Assets/_Game/Scripts/Core/Assets/AddressKeys.cs b/Assets/_Game/Scripts/Core/Assets/AddressKeys.cs index 96380db..f4efd17 100644 --- a/Assets/_Game/Scripts/Core/Assets/AddressKeys.cs +++ b/Assets/_Game/Scripts/Core/Assets/AddressKeys.cs @@ -20,6 +20,9 @@ namespace BaseGames.Core.Assets /// Addressable key,用于 Addressables.LoadSceneAsync。 public const string SceneMainMenu = "Scene_MainMenu"; + /// Addressable key,第一个游戏章节场景。 + public const string SceneGameChapter1 = "Scene_Game_Chapter1"; + // ── Player ────────────────────────────────────────────────────── public const string PrefabPlayer = "PLY_Player"; @@ -51,7 +54,10 @@ namespace BaseGames.Core.Assets public const string PrefabWeaponSoulStaff = "WPN_SoulStaff"; // ── Config ScriptableObjects ───────────────────────────────────── - public const string DataFootstepCatalog = "Config/FootstepCatalog"; + public const string DataFootstepCatalog = "Config/FootstepCatalog"; + + /// 流式加载预算配置 SO,RoomStreamingManager 与 TransitionDirector 均依赖此资产。 + public const string DataStreamingBudgetConfig = "Config/StreamingBudgetConfig"; /// /// Addressable Label 常量(用于批量加载与预热)。 diff --git a/Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs b/Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs new file mode 100644 index 0000000..81ec83a --- /dev/null +++ b/Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs @@ -0,0 +1,22 @@ +namespace BaseGames.Core.Events +{ + /// + /// 交互提示事件负载。 + /// 由 InteractableDetector 广播,包含触发动作名称和显示文本, + /// UI 层(InteractPromptWidget)据此查询图标并显示提示。 + /// + public readonly struct InteractPromptEvent + { + /// InputSystem Action 名称,如 "Interact"。用于查询按键图标。 + public readonly string ActionName; + + /// 交互物提供的说明文本,如 "对话"、"存档"、"传送"。 + public readonly string LabelText; + + public InteractPromptEvent(string actionName, string labelText) + { + ActionName = actionName; + LabelText = labelText; + } + } +} diff --git a/Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs.meta b/Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs.meta new file mode 100644 index 0000000..a5c1a88 --- /dev/null +++ b/Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9eccce8fdbd936b46a467d078957a387 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Core/Events/InteractPromptEventChannelSO.cs b/Assets/_Game/Scripts/Core/Events/InteractPromptEventChannelSO.cs new file mode 100644 index 0000000..c81bdc4 --- /dev/null +++ b/Assets/_Game/Scripts/Core/Events/InteractPromptEventChannelSO.cs @@ -0,0 +1,7 @@ +using UnityEngine; + +namespace BaseGames.Core.Events +{ + [CreateAssetMenu(menuName = "BaseGames/Events/InteractPrompt")] + public class InteractPromptEventChannelSO : BaseEventChannelSO { } +} diff --git a/Assets/_Game/Scripts/Core/Events/InteractPromptEventChannelSO.cs.meta b/Assets/_Game/Scripts/Core/Events/InteractPromptEventChannelSO.cs.meta new file mode 100644 index 0000000..b291f2d --- /dev/null +++ b/Assets/_Game/Scripts/Core/Events/InteractPromptEventChannelSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5e6db212f7619344588f054af0c6330a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Core/Events/NpcDialogueChangeEventChannelSO.cs b/Assets/_Game/Scripts/Core/Events/NpcDialogueChangeEventChannelSO.cs new file mode 100644 index 0000000..29c3908 --- /dev/null +++ b/Assets/_Game/Scripts/Core/Events/NpcDialogueChangeEventChannelSO.cs @@ -0,0 +1,24 @@ +using UnityEngine; + +namespace BaseGames.Core.Events +{ + /// + /// NPC 对话切换事件负载(强类型,替代 "{npcId}:{sequenceId}" 字符串拼接)。 + /// + public struct NpcDialogueChangeEvent + { + /// NPC 的唯一 ID(对应 NpcSO.npcId)。 + public string npcId; + + /// 要切换到的对话序列 ID(对应 DialogueSequenceSO.sequenceId)。 + public string newSequenceId; + } + + /// + /// NPC 对话切换事件频道。 + /// 由 ChangeNPCDialogueAction 在事件链中触发;NPC 组件订阅后根据自身 npcId 过滤处理。 + /// 资产路径建议:Assets/ScriptableObjects/Events/EVT_NpcDialogueChange.asset + /// + [CreateAssetMenu(menuName = "BaseGames/Events/NpcDialogueChange")] + public class NpcDialogueChangeEventChannelSO : BaseEventChannelSO { } +} diff --git a/Assets/_Game/Scripts/Core/Events/NpcDialogueChangeEventChannelSO.cs.meta b/Assets/_Game/Scripts/Core/Events/NpcDialogueChangeEventChannelSO.cs.meta new file mode 100644 index 0000000..76f31c6 --- /dev/null +++ b/Assets/_Game/Scripts/Core/Events/NpcDialogueChangeEventChannelSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 111b5e123d3c3bc4ab5114666d8d2641 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Core/Events/QuestEvents.cs b/Assets/_Game/Scripts/Core/Events/QuestEvents.cs index 06776f2..e36bf92 100644 --- a/Assets/_Game/Scripts/Core/Events/QuestEvents.cs +++ b/Assets/_Game/Scripts/Core/Events/QuestEvents.cs @@ -9,7 +9,9 @@ namespace BaseGames.Core.Events Available = 1, Active = 2, Completed = 3, - Failed = 4 + Failed = 4, + /// 任务已接取但被暂停(如剧情锁定),不推进目标,不触发失败判定。 + Paused = 5, } /// @@ -23,7 +25,7 @@ namespace BaseGames.Core.Events } /// - /// 任务目标进度事件负载。 + /// 任务目标进度事件负载(单目标)。 /// [System.Serializable] public struct QuestObjectiveEvent @@ -33,4 +35,17 @@ namespace BaseGames.Core.Events public int Progress; public int Required; } + + /// + /// 同帧内某任务多个目标同时更新时的批量事件负载。 + /// 订阅此事件可在一帧内一次性处理同任务的所有目标变更,避免 UI 多次重绘。 + /// + [System.Serializable] + public struct QuestObjectiveBatchEvent + { + /// 发生目标进度变更的任务 ID。 + public string QuestId; + /// 本帧内该任务所有更新过的单目标事件列表(至少 1 个)。 + public System.Collections.Generic.List Updates; + } } diff --git a/Assets/_Game/Scripts/Core/Events/QuestObjectiveEventChannelSO.cs b/Assets/_Game/Scripts/Core/Events/QuestObjectiveEventChannelSO.cs index 1c21c90..8e28344 100644 --- a/Assets/_Game/Scripts/Core/Events/QuestObjectiveEventChannelSO.cs +++ b/Assets/_Game/Scripts/Core/Events/QuestObjectiveEventChannelSO.cs @@ -4,4 +4,13 @@ namespace BaseGames.Core.Events { [CreateAssetMenu(menuName = "BaseGames/Events/QuestObjective")] public class QuestObjectiveEventChannelSO : BaseEventChannelSO { } + + /// + /// 批量任务目标进度事件频道。 + /// 同帧内同一任务多个目标同时更新时,聚合为一次广播, + /// 供 UI 侧监听以避免同帧多次重绘任务追踪 HUD。 + /// 资产路径建议:Assets/ScriptableObjects/Events/EVT_QuestObjectiveBatchUpdated.asset + /// + [CreateAssetMenu(menuName = "BaseGames/Events/QuestObjectiveBatch")] + public class QuestObjectiveBatchEventChannelSO : BaseEventChannelSO { } } diff --git a/Assets/_Game/Scripts/Core/Events/TransitionType.cs b/Assets/_Game/Scripts/Core/Events/TransitionType.cs index 223b780..9dbff9c 100644 --- a/Assets/_Game/Scripts/Core/Events/TransitionType.cs +++ b/Assets/_Game/Scripts/Core/Events/TransitionType.cs @@ -1,7 +1,8 @@ namespace BaseGames.Core.Events { /// - /// 场景过渡类型,决定 的演出行为。 + /// 场景过渡类型,决定 或 + /// 的演出行为。 /// public enum TransitionType { @@ -12,5 +13,14 @@ namespace BaseGames.Core.Events /// 跨大区域切换。完整淡出,显示加载画面。 /// 适用于地图间传送、返回标题、大区域入口等有明显空间跳跃感的切换。 Scene, + + /// 无缝切换。无任何遮挡,目标房间必须已预加载(Dormant 状态)。 + /// 相机跟随玩家越过边界,视觉上无任何打断感。 + /// 若目标房间尚未就绪,TransitionDirector 将等待预加载完成后再执行切换(有超时保护)。 + Seamless, + + /// 氛围淡入淡出切换。短暂淡出(≈0.25 s)+ 显示新区域名称 + 淡入。 + /// 适用于跨大区域边界、目标房间已预加载的情况,比 Room 有更强的"抵达感"。 + AtmosphericFade, } } diff --git a/Assets/_Game/Scripts/Core/GlobalSettingsSO.cs b/Assets/_Game/Scripts/Core/GlobalSettingsSO.cs index 97a3633..beda518 100644 --- a/Assets/_Game/Scripts/Core/GlobalSettingsSO.cs +++ b/Assets/_Game/Scripts/Core/GlobalSettingsSO.cs @@ -3,6 +3,17 @@ using BaseGames.Core.Events; namespace BaseGames.Core { + /// + /// 色盲滤镜模式。运行时由后期处理(如 URP Volume)读取并切换对应的 LUT/Shader。 + /// + public enum ColorblindMode + { + None = 0, + Protanopia = 1, + Deuteranopia = 2, + Tritanopia = 3, + } + /// /// 游戏全局设置数据(运行时值)。 /// @@ -21,6 +32,16 @@ namespace BaseGames.Core public string Language = "zh-CN"; public bool ShowSpeedrunTimer = false; + + // ── 可访问性 ──────────────────────────────────────────────────────── + [Tooltip("UI 整体缩放系数(0.8 ~ 1.5),通过 CanvasScaler 应用。")] + public float UIScale = 1f; + + [Tooltip("色盲滤镜模式。")] + public ColorblindMode ColorblindMode = ColorblindMode.None; + + [Tooltip("镜头/UI 震动开关;关闭后受击晃动、命中冲击等屏幕震动被屏蔽。")] + public bool ScreenShakeEnabled = true; } /// @@ -46,6 +67,11 @@ namespace BaseGames.Core [Header("Speedrun")] public bool ShowSpeedrunTimer = false; + [Header("Accessibility")] + [Range(0.8f, 1.5f)] public float DefaultUIScale = 1f; + public ColorblindMode DefaultColorblindMode = ColorblindMode.None; + public bool DefaultScreenShakeEnabled = true; + /// 将 SO 默认值填入 GlobalSettingsData。 public GlobalSettingsData CreateDefault() => new GlobalSettingsData { @@ -58,6 +84,9 @@ namespace BaseGames.Core FullScreen = DefaultFullScreen, Language = DefaultLanguage, ShowSpeedrunTimer = ShowSpeedrunTimer, + UIScale = DefaultUIScale, + ColorblindMode = DefaultColorblindMode, + ScreenShakeEnabled = DefaultScreenShakeEnabled, }; } } diff --git a/Assets/_Game/Scripts/Core/ISceneLoadCoordinator.cs b/Assets/_Game/Scripts/Core/ISceneLoadCoordinator.cs new file mode 100644 index 0000000..94a2662 --- /dev/null +++ b/Assets/_Game/Scripts/Core/ISceneLoadCoordinator.cs @@ -0,0 +1,35 @@ +using System.Collections; + +namespace BaseGames.Core +{ + /// + /// 场景加载协调器接口。 + /// + /// 定义于 BaseGames.Core 以避免 对 + /// BaseGames.World.Streaming 产生直接依赖。 + /// + /// + /// 由流式加载系统(RoomStreamingManager)实现并在 Awake 中向 + /// 注册。当注册存在时, + /// 将符合条件的场景加载请求委托给本接口,确保房间生命周期(Dormant / Active / Cooling) + /// 得到完整维护;否则退回到 SceneLoader 原生路径。 + /// + /// + public interface ISceneLoadCoordinator + { + /// + /// 判断给定场景地址是否应由流式系统管理(而非 SceneLoader 直接加载)。 + /// 约定:以 "Room_" 前缀开头的地址均属于流式系统管辖范围。 + /// + bool OwnsScene(string sceneName); + + /// + /// 以完整流式路径加载并激活指定房间 + /// (Load → Dormant → Active,同时将前一个 Active 房间送入冷却队列)。 + /// + /// Addressable key(等同于 RoomId,前缀 "Room_")。 + /// 目标房间出生点 ID;null 表示使用默认出生点。 + /// true = 复活流程,玩家应在最近存档点出生。 + IEnumerator LoadAndActivateCoroutine(string sceneName, string entryTransitionId, bool isRespawn); + } +} diff --git a/Assets/_Game/Scripts/Core/ISceneLoadCoordinator.cs.meta b/Assets/_Game/Scripts/Core/ISceneLoadCoordinator.cs.meta new file mode 100644 index 0000000..73da6a4 --- /dev/null +++ b/Assets/_Game/Scripts/Core/ISceneLoadCoordinator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cddf13c179a032c4293e181de7e8470f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Core/ISettingsService.cs b/Assets/_Game/Scripts/Core/ISettingsService.cs index 9ebd7b5..e44d9d6 100644 --- a/Assets/_Game/Scripts/Core/ISettingsService.cs +++ b/Assets/_Game/Scripts/Core/ISettingsService.cs @@ -17,6 +17,12 @@ namespace BaseGames.Core void SetVSync(bool enabled); void SetTargetFrameRate(int fps); void SetLanguage(string localeCode); + + // ── 可访问性 ──────────────────────────────────────────────────────── + void SetUIScale(float scale); + void SetColorblindMode(ColorblindMode mode); + void SetScreenShakeEnabled(bool enabled); + void Save(); } } diff --git a/Assets/_Game/Scripts/Core/ITransitionDirector.cs b/Assets/_Game/Scripts/Core/ITransitionDirector.cs new file mode 100644 index 0000000..b66366b --- /dev/null +++ b/Assets/_Game/Scripts/Core/ITransitionDirector.cs @@ -0,0 +1,28 @@ +using BaseGames.Core.Events; + +namespace BaseGames.Core +{ + /// + /// 过渡导演接口。 + /// + /// 在处理 时, + /// 若过渡类型为 , + /// 则通过 ServiceLocator 查找此接口并委托处理。 + /// 若未找到实现(非流式模式),则退回原有淡出加载流程。 + /// + /// + public interface ITransitionDirector + { + /// + /// 处理过渡请求。由 SceneService 在确认过渡类型后调用。 + /// 实现方负责完整的过渡流程(激活目标房间、相机切换、播放演出等)。 + /// + void HandleTransition(SceneLoadRequest request); + + /// + /// 查询目标场景是否已预加载完毕(处于 Dormant 状态),可执行无缝切换。 + /// 若返回 false,SceneService 将退回带黑屏的 Room 过渡。 + /// + bool CanHandleSeamless(string targetSceneName); + } +} diff --git a/Assets/_Game/Scripts/Core/ITransitionDirector.cs.meta b/Assets/_Game/Scripts/Core/ITransitionDirector.cs.meta new file mode 100644 index 0000000..4049b7b --- /dev/null +++ b/Assets/_Game/Scripts/Core/ITransitionDirector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ba229944271875048b97b953793bf37e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Core/IWorldStateReader.cs b/Assets/_Game/Scripts/Core/IWorldStateReader.cs new file mode 100644 index 0000000..1a882cf --- /dev/null +++ b/Assets/_Game/Scripts/Core/IWorldStateReader.cs @@ -0,0 +1,12 @@ +namespace BaseGames.Core +{ + /// + /// 只读世界状态查询接口(用于对话版本条件判断)。 + /// 解耦 NarrativeNPC / DialogueVersion 对 WorldStateRegistry 具体类型的直接依赖。 + /// + public interface IWorldStateReader + { + /// 检查指定 Flag 是否已设置。 + bool HasFlag(string key); + } +} diff --git a/Assets/_Game/Scripts/Core/IWorldStateReader.cs.meta b/Assets/_Game/Scripts/Core/IWorldStateReader.cs.meta new file mode 100644 index 0000000..ae3524a --- /dev/null +++ b/Assets/_Game/Scripts/Core/IWorldStateReader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6453128890f813248a8067d3e3c919cd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Core/RequiredFieldAttribute.cs b/Assets/_Game/Scripts/Core/RequiredFieldAttribute.cs new file mode 100644 index 0000000..13f1ca0 --- /dev/null +++ b/Assets/_Game/Scripts/Core/RequiredFieldAttribute.cs @@ -0,0 +1,55 @@ +using UnityEngine; + +namespace BaseGames.Core +{ + /// + /// 标记一个序列化字段必填。运行期 / Inspector 漏配时给出明确提示, + /// 减少策划"为什么没显示"的排查成本。 + /// + /// 用法:[SerializeField, RequiredField] private GameObject _root; + /// + /// 表现: + /// - Inspector 中字段未赋值时显示红色 HelpBox 并加红框(见 Editor/RequiredFieldDrawer.cs)。 + /// - 调用方在 OnValidate / Awake 中可调用 RequiredFieldValidator.ValidateAll(this) 触发运行期警告。 + /// + [System.AttributeUsage(System.AttributeTargets.Field, AllowMultiple = false, Inherited = true)] + public class RequiredFieldAttribute : PropertyAttribute + { + public readonly string Hint; + public RequiredFieldAttribute(string hint = null) { Hint = hint; } + } + + /// 运行期辅助:在 OnValidate / Awake 中调用,扫描自身被 [RequiredField] 标注的字段。 + public static class RequiredFieldValidator + { + /// + /// 反射扫描 target 上所有 [RequiredField] 字段,未赋值时 Debug.LogWarning。 + /// 建议仅在 OnValidate / Awake 中调用(运行时调用反射有性能开销)。 + /// + public static void ValidateAll(Object target) + { + if (target == null) return; + var type = target.GetType(); + var fields = type.GetFields(System.Reflection.BindingFlags.Instance + | System.Reflection.BindingFlags.Public + | System.Reflection.BindingFlags.NonPublic); + foreach (var f in fields) + { + var attr = (RequiredFieldAttribute)System.Attribute.GetCustomAttribute(f, typeof(RequiredFieldAttribute)); + if (attr == null) continue; + var value = f.GetValue(target); + if (IsNullOrMissingRef(value)) + { + var hint = string.IsNullOrEmpty(attr.Hint) ? "" : $"({attr.Hint})"; + Debug.LogWarning($"[RequiredField] {type.Name}.{f.Name} 未赋值{hint}!", target); + } + } + } + + private static bool IsNullOrMissingRef(object value) + { + if (value is Object uo) return uo == null; // 含 Missing Reference 的"虚假 null"也算 + return value == null; + } + } +} diff --git a/Assets/_Game/Scripts/Core/RequiredFieldAttribute.cs.meta b/Assets/_Game/Scripts/Core/RequiredFieldAttribute.cs.meta new file mode 100644 index 0000000..cd8e3e5 --- /dev/null +++ b/Assets/_Game/Scripts/Core/RequiredFieldAttribute.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ee796ace5d7a52643a001ca1968b6e28 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Core/Save/SaveData.cs b/Assets/_Game/Scripts/Core/Save/SaveData.cs index b23b0fb..3c0b6eb 100644 --- a/Assets/_Game/Scripts/Core/Save/SaveData.cs +++ b/Assets/_Game/Scripts/Core/Save/SaveData.cs @@ -99,9 +99,11 @@ namespace BaseGames.Core.Save [Serializable] public class MapSaveData { - public HashSet ExploredRooms = new(); // 踏入过的房间 ID - public HashSet MappedRooms = new(); // 完整地图信息(购买/存档点揭示) - public List Pins = new(); // 玩家自定义地图标记 + public HashSet ExploredRooms = new(); // 踏入过的房间 ID + public HashSet MappedRooms = new(); // 完整地图信息(购买/存档点揭示) + public List Pins = new(); // 玩家自定义地图标记 + public string LastRegionId; // 上次进入的区域 ID(避免读档后首次进房误触发 EVT_RegionChanged) + public HashSet UnlockedTeleportRoomIds = new(); // 已解锁传送站的房间 ID(由 TeleportService 维护) } /// 玩家在地图上放置的自定义标记(架构 15_MapShopModule §1.5)。 @@ -134,10 +136,20 @@ namespace BaseGames.Core.Save [Serializable] public class QuestState { - public string Status; // "NotStarted"|"Active"|"Completed"|"Failed" - public int ObjectiveIndex; - public List ProgressCounts = new(); - public string GiverNpcId; + /// 此 QuestState 数据格式版本号,固定为 3。 + public int DataVersion = 3; + /// 任务运行时状态字符串。有效值:Unavailable|Available|Active|Paused|Completed|Failed。 + /// OnLoad 通过 Enum.TryParse 解析;无效值将触发开发模式警告并降级为 Unavailable。 + public string Status; + /// objectiveId → progressCount,重排目标顺序后存档不会错位。 + public Dictionary ObjectiveProgress = new(); + /// 各目标是否已判定完成(objectiveId → completed)。 + /// 防止 GetRequiredCount 在版本迭代中变更后,重新计算结果与存档实际状态不一致。 + public Dictionary ObjectiveCompleted = new(); + /// 任务接取时间(Unix 秒时间戳,UTC)。0 = 未记录,跳过。 + public long StartedAtUtc; + /// 任务完成时间(Unix 秒时间戳,UTC)。0 = 未完成或未记录。 + public long CompletedAtUtc; } // ─── Achievements ───────────────────────────────────────────────────────── diff --git a/Assets/_Game/Scripts/Core/SceneService.cs b/Assets/_Game/Scripts/Core/SceneService.cs index 98baa3d..adff7c8 100644 --- a/Assets/_Game/Scripts/Core/SceneService.cs +++ b/Assets/_Game/Scripts/Core/SceneService.cs @@ -24,6 +24,16 @@ namespace BaseGames.Core /// Room:极短淡出(),无加载画面。 /// Scene:完整淡出(),显示加载画面。 /// + /// + /// 完整加载时序(保证场景物体在显示前完成状态初始化): + /// + /// 淡出(黑幕遮挡) + /// Addressable 异步加载场景(场景物体 Awake / OnEnable 同步执行) + /// 触发 :通知场景物体从 WorldStateRegistry 恢复初始状态 + /// 等待一帧(保证所有场景物体 Start() 和事件处理器执行完毕) + /// 淡入(显示已完成初始化的场景) + /// + /// /// [DefaultExecutionOrder(-900)] public class SceneService : MonoBehaviour, ISceneService @@ -35,6 +45,12 @@ namespace BaseGames.Core [SerializeField] private VoidEventChannelSO _onFadeInRequest; [SerializeField] private VoidEventChannelSO _onFadeOutRequest; + [Tooltip("场景加载完成、WorldStateRegistry 已就绪后触发。\n" + + "场景内物体应订阅此事件,从 WorldStateRegistry 读取存档状态并应用(替代在 Start() 中读取)。\n" + + "触发后会等待一帧,确保所有处理器执行完毕,再执行淡入显示场景。\n" + + "对应 SO:EVT_SceneWorldStateRestored")] + [SerializeField] private VoidEventChannelSO _onSceneWorldStateRestored; + [SerializeField] private SceneLoader _sceneLoader; [Header("淡出时长")] @@ -54,7 +70,29 @@ namespace BaseGames.Core private void OnDisable() => _subscriptions.Clear(); private void HandleSceneLoadRequest(SceneLoadRequest request) - => StartCoroutine(LoadSceneCoroutine(request)); + { + // Seamless / AtmosphericFade 由 ITransitionDirector 处理(需要预加载支持) + if (request.TransitionType == TransitionType.Seamless || + request.TransitionType == TransitionType.AtmosphericFade) + { + var director = ServiceLocator.GetOrDefault(); + if (director != null) + { + // TransitionDirector 内部处理"立即切换"与"等待预加载后切换"两条路径 + director.HandleTransition(request); + return; + } + + // 未注册 ITransitionDirector(非流式模式):降级为 Room 过渡 + Debug.LogWarning($"[SceneService] 未找到 ITransitionDirector,{request.TransitionType} 降级为 Room 过渡。"); + var degraded = request; + degraded.TransitionType = TransitionType.Room; + StartCoroutine(LoadSceneCoroutine(degraded)); + return; + } + + StartCoroutine(LoadSceneCoroutine(request)); + } public IEnumerator LoadSceneCoroutine(SceneLoadRequest request) { @@ -66,10 +104,31 @@ namespace BaseGames.Core if (fadeDuration > 0f) yield return new WaitForSeconds(fadeDuration); - if (_sceneLoader != null) + // 流式模式优先:若流式协调器已注册且声明对本场景的所有权,委托给流式系统加载。 + // 这确保复活 / 快速传送等使用 Room/Scene 类型的路径也能正确触发冷却和卸载生命周期, + // 避免前一房间在 RoomStreamingManager 中永远停留在 Active 状态。 + var coordinator = ServiceLocator.GetOrDefault(); + if (coordinator != null && coordinator.OwnsScene(request.SceneName)) + { + yield return StartCoroutine(coordinator.LoadAndActivateCoroutine( + request.SceneName, request.EntryTransitionId, request.IsRespawn)); + } + else if (_sceneLoader != null) + { yield return StartCoroutine(_sceneLoader.LoadSceneCoroutine(request)); + } else + { Debug.LogError("[SceneService] _sceneLoader 未赋值,场景加载中断。请在 Inspector 中绑定 SceneLoader 组件。"); + } + + // 通知:WorldStateRegistry 已就绪,场景物体应在此帧内从中读取存档状态并应用初始状态。 + // 订阅者(WorldStateRegistrySaver、各场景 StateApplier 等)会在同一帧同步执行。 + _onSceneWorldStateRestored?.Raise(); + + // 等待一帧:确保所有场景物体的 Start() 和事件处理器都已执行完毕, + // 场景物体处于正确的初始状态后再揭开黑幕,避免出现一帧状态错误的画面闪烁。 + yield return null; _onFadeInRequest?.Raise(); } diff --git a/Assets/_Game/Scripts/Core/SettingsManager.cs b/Assets/_Game/Scripts/Core/SettingsManager.cs index 9d01a86..74d3f15 100644 --- a/Assets/_Game/Scripts/Core/SettingsManager.cs +++ b/Assets/_Game/Scripts/Core/SettingsManager.cs @@ -1,3 +1,4 @@ +using System; using System.IO; using UnityEngine; @@ -5,6 +6,8 @@ namespace BaseGames.Core { /// /// 全局设置管理器。从 GlobalSettingsSO 读取默认值,从文件加载用户覆盖。 + /// 任何 Setter 调用 Save() 后会触发 静态事件, + /// 供 UIScaleApplier / ColorblindApplier / CameraShake 等订阅。 /// [DefaultExecutionOrder(-800)] public class SettingsManager : MonoBehaviour, ISettingsService @@ -18,6 +21,9 @@ namespace BaseGames.Core public GlobalSettingsData Current => _current; + /// 设置变更后触发(用于 UIScaleApplier、色盲滤镜、Camera Shake 等订阅)。 + public static event Action SettingsChanged; + private void Awake() { ServiceLocator.Register(this); @@ -28,6 +34,7 @@ namespace BaseGames.Core { _current = Load() ?? _defaultSettings?.CreateDefault() ?? new GlobalSettingsData(); Apply(_current); + SettingsChanged?.Invoke(_current); } private GlobalSettingsData Load() @@ -55,6 +62,7 @@ namespace BaseGames.Core { Debug.LogWarning($"[SettingsManager] 设置保存失败: {e.Message}"); } + SettingsChanged?.Invoke(_current); } private void Apply(GlobalSettingsData data) @@ -66,13 +74,13 @@ namespace BaseGames.Core Screen.fullScreenMode = FullScreenMode.FullScreenWindow; } - // ── 音量设置(调用 AudioManager)──────────────────── + // ── 音量设置(调用 AudioManager)───────────────────────────────────── public void SetMasterVolume(float v) { _current.MasterVolume = v; Save(); } public void SetBGMVolume(float v) { _current.BGMVolume = v; Save(); } public void SetSFXVolume(float v) { _current.SFXVolume = v; Save(); } public void SetAmbientVolume(float v) { _current.AmbientVolume = v; Save(); } - // ── 画面设置 ────────────────────────────────────────────────────── + // ── 画面设置 ────────────────────────────────────────────────────────── public void SetResolution(int w, int h, FullScreenMode mode) { Screen.SetResolution(w, h, mode); @@ -98,6 +106,23 @@ namespace BaseGames.Core Save(); } + // ── 可访问性 ────────────────────────────────────────────────────────── + public void SetUIScale(float scale) + { + _current.UIScale = Mathf.Clamp(scale, 0.5f, 2f); + Save(); + } + public void SetColorblindMode(ColorblindMode mode) + { + _current.ColorblindMode = mode; + Save(); + } + public void SetScreenShakeEnabled(bool enabled) + { + _current.ScreenShakeEnabled = enabled; + Save(); + } + private void OnDestroy() { ServiceLocator.Unregister(this); diff --git a/Assets/_Game/Scripts/Core/WorldFlagRegistrySO.cs b/Assets/_Game/Scripts/Core/WorldFlagRegistrySO.cs new file mode 100644 index 0000000..4fdb873 --- /dev/null +++ b/Assets/_Game/Scripts/Core/WorldFlagRegistrySO.cs @@ -0,0 +1,74 @@ +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace BaseGames.Core +{ + /// + /// 单个世界状态标志的定义条目。 + /// + [System.Serializable] + public class FlagEntry + { + [Tooltip("标志唯一 ID,与 SetFlagAction / FlagSetCondition 中填写的字符串完全一致。")] + public string id; + + [Tooltip("描述该标志代表的游戏事件或状态(仅供编辑器参考,运行时不使用)。")] + public string description; + + [Tooltip("下拉菜单中的分组路径,使用 '/' 分隔层级,例如 '剧情/Boss'。留空则不分组。")] + public string group; + } + + /// + /// 世界状态标志注册表 —— 统一维护项目中所有合法的世界标志 ID、描述和分组。 + /// 在 Inspector 中为 [WorldStateFlag] 属性提供下拉补全,减少手输错误。 + /// 创建方式:Project 右键 → Create / BaseGames / Core / WorldFlagRegistry + /// + [CreateAssetMenu(menuName = "BaseGames/Core/WorldFlagRegistry", fileName = "WorldFlagRegistry")] + public class WorldFlagRegistrySO : ScriptableObject + { + [Tooltip("所有合法的世界状态标志定义。由策划/程序在此集中维护。")] + public FlagEntry[] flags; + +#if UNITY_EDITOR + private static WorldFlagRegistrySO _editorInstance; + private static double _editorInstanceExpiry; + + /// + /// 编辑器下 30 秒缓存的单例引用(扫描 AssetDatabase 得到)。 + /// 运行时不可用,请在 UNITY_EDITOR 条件块中调用。 + /// + public static WorldFlagRegistrySO EditorInstance + { + get + { + double now = EditorApplication.timeSinceStartup; + if (_editorInstance != null && now < _editorInstanceExpiry) + return _editorInstance; + + var guids = AssetDatabase.FindAssets("t:WorldFlagRegistrySO"); + if (guids.Length == 0) + { + _editorInstance = null; + _editorInstanceExpiry = now + 30.0; + return null; + } + + if (guids.Length > 1) + Debug.LogWarning($"[WorldFlagRegistrySO] 发现 {guids.Length} 个 WorldFlagRegistry.asset," + + "将使用第一个。建议项目中只保留一个。"); + + string path = AssetDatabase.GUIDToAssetPath(guids[0]); + _editorInstance = AssetDatabase.LoadAssetAtPath(path); + _editorInstanceExpiry = now + 30.0; + return _editorInstance; + } + } + + /// 强制下次访问 EditorInstance 时重新扫描 AssetDatabase。 + public static void InvalidateEditorCache() => _editorInstance = null; +#endif + } +} diff --git a/Assets/_Game/Scripts/Core/WorldFlagRegistrySO.cs.meta b/Assets/_Game/Scripts/Core/WorldFlagRegistrySO.cs.meta new file mode 100644 index 0000000..cbcbe8e --- /dev/null +++ b/Assets/_Game/Scripts/Core/WorldFlagRegistrySO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 748a2d0bc197fa0448028ab28d0309f2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Core/WorldStateFlagAttribute.cs b/Assets/_Game/Scripts/Core/WorldStateFlagAttribute.cs new file mode 100644 index 0000000..fce1f90 --- /dev/null +++ b/Assets/_Game/Scripts/Core/WorldStateFlagAttribute.cs @@ -0,0 +1,22 @@ +using UnityEngine; + +namespace BaseGames.Core +{ + /// + /// 标记一个 string 或 string[] 字段为世界状态标志 Key。 + /// 在 Inspector 中会显示已知标志下拉菜单,支持直接输入新标志。 + /// 定义于 BaseGames.Core,可被 Dialogue / Quest / EventChain 等模块无耦合使用。 + /// + public sealed class WorldStateFlagAttribute : PropertyAttribute { } + + /// + /// 世界状态标志的逻辑组合模式,供 Dialogue 条件变体和 Quest 分支条件共用。 + /// + public enum WorldStateFlagLogic + { + /// 全部 requiredFlags 均满足时条件成立(默认,向后兼容)。 + And, + /// 任意一个 requiredFlag 满足即可使条件成立。 + Or, + } +} diff --git a/Assets/_Game/Scripts/Core/WorldStateFlagAttribute.cs.meta b/Assets/_Game/Scripts/Core/WorldStateFlagAttribute.cs.meta new file mode 100644 index 0000000..ede0b9b --- /dev/null +++ b/Assets/_Game/Scripts/Core/WorldStateFlagAttribute.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e10b4c60cc9052f4e83381ceb09424a3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Dialogue/DialogueActorSO.cs b/Assets/_Game/Scripts/Dialogue/DialogueActorSO.cs new file mode 100644 index 0000000..0fa5eaf --- /dev/null +++ b/Assets/_Game/Scripts/Dialogue/DialogueActorSO.cs @@ -0,0 +1,89 @@ +using System.Collections.Generic; +using UnityEngine; +using BaseGames.Localization; + +namespace BaseGames.Dialogue +{ + /// + /// (架构 14_NarrativeModule §3)。 + /// 将 NPC 的显示名、头像、对话气泡颜色集中在一处管理。 + /// DialogueLine.actor 引用此 SO,修改头像/名称只需改一个资产, + /// 无需批量编辑所有对话行。 + /// + /// 资产路径:Assets/_Game/Data/Dialogue/Actors/Actor_{actorId}.asset + /// + [CreateAssetMenu(menuName = "BaseGames/Dialogue/DialogueActor")] + public class DialogueActorSO : ScriptableObject, ILocalizableAsset + { + [Header("标识")] + [Tooltip("唯一 ID,如 \"NPC_Elder\",供 DialogueLine 引用")] + public string actorId; + + [Header("显示")] + [Tooltip("本地化 Key,格式如 \"NPC_Elder_Name\"")] + public string nameKey; + + [Tooltip("对话 UI 中显示的头像")] + public Sprite portrait; + + [Tooltip("对话气泡/说话人名称的主题颜色(可选)")] + public Color accentColor = Color.white; + + [Tooltip("是否为玩家角色(影响对话 UI 排版方向)")] + public bool isPlayer; + +#if UNITY_EDITOR + // actorId → 资产路径,5 秒 TTL,跨所有 DialogueActorSO.OnValidate 共用。 + // 与 QuestSO / DialogueSequenceSO 保持一致的 O(1) 重复检测策略。 + private static System.Collections.Generic.Dictionary s_actorIdToPath; + private static double s_actorIdsCacheTime = -10.0; + + private static System.Collections.Generic.Dictionary GetActorIdCache() + { + double now = UnityEditor.EditorApplication.timeSinceStartup; + if (s_actorIdToPath != null && now - s_actorIdsCacheTime < 5.0) + return s_actorIdToPath; + + s_actorIdToPath = new System.Collections.Generic.Dictionary(System.StringComparer.Ordinal); + string[] guids = UnityEditor.AssetDatabase.FindAssets("t:DialogueActorSO"); + foreach (var guid in guids) + { + var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid); + var actor = UnityEditor.AssetDatabase.LoadAssetAtPath(path); + if (actor != null && !string.IsNullOrEmpty(actor.actorId) && !s_actorIdToPath.ContainsKey(actor.actorId)) + s_actorIdToPath[actor.actorId] = path; + } + s_actorIdsCacheTime = now; + return s_actorIdToPath; + } + + private void OnValidate() + { + if (string.IsNullOrWhiteSpace(actorId)) + { + Debug.LogWarning($"[DialogueActorSO] '{name}' 缺少 actorId,保存前请填写。", this); + return; + } + + // 检测重复 actorId:缓存路径 vs 自身路径比对(O(1)),5 秒内无需重扫。 + var cache = GetActorIdCache(); + string myPath = UnityEditor.AssetDatabase.GetAssetPath(this); + if (!string.IsNullOrEmpty(myPath) && + cache.TryGetValue(actorId, out var existingPath) && + existingPath != myPath) + { + Debug.LogError( + $"[DialogueActorSO] actorId '{actorId}' 与 " + + $"'{System.IO.Path.GetFileNameWithoutExtension(existingPath)}' 重复!请修改其中一个。", this); + s_actorIdsCacheTime = -10.0; + } + } +#endif + + public IEnumerable GetLocalizationKeys() + { + if (!string.IsNullOrEmpty(nameKey)) + yield return new LocalizationKeyRef(nameKey, "Dialogue", nameof(nameKey)); + } + } +} diff --git a/Assets/_Game/Scripts/Dialogue/DialogueActorSO.cs.meta b/Assets/_Game/Scripts/Dialogue/DialogueActorSO.cs.meta new file mode 100644 index 0000000..48dfddb --- /dev/null +++ b/Assets/_Game/Scripts/Dialogue/DialogueActorSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c4ef7fae4d515f649bc8e5f51ad9510b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs index 37f450f..4d0a4a4 100644 --- a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs +++ b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs @@ -1,4 +1,5 @@ using System.Collections; +using System.Collections.Generic; using BaseGames.Core; using BaseGames.Core.Events; using BaseGames.Input; @@ -14,26 +15,132 @@ namespace BaseGames.Dialogue /// public class DialogueManager : MonoBehaviour, IDialogueService { + [Header("依赖")] + [Tooltip("对话 UI 组件。负责打字机效果、头像/说话人渲染、显示隐藏。")] [SerializeField] private DialogueUI _dialogueBox; + [Tooltip("输入读取器 SO。监听 SubmitEvent(确认/跳过)推进对话行。")] [SerializeField] private InputReaderSO _inputReader; + [Tooltip("世界状态注册表 SO。对话序列 variants 条件分支据此读取标志位。")] [SerializeField] private WorldStateRegistry _worldState; [Header("事件频道")] + [Tooltip("EVT_DialogueStarted:对话序列开始时广播(无 payload)。供输入系统切换 Action Map 至 UI 模式等监听。")] [SerializeField] private VoidEventChannelSO _onDialogueStarted; + [Tooltip("EVT_DialogueEnded:对话序列全部行播完后广播(无 payload)。\n" + + "【重要】输入系统应监听此事件切回 Gameplay Action Map;\n" + + "若未连接此频道,DialogueManager 会直接调用 InputReader.EnableGameplayInput() 作为兜底。")] [SerializeField] private VoidEventChannelSO _onDialogueEnded; - [SerializeField] private StringEventChannelSO _onNpcDialogueCompleted; // → EVT_NpcDialogueCompleted (npcId) + [Tooltip("EVT_NpcDialogueCompleted:payload = npcId(string)。每段对话结束时广播,驱动 QuestManager 中对话类目标进度。")] + [SerializeField] private StringEventChannelSO _onNpcDialogueCompleted; + [Tooltip("EVT_LineStarted:每行对话开始打字时广播(无 payload)。供音效/震动/打字音效系统监听。")] + [SerializeField] private VoidEventChannelSO _onLineStarted; + [Tooltip("EVT_LineEnded:玩家按确认键推进到下一行时广播(无 payload)。供音效/震动系统监听。")] + [SerializeField] private VoidEventChannelSO _onLineEnded; + [Tooltip("EVT_DialogueForceEnded:对话序列因超时被强制终止时广播(payload = npcId)。\n" + + "供埋点/异常追踪系统监听,以区分正常结束和超时强制中断。\n" + + "可选字段,留空则不广播此专用事件(ForceEnd 仍正常执行)。")] + [SerializeField] private StringEventChannelSO _onDialogueForceEnded; + [Tooltip("EVT_DialogueChoiceSelected:玩家选择对话选项时广播(payload = \"sequenceId/choiceIndex\")。\n" + + "供 QA 埋点、成就系统、或数据分析监听,以还原玩家的对话选择路径。\n" + + "可选字段,留空则不广播。")] + [SerializeField] private StringEventChannelSO _onDialogueChoiceSelected; + + [Header("运行时限制")] + [Tooltip("分支选项最大嵌套深度。超过此深度触发循环引用保护,跳过当前分支继续播放。\n" + + "普通对话通常不超过 6 层;极端场景可调高,但推荐保持默认值 16。")] + [Min(1)] [SerializeField] private int _maxChoiceDepth = 16; + [Tooltip("待播对话序列队列容量上限。超过后新请求将被丢弃并记录警告。\n" + + "用于防止事件链或脚本误触导致无限排队。")] + [Min(1)] [SerializeField] private int _pendingQueueCapacity = 8; + [Tooltip("单段对话序列的最长播放时间(秒)。超时后强制结束当前序列,防止异常卡死。\n" + + "0 = 不限时(不推荐用于正式发布)。推荐 300s(5 分钟)覆盖最长剧情段落。")] + [Min(0)] [SerializeField] private float _sequenceTimeoutSeconds = 300f; private bool _skipRequested; + private int _selectedChoiceIndex = -1; + private int _choiceDepth; + /// + /// 每次 PlayImmediate 递增。HandleChoices 的选项回调在写入 _selectedChoiceIndex 前 + /// 比对此值,确保打断后遗留的回调不会污染新序列的状态。 + /// + private int _playbackId; + + // ── 一次性对话完成回调 ──────────────────────────────────────────────── + // 通过 StartDialogue(..., onComplete) 注册;OnDialogueEnded 触发后调用一次后清空。 + private System.Action _onCompleteCallback; + + // ── 子协程通信字段(避免协程间 ref/out 参数)───────────────────────── + /// HandleChoices 子协程写入结果:玩家选中选项后的后续序列(null = 无后续)。 + private DialogueSequenceSO _choiceBranchResult; + /// HandleChoices 子协程写入结果:true = 分支深度超限,优雅降级(继续播放后续行)。 + private bool _branchDepthExceeded; + /// 当前正在播放对话的 NPC ID(无对话时为 null)。供外部系统主动查询"谁在说话"。 + private string _currentNpcId; + + // ── 复用 Yield 指令,避免协程每行 new WaitUntil 闭包 ─────────────── + private sealed class WaitTypingOrSkip : CustomYieldInstruction + { + private readonly DialogueManager _m; + public WaitTypingOrSkip(DialogueManager m) => _m = m; + public override bool keepWaiting => _m._dialogueBox.IsTyping && !_m._skipRequested; + } + private sealed class WaitSkip : CustomYieldInstruction + { + private readonly DialogueManager _m; + public WaitSkip(DialogueManager m) => _m = m; + public override bool keepWaiting => !_m._skipRequested; + } + // 等待玩家从分支选项中做出选择(_selectedChoiceIndex >= 0 时解除阻塞) + private sealed class WaitForChoice : CustomYieldInstruction + { + private readonly DialogueManager _m; + public WaitForChoice(DialogueManager m) => _m = m; + public override bool keepWaiting => _m._selectedChoiceIndex < 0; + } + + private WaitTypingOrSkip _waitTypingOrSkip; + private WaitSkip _waitSkip; + private WaitForChoice _waitForChoice; + // 延迟 0.15s 防止玩家快速连击穿透:跳过打字机后立即触发选项0 + private WaitForSeconds _waitChoiceInputGuard; + // 超时守卫等待指令(与 _sequenceTimeoutSeconds 同步,在 Awake 初始化,避免每次 PlayImmediate 分配) + private WaitForSeconds _waitSequenceTimeout; + + /// + /// 当 IsDialogueActive 时排队等待的对话请求。 + /// 支持脚本触发的连续对话序列(如剧情链、事件链触发的对话), + /// 但容量上限为 8,避免因误触导致无限排队。 + /// 使用 List 而非 Queue,以支持基于优先级的抢占式淘汰(队满时丢弃最低优先级项目)。 + /// + private readonly List<(DialogueSequenceSO seq, string npcId, int priority)> _pending = new(); /// 当前是否有对话正在播放。 public bool IsDialogueActive { get; private set; } + /// + /// 当前正在播放对话的 NPC ID。无对话活跃时为 。 + /// 供地图标记、HUD、分析埋点等外部系统主动查询"当前谁在说话",无需订阅事件。 + /// + public string CurrentNpcId => _currentNpcId; + + /// 当前正在播放的对话优先级(0 = 默认)。高优先级请求可打断低优先级。 + private int _currentPriority; + + /// + public event System.Action OnDialogueEnded; + // ── 生命周期 ────────────────────────────────────────────────────── private void Awake() { if (ServiceLocator.GetOrDefault() != null) { Destroy(gameObject); return; } ServiceLocator.Register(this); + _waitTypingOrSkip = new WaitTypingOrSkip(this); + _waitSkip = new WaitSkip(this); + _waitForChoice = new WaitForChoice(this); + _waitChoiceInputGuard = new WaitForSeconds(0.15f); + if (_sequenceTimeoutSeconds > 0f) + _waitSequenceTimeout = new WaitForSeconds(_sequenceTimeoutSeconds); } private void OnDestroy() @@ -49,27 +156,149 @@ namespace BaseGames.Dialogue private void OnDisable() { if (_inputReader != null) _inputReader.SubmitEvent -= OnSubmit; + + // 若对话协程在组件禁用或场景切换时仍在运行,Unity 会强制杀死协程但不调用 + // EndDialogue(),导致 Action Map 永久停留在 UI 模式。复用 ForceEnd() 统一处理。 + ForceEnd(); } // ── 公开 API ────────────────────────────────────────────────────── /// - /// 启动对话序列。若已有对话在播放则忽略新请求。 + /// 启动对话序列。 + /// 若已有对话在播放: + /// - 当 高于当前对话优先级时,立即打断并播放新序列; + /// - 否则进入等待队列(上限 ),超出上限的请求被丢弃。 /// 由 InteractableNPC.Interact() 调用。 /// /// 要播放的对话序列 SO。 /// NPC 标识符,对话结束时随 EVT_NpcDialogueCompleted 广播。 - public void StartDialogue(DialogueSequenceSO sequence, string npcId = "") + /// 优先级。数值越大越优先;相同或更低优先级不会打断当前对话。 + public void StartDialogue(DialogueSequenceSO sequence, string npcId = "", int priority = 0) { - if (IsDialogueActive || sequence == null) return; - IsDialogueActive = true; - _skipRequested = false; + if (sequence == null) return; + if (IsDialogueActive) + { + // 高优先级:打断当前对话,立即播放 + if (priority > _currentPriority) + { + StopAllCoroutines(); + _dialogueBox?.HideChoices(); + IsDialogueActive = false; + _skipRequested = false; + _selectedChoiceIndex = -1; + _choiceDepth = 0; + // 不清空队列,被打断的对话之后仍可继续播放 + PlayImmediate(sequence, npcId, priority); + return; + } - // 切换到 UI Action Map(禁用玩家移动输入) - _inputReader.EnableUIInput(); + if (_pending.Count < _pendingQueueCapacity) + { + _pending.Add((sequence, npcId, priority)); + } + else + { + // 队满时:查找优先级最低的项目,若新请求优先级更高则淘汰之,否则丢弃新请求 + int minIdx = 0; + for (int i = 1; i < _pending.Count; i++) + { + if (_pending[i].priority < _pending[minIdx].priority) minIdx = i; + } + if (priority > _pending[minIdx].priority) + { +#if UNITY_EDITOR || DEVELOPMENT_BUILD + Debug.LogWarning( + $"[DialogueManager] 待播队列已满(容量 {_pendingQueueCapacity})," + + $"序列 '{_pending[minIdx].seq.sequenceId}'(优先级 {_pending[minIdx].priority})" + + $"被优先级更高的 '{sequence.sequenceId}'(优先级 {priority})淘汰。"); +#endif + _pending.RemoveAt(minIdx); + _pending.Add((sequence, npcId, priority)); + } +#if UNITY_EDITOR || DEVELOPMENT_BUILD + else + Debug.LogWarning( + $"[DialogueManager] 待播队列已满(容量 {_pendingQueueCapacity})," + + $"序列 '{sequence.sequenceId}'(优先级 {priority})被丢弃,队列中最低优先级为 {_pending[minIdx].priority}。"); +#endif + } + return; + } + PlayImmediate(sequence, npcId, priority); + } + /// + public void StartDialogue(DialogueSequenceSO sequence, string npcId, int priority, System.Action onComplete) + { + if (onComplete != null) + { + // 若已有待回调,链式追加(不覆盖),保证先来先到 + _onCompleteCallback += onComplete; + } + StartDialogue(sequence, npcId, priority); + } + + private void PlayImmediate(DialogueSequenceSO sequence, string npcId, int priority = 0) + { + IsDialogueActive = true; + _currentNpcId = npcId; + _currentPriority = priority; + _skipRequested = false; + _selectedChoiceIndex = -1; + _choiceDepth = 0; + _playbackId++; + if (_inputReader != null) _inputReader.EnableUIInput(); _onDialogueStarted?.Raise(); StartCoroutine(PlaySequence(sequence, npcId)); + // 启动超时守卫(0 = 不限时) + if (_sequenceTimeoutSeconds > 0f) + StartCoroutine(SequenceTimeoutGuard(npcId)); + } + + /// + /// 超时守卫协程:若对话在 内未正常结束, + /// 强制终止并记录错误,防止游戏卡死在对话状态。 + /// + private IEnumerator SequenceTimeoutGuard(string npcId) + { + yield return _waitSequenceTimeout ?? new WaitForSeconds(_sequenceTimeoutSeconds); + if (!IsDialogueActive) yield break; + Debug.LogError( + $"[DialogueManager] 对话序列 (npcId='{npcId}') 超时 {_sequenceTimeoutSeconds}s 未结束," + + "强制终止。请检查是否存在无法退出的等待分支。"); + _onDialogueForceEnded?.Raise(npcId); + ForceEnd(); + } + + /// + /// 强制立即终止当前对话,清空等待队列,恢复游戏输入。 + /// 场景切换/演出打断时调用;若无对话活跃则无操作。 + /// + public void ForceEnd() + { + if (!IsDialogueActive) return; + StopAllCoroutines(); + _playbackId++; // 使所有残余的选项回调失效,防止下一帧写入新序列状态 + _pending.Clear(); + _dialogueBox?.HideChoices(); + _dialogueBox?.Hide(); + IsDialogueActive = false; + _currentNpcId = null; + _currentPriority = 0; + _skipRequested = false; + _selectedChoiceIndex = -1; + _choiceDepth = 0; + // 优先通过 _onDialogueEnded 事件让 InputManager 决定如何恢复输入; + // 若未连接事件频道(旧场景配置),直接恢复 Gameplay 输入作为兜底。 + _onDialogueEnded?.Raise(); + if (_onDialogueEnded == null) _inputReader?.EnableGameplayInput(); + OnDialogueEnded?.Invoke(); + + // 触发一次性完成回调(正常结束和强制中断均触发) + var cb = _onCompleteCallback; + _onCompleteCallback = null; + cb?.Invoke(); } // ── 输入回调 ────────────────────────────────────────────────────── @@ -78,64 +307,182 @@ namespace BaseGames.Dialogue // ── 内部协程 ────────────────────────────────────────────────────── - private IEnumerator PlaySequence(DialogueSequenceSO sequence, string npcId) + private IEnumerator PlaySequence(DialogueSequenceSO startSequence, string npcId) { - // 选择条件变体(查询 ConditionalVariant.conditionFlag — 未实现 WorldStateRegistry 查询时直接使用默认序列) - var resolved = ResolveVariant(sequence); - - foreach (var line in resolved.lines) + if (_dialogueBox == null) { - _skipRequested = false; - _dialogueBox.ShowLine(line); + Debug.LogError("[DialogueManager] _dialogueBox 未配置,对话无法显示。请在 Inspector 中指定 DialogueUI 组件。", this); + EndDialogue(npcId); + yield break; + } - // 等待打字完成,期间允许跳过 - yield return new WaitUntil(() => !_dialogueBox.IsTyping || _skipRequested); - if (_dialogueBox.IsTyping) _dialogueBox.SkipTyping(); + // 使用显式序列栈替代递归,防止深链(100+ 序列)时 C# 调用栈溢出 + var sequenceStack = new System.Collections.Generic.Stack(); + sequenceStack.Push(startSequence); - // 等待玩家按 Submit 推进下一行 - _skipRequested = false; - yield return new WaitUntil(() => _skipRequested); + while (sequenceStack.Count > 0) + { + var sequence = sequenceStack.Pop(); + var resolved = ResolveVariant(sequence); + + if (resolved.lines == null || resolved.lines.Length == 0) + { +#if UNITY_EDITOR || DEVELOPMENT_BUILD + Debug.LogWarning( + $"[DialogueManager] 序列 '{resolved.sequenceId}' 没有对话行(lines 为空)。" + + "对话将静默跳过此序列,可能是未完成配置。"); +#endif + continue; + } + + bool branchChosen = false; + foreach (var line in resolved.lines) + { + yield return StartCoroutine(PlayOneLine(line)); + + if (line.choices != null && line.choices.Length > 0) + { + yield return StartCoroutine(HandleChoices(line, resolved.sequenceId)); + + if (!_branchDepthExceeded) + { + if (_choiceBranchResult != null) + sequenceStack.Push(_choiceBranchResult); + branchChosen = true; + break; + } + // 深度超限:优雅降级,继续播放当前序列后续行 + continue; + } + + // 普通行:等待玩家按 Submit 推进 + _skipRequested = false; + yield return _waitSkip; + _onLineEnded?.Raise(); + } + + _ = branchChosen; } EndDialogue(npcId); } - private void EndDialogue(string npcId) + /// + /// 显示一行对话并等待打字机效果完成(期间允许跳过)。 + /// 广播 EVT_LineStarted。不广播 EVT_LineEnded(由调用方在推进后广播)。 + /// + private IEnumerator PlayOneLine(DialogueLine line) { - _dialogueBox.Hide(); - IsDialogueActive = false; - - // 恢复 Gameplay Action Map - _inputReader.EnableGameplayInput(); - - _onDialogueEnded?.Raise(); - - if (!string.IsNullOrEmpty(npcId)) - _onNpcDialogueCompleted?.Raise(npcId); + _skipRequested = false; + _dialogueBox.ShowLine(line); + _onLineStarted?.Raise(); + yield return _waitTypingOrSkip; + if (_dialogueBox.IsTyping) _dialogueBox.SkipTyping(); } /// - /// 根据 ConditionalVariant 选择正确的序列版本。 - /// 按顺序检查 variants:第一个满足 WorldStateRegistry 标志的变体胜出; - /// 未注入 WorldStateRegistry 或无满足条件的变体时,返回原序列(默认)。 + /// 显示分支选项,等待玩家选择,并将结果写入 。 + /// 若选项嵌套深度超过 ,将 + /// 置为 true 并立即返回,调用方应优雅降级继续播放后续行而不是终止对话。 + /// + private IEnumerator HandleChoices(DialogueLine line, string sequenceId) + { + _choiceBranchResult = null; + _branchDepthExceeded = false; + + _choiceDepth++; + if (_choiceDepth >= _maxChoiceDepth) + { + Debug.LogError( + $"[DialogueManager] 分支对话深度超过 {_maxChoiceDepth}," + + $"序列 \"{sequenceId}\" 可能存在循环引用。" + + "已跳过当前选项分支,继续播放后续内容。"); + _dialogueBox?.HideChoices(); + _skipRequested = false; + _selectedChoiceIndex = -1; + _branchDepthExceeded = true; + yield break; + } + + // 清除打字机阶段积压的输入,防止选项显示后被立即误触发 + _skipRequested = false; + _selectedChoiceIndex = -1; + // 延迟 0.15s:确保此前积压的"确认键"输入已被彻底消耗, + // 防止快速连击(跳过打字机→立即误选选项0)的穿透问题。 + // 使用预创建的缓存实例,避免每次分配 WaitForSeconds 对象。 + yield return _waitChoiceInputGuard; + // 捕获当前播放标记,防止被打断后遗留回调写入新序列的选择索引 + int capturedId = _playbackId; + _dialogueBox.ShowChoices(line.choices, idx => + { + if (_playbackId == capturedId) _selectedChoiceIndex = idx; + }); + yield return _waitForChoice; + _dialogueBox.HideChoices(); + _skipRequested = false; + _onLineEnded?.Raise(); + + var chosen = line.choices[_selectedChoiceIndex]; + + // 广播选择事件(供 QA 埋点、成就系统、数据分析使用) + _onDialogueChoiceSelected?.Raise($"{sequenceId}/{_selectedChoiceIndex}"); + + // 可选:将世界状态标志写入 WorldStateRegistry + if (!string.IsNullOrEmpty(chosen.setWorldFlag) && _worldState != null) + _worldState.SetFlag(chosen.setWorldFlag); + + _choiceBranchResult = chosen.nextSequence; + } + + private void EndDialogue(string npcId) + { + _dialogueBox?.Hide(); + IsDialogueActive = false; + _currentNpcId = null; + _currentPriority = 0; + + // 优先通过 _onDialogueEnded 事件让 InputManager 决定如何恢复输入; + // 若未连接事件频道(旧场景配置),直接恢复 Gameplay 输入作为兜底。 + _onDialogueEnded?.Raise(); + if (_onDialogueEnded == null) _inputReader?.EnableGameplayInput(); + + OnDialogueEnded?.Invoke(); + + if (!string.IsNullOrEmpty(npcId)) + _onNpcDialogueCompleted?.Raise(npcId); + + // 触发一次性完成回调(正常结束和强制中断均触发) + var cb = _onCompleteCallback; + _onCompleteCallback = null; + cb?.Invoke(); + + // 自动播放优先级最高的等待中对话(保证高优先级对话不被低优先级插队) + if (_pending.Count > 0) + { + int best = 0; + for (int i = 1; i < _pending.Count; i++) + if (_pending[i].priority > _pending[best].priority) best = i; + var item = _pending[best]; + _pending.RemoveAt(best); + PlayImmediate(item.seq, item.npcId, item.priority); + } + } + + /// + /// 根据 WorldState 标志选择正确的序列版本。 + /// 委托给 统一处理,消除重复逻辑。 /// private DialogueSequenceSO ResolveVariant(DialogueSequenceSO sequence) { - if (sequence.variants == null || sequence.variants.Length == 0) - return sequence; - - if (_worldState != null) - { - foreach (var variant in sequence.variants) - { - if (!string.IsNullOrEmpty(variant.conditionFlag) - && variant.sequence != null - && _worldState.HasFlag(variant.conditionFlag)) - return variant.sequence; - } - } - - return sequence; + var resolved = sequence.TryGetActiveVariant(_worldState); +#if UNITY_EDITOR || DEVELOPMENT_BUILD + if (resolved == sequence && sequence.variants != null && sequence.variants.Length > 0 && _worldState == null) + Debug.LogWarning( + $"[DialogueManager] 序列 '{sequence.sequenceId}' 有 {sequence.variants.Length} 个条件变体," + + "但 WorldStateRegistry 未注入,将使用默认序列。请检查 Inspector 中的 _worldState 字段。", + this); +#endif + return resolved; } } } diff --git a/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs b/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs index ac36131..cab736e 100644 --- a/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs +++ b/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs @@ -1,21 +1,79 @@ +using System.Collections.Generic; using UnityEngine; +using BaseGames.Core; +using BaseGames.Localization; namespace BaseGames.Dialogue { /// /// 对话行结构(架构 14_NarrativeModule §3)。 /// 每行包含说话人、文本(本地化 Key)和可选的语音片段。 + /// + /// 推荐通过 actor 引用 DialogueActorSO 统一管理头像/名称; + /// speakerNameKey / portraitSprite 作为无 SO 时的直接覆盖(保持向后兼容)。 /// [System.Serializable] public struct DialogueLine { - public string speakerNameKey; // 本地化 key(如 "NPC_Elder_Name") + [Tooltip("说话人角色(推荐)。actor 优先;留空时回退到 speakerNameKey / portraitSprite")] + public DialogueActorSO actor; + + [Tooltip("说话人本地化 key,留空时使用 actor.nameKey")] + public string speakerNameKey; + [Tooltip("对话文本本地化 Key,如 \"DLG_Elder_001\"。运行时通过 LocalizationManager.Get(textKey, \"Dialogue\") 获取实际文字。")] [TextArea(2, 5)] - public string textKey; // 本地化文本 key(如 "DLG_Elder_001") - public Sprite portraitSprite; // 可选说话人头像 - public AudioClip voiceClip; // 可选语音 + public string textKey; + + [Tooltip("说话人头像,留空时使用 actor.portrait")] + public Sprite portraitSprite; + [Tooltip("对应该行对话的语音片段(可选)。由 DialogueUI 通过 AudioSource 播放,打字机阶段同步开始。")] + public AudioClip voiceClip; + [Tooltip("打字机每字符延迟(秒)。0 = 使用 DialogueUI 默认值(推荐 0.03s)。\n" + + "调小 = 打字更快;调大 = 打字更慢。仅影响本行,不影响其他行。")] [Min(0.01f)] - public float typewriterDelay; // 每字符延迟(秒,0 = 使用默认 0.03f) + public float typewriterDelay; + + [Tooltip("玩家选项(可选)。有值时,本行打字机效果结束后显示选项列表,等待玩家选择。\n" + + "选择后根据 nextSequence 播放续集(或结束对话),并可选地设置 setWorldFlag 标志。\n" + + "留空 = 普通对话行,玩家按确认键推进。")] + public DialogueChoice[] choices; + + /// + /// 获取最终使用的说话人名称 Key:actor 优先,回退到直接字段。 + /// + public string ResolvedNameKey => actor != null && !string.IsNullOrEmpty(actor.nameKey) + ? actor.nameKey : speakerNameKey; + + /// + /// 获取最终使用的头像:actor 优先,回退到直接字段。 + /// + public Sprite ResolvedPortrait => actor != null && actor.portrait != null + ? actor.portrait : portraitSprite; + + /// + /// 获取最终使用的主题颜色:actor 有值时取 actor.accentColor,否则返回 white。 + /// + public Color ResolvedAccentColor => actor != null ? actor.accentColor : Color.white; + + /// + /// 当前行是否由玩家角色说话(影响 UI 排版方向)。 + /// + public bool ResolvedIsPlayer => actor != null && actor.isPlayer; + } + + /// + /// 玩家可选的对话分支选项。 + /// 在对话行打字机效果结束后呈现给玩家,选择后播放对应续集序列或结束对话。 + /// + [System.Serializable] + public struct DialogueChoice + { + [Tooltip("选项文字本地化 Key,如 \"DLG_Choice_AcceptQuest\"。\n运行时由 LocalizationManager 解析为实际文字。")] + public string textKey; + [Tooltip("选择此选项后继续播放的对话序列(留空 = 对话立即结束)。")] + public DialogueSequenceSO nextSequence; + [Tooltip("选择此选项后设置的世界状态标志(留空 = 不修改任何标志)。\n与 nextSequence 同时生效。")] + public string setWorldFlag; } /// @@ -24,18 +82,262 @@ namespace BaseGames.Dialogue /// 资产路径: Assets/ScriptableObjects/Dialogue/DLG_{NpcId}_{Context}.asset /// [CreateAssetMenu(menuName = "BaseGames/Dialogue/DialogueSequence")] - public class DialogueSequenceSO : ScriptableObject + public class DialogueSequenceSO : ScriptableObject, ILocalizableAsset { + [Header("标识")] + [Tooltip("序列唯一 ID,如 \"DLG_Elder_Quest_Available\"。OnValidate 会自动以资产名填充,也可手动指定。")] public string sequenceId; // 全局唯一,如 "DLG_Elder_Quest_Available" + + [Header("对话行")] + [Tooltip("按顺序播放的对话行列表。每行包含说话人(actor 优先)、文本本地化 Key、可选头像与语音。")] public DialogueLine[] lines; - /// 条件变体:满足特定世界标志时替换整个序列。 + /// + /// 条件变体:requiredFlags 按 logic 逻辑满足时替换整个序列。 + /// [System.Serializable] public struct ConditionalVariant { - public string conditionFlag; // WorldState flag key - public DialogueSequenceSO sequence; + [Tooltip("条件判断逻辑:And(默认,全部满足)或 Or(任一满足)。\n" + + "先选好逻辑再填标志,阅读顺序更自然。")] + public BaseGames.Core.WorldStateFlagLogic logic; + [Tooltip("条件标志列表。logic=And 时全部满足激活;logic=Or 时任一满足激活。留空表示无条件(总是激活)。")] + [WorldStateFlag] + public string[] requiredFlags; + public DialogueSequenceSO sequence; } + + [Header("条件变体(可选)")] + [Tooltip("运行时根据 WorldState 标志动态替换整个序列。按优先级从高到低排列:满足条件的第一个变体胜出。\n" + + "每个变体支持 And(全部满足)或 Or(任一满足)两种判断逻辑。\n" + + "留空表示无变体,始终使用本序列默认台词。")] public ConditionalVariant[] variants; + + // ── 运行时变体解析 ───────────────────────────────────────────────────── + + /// + /// 检查单个条件变体的 requiredFlags 在给定 reader 下是否满足。 + /// 无条件(requiredFlags 为空)的变体始终返回 true。 + /// + public bool CheckVariant(ConditionalVariant variant, BaseGames.Core.IWorldStateReader reader) + { + if (variant.sequence == null) return false; + if (variant.requiredFlags == null || variant.requiredFlags.Length == 0) return true; + if (reader == null) return false; + + if (variant.logic == BaseGames.Core.WorldStateFlagLogic.Or) + { + foreach (var flag in variant.requiredFlags) + if (!string.IsNullOrEmpty(flag) && reader.HasFlag(flag)) return true; + return false; + } + else + { + foreach (var flag in variant.requiredFlags) + if (!string.IsNullOrEmpty(flag) && !reader.HasFlag(flag)) return false; + return true; + } + } + + /// + /// 根据 提供的世界状态,返回第一个满足条件的变体序列; + /// 无满足变体或 reader 为 null 时返回 this(默认序列)。 + /// 开发构建下会在控制台输出命中的变体索引和标志,方便调试。 + /// + public DialogueSequenceSO TryGetActiveVariant(BaseGames.Core.IWorldStateReader reader) + { + if (variants == null || variants.Length == 0) return this; + if (reader != null) + { + for (int i = 0; i < variants.Length; i++) + { + var variant = variants[i]; + if (!CheckVariant(variant, reader)) continue; +#if UNITY_EDITOR || DEVELOPMENT_BUILD + string matchedFlags = variant.requiredFlags != null && variant.requiredFlags.Length > 0 + ? string.Join(", ", variant.requiredFlags) + : "(无条件)"; + string targetId = variant.sequence != null ? variant.sequence.sequenceId : "null"; + Debug.Log( + $"[DialogueSequenceSO] '{sequenceId}' 选中变体[{i}]({matchedFlags})→ '{targetId}'", + this); +#endif + return variant.sequence; + } + } + return this; + } + +#if UNITY_EDITOR + // sequenceId → 资产路径,5 秒 TTL,跨所有 DialogueSequenceSO.OnValidate 共用, + // 避免每次 Save 都重扫所有同类 SO(O(1) 路径比对代替 O(n) 全量扫描)。 + private static System.Collections.Generic.Dictionary s_seqIdToPath; + private static double s_seqIdsCacheTime = -10.0; + + private static System.Collections.Generic.Dictionary GetSequenceIdCache() + { + double now = UnityEditor.EditorApplication.timeSinceStartup; + if (s_seqIdToPath != null && now - s_seqIdsCacheTime < 5.0) + return s_seqIdToPath; + + s_seqIdToPath = new System.Collections.Generic.Dictionary(System.StringComparer.Ordinal); + string[] guids = UnityEditor.AssetDatabase.FindAssets("t:DialogueSequenceSO"); + foreach (var guid in guids) + { + var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid); + var seq = UnityEditor.AssetDatabase.LoadAssetAtPath(path); + if (seq != null && !string.IsNullOrEmpty(seq.sequenceId) && !s_seqIdToPath.ContainsKey(seq.sequenceId)) + s_seqIdToPath[seq.sequenceId] = path; + } + s_seqIdsCacheTime = now; + return s_seqIdToPath; + } + + private void OnValidate() + { + if (string.IsNullOrEmpty(sequenceId)) + { + sequenceId = name; + UnityEditor.EditorUtility.SetDirty(this); + } + + // 检测重复 sequenceId:缓存路径 vs 自身路径比对(O(1)),5 秒内无需重扫。 + var cache = GetSequenceIdCache(); + string myPath = UnityEditor.AssetDatabase.GetAssetPath(this); + if (!string.IsNullOrEmpty(myPath) && + cache.TryGetValue(sequenceId, out var existingPath) && + existingPath != myPath) + { + Debug.LogError( + $"[DialogueSequenceSO] sequenceId '{sequenceId}' 与 " + + $"'{System.IO.Path.GetFileNameWithoutExtension(existingPath)}' 重复!请修改其中一个。", this); + s_seqIdsCacheTime = -10.0; + } + + ValidateChoiceCycles(); + ValidateVariantOrder(); + } + + /// + /// 检查 variants 数组中是否存在"无条件变体遮蔽后续变体"的配置错误: + /// 若某变体 requiredFlags 为空(无条件)且不在数组末尾,则其后所有变体永远不会被匹配。 + /// + private void ValidateVariantOrder() + { + if (variants == null || variants.Length <= 1) return; + + for (int i = 0; i < variants.Length - 1; i++) + { + var v = variants[i]; + bool isUnconditional = v.requiredFlags == null || v.requiredFlags.Length == 0; + if (!isUnconditional) continue; + + if (v.sequence == null) continue; // 无效变体,忽略 + + Debug.LogWarning( + $"[DialogueSequenceSO] '{name}' 的 variants[{i}] 没有设置任何条件(requiredFlags 为空)," + + $"该变体将始终优先匹配,其后的 {variants.Length - 1 - i} 个变体永远不会生效。\n" + + "请将无条件变体移到数组末尾作为兜底,或为此变体添加具体条件。", this); + return; // 一次只报第一个问题 + } + } + + private void ValidateChoiceCycles() + { + if (lines == null && (variants == null || variants.Length == 0)) return; + var visited = new System.Collections.Generic.HashSet(System.StringComparer.Ordinal); + visited.Add(sequenceId); + + // 检查选项链循环 + if (lines != null) + { + foreach (var line in lines) + { + if (line.choices == null) continue; + foreach (var choice in line.choices) + { + if (choice.nextSequence == null) continue; + if (HasChoiceCycle(choice.nextSequence, visited)) + { + Debug.LogError( + $"[DialogueSequenceSO] '{name}' 的选项链存在循环引用!" + + $"序列 '{choice.nextSequence.name}' 最终指回自身或已访问序列," + + "运行时将触发递归保护(强制终止对话)。请检查 nextSequence 配置。", this); + return; + } + } + } + } + + // 检查条件变体链循环(variant.sequence 也可能引用形成环路) + if (variants != null) + { + foreach (var variant in variants) + { + if (variant.sequence == null) continue; + if (HasChoiceCycle(variant.sequence, visited)) + { + Debug.LogError( + $"[DialogueSequenceSO] '{name}' 的条件变体链存在循环引用!" + + $"变体序列 '{variant.sequence.name}' 最终指回自身或已访问序列," + + "运行时将触发递归保护(强制终止对话)。请检查 variants 配置。", this); + return; + } + } + } + } + + private static bool HasChoiceCycle(DialogueSequenceSO seq, + System.Collections.Generic.HashSet visited, int depth = 0) + { + if (depth > 32) + { + Debug.LogError($"[DialogueSequenceSO] 选项链深度超过 32 层(路径末端:'{seq.name}'),已视为存在循环引用并中止检测。请减少 nextSequence 嵌套层数。"); + return true; + } + if (string.IsNullOrEmpty(seq.sequenceId)) return false; + if (!visited.Add(seq.sequenceId)) return true; + if (seq.lines != null) + { + foreach (var line in seq.lines) + { + if (line.choices == null) continue; + foreach (var choice in line.choices) + { + if (choice.nextSequence != null && HasChoiceCycle(choice.nextSequence, visited, depth + 1)) + return true; + } + } + } + // 同时遍历条件变体序列,防止变体链形成环路 + if (seq.variants != null) + { + foreach (var variant in seq.variants) + { + if (variant.sequence != null && HasChoiceCycle(variant.sequence, visited, depth + 1)) + return true; + } + } + visited.Remove(seq.sequenceId); + return false; + } +#endif + + public IEnumerable GetLocalizationKeys() + { + if (lines == null) yield break; + foreach (var line in lines) + { + if (!string.IsNullOrEmpty(line.textKey)) + yield return new LocalizationKeyRef(line.textKey, "Dialogue", "lines.textKey"); + // speakerNameKey only relevant when actor is absent (override path) + if (line.actor == null && !string.IsNullOrEmpty(line.speakerNameKey)) + yield return new LocalizationKeyRef(line.speakerNameKey, "Dialogue", "lines.speakerNameKey"); + if (line.choices != null) + foreach (var choice in line.choices) + if (!string.IsNullOrEmpty(choice.textKey)) + yield return new LocalizationKeyRef(choice.textKey, "Dialogue", "lines.choices.textKey"); + } + } } } diff --git a/Assets/_Game/Scripts/Dialogue/DialogueUI.cs b/Assets/_Game/Scripts/Dialogue/DialogueUI.cs index f30f79c..1e5b43f 100644 --- a/Assets/_Game/Scripts/Dialogue/DialogueUI.cs +++ b/Assets/_Game/Scripts/Dialogue/DialogueUI.cs @@ -1,4 +1,5 @@ using System.Collections; +using System.Collections.Generic; using System.Text; using TMPro; using UnityEngine; @@ -20,35 +21,90 @@ namespace BaseGames.Dialogue [SerializeField] private GameObject _speakerNamePanel; // 无名称时隐藏整个名称框 [SerializeField] private GameObject _continuePrompt; // "▼" 图标,打字完成后显示 [SerializeField] private Image _speakerPortrait; // 角色头像框 + [SerializeField] private Image _speakerNameBackground; // 说话人名称框背景,用于应用 accentColor(可选) [SerializeField] private AudioSource _voiceSource; // 语音播放源(可不配置) - private Coroutine _typingCoroutine; + [Header("选项系统(可选)")] + [Tooltip("选项按钮的父节点容器。ShowChoices 通过对象池激活/停用按钮,HideChoices 停用全部。\n留空则分支选项功能静默禁用。")] + [SerializeField] private Transform _choicesContainer; + [Tooltip("选项按钮预制体(需包含 Button 组件和 TMP_Text 子组件)。\n首次使用时预热 PoolInitialSize 个到对象池,后续零 GC。")] + [SerializeField] private GameObject _choiceButtonPrefab; + [Tooltip("选项按钮池初始大小。设为预期最大选项数,默认 8 覆盖绝大多数情况。")] + [SerializeField] [Range(2, 16)] private int _choicePoolSize = 8; + + // 说话人名称框背景的默认色(Awake 时记录,切换角色后可还原) + private Color _defaultNameBgColor = Color.white; + // 缓存名称框 RectTransform,避免 ShowLine 每次调用 GetComponent(零堆分配) + private RectTransform _speakerNamePanelRT; + + // 选项按钮对象池:Awake 时按 _choicePoolSize 预热,ShowChoices/HideChoices 零 GC + private readonly List<(GameObject go, Button btn, TMP_Text lbl)> _choicePool = new(); + + private Coroutine _typingCoroutine; private DialogueLine _currentLine; private const float DefaultTypewriterDelay = 0.03f; + // 缓存 WaitForSecondsRealtime:delay 值不变时直接复用,避免每行 new 分配。 + private WaitForSecondsRealtime _cachedTypeDelay; + private float _cachedTypeDelayValue = -1f; + + // 缓存 StringBuilder:每行 Clear() 复用,避免每行 new StringBuilder(n) 的堆分配。 + // 初始容量 256,足以容纳绝大多数对话行,超长时会自动扩容(扩容极少发生)。 + private readonly StringBuilder _typingSB = new(256); + /// 当前是否仍在执行打字机效果。 public bool IsTyping { get; private set; } + private void Awake() + { + if (_speakerNameBackground != null) + _defaultNameBgColor = _speakerNameBackground.color; + if (_speakerNamePanel != null) + _speakerNamePanelRT = _speakerNamePanel.GetComponent(); + + // 预热选项按钮对象池:在此时创建可避免首次对话时的 Instantiate 停顿 + if (_choicesContainer != null && _choiceButtonPrefab != null) + { + for (int i = 0; i < _choicePoolSize; i++) + { + var go = Instantiate(_choiceButtonPrefab, _choicesContainer); + var btn = go.GetComponent public class InteractableNPC : MonoBehaviour, IInteractable { + [Header("NPC 基础")] + [Tooltip("NPC 唯一 ID(如 \"NPC_Elder\")。对话结束时随 EVT_NpcDialogueCompleted 广播,用于驱动对话类任务目标进度。\n" + + "需与 QuestSO 目标中 targetNpcId 保持一致。")] [SerializeField] protected string _npcId; + [Tooltip("默认对话序列。无其他逻辑覆盖时播放此序列。NarrativeNPC/QuestGiver 子类通过 GetCurrentDialogue() 返回更精确的版本。")] [SerializeField] protected DialogueSequenceSO _defaultDialogue; + [Tooltip("玩家进入此半径(单位:Unity 单位)后显示交互提示。建议 1.0–2.0。\n编辑器下在场景视图中以黄色圆圈可视化。")] [SerializeField] protected float _interactRadius = 1.5f; + [Tooltip("交互提示本地化 Key(如 \"INTERACT_Talk\")。运行时通过 LocalizationManager 解析为实际文字。\n" + + "留空时回退到内置字符串 \"对话\"。")] + [SerializeField] protected string _interactPromptKey = "INTERACT_Talk"; + + [Header("范围检测")] + [Tooltip("玩家所在的物理层。OnTriggerEnter2D / OnTriggerExit2D 仅响应属于此层的碰撞体,\n" + + "实现 NPC 自包含的交互范围检测,无需外部 PlayerInteractionDetector 组件。\n" + + "将玩家 GameObject 的 Layer 与此 Mask 对齐即可(推荐专用 \"Player\" 层)。\n" + + "若留空(值为 0),则跳过层级过滤,任意碰撞体均可触发(调试用,不推荐上线)。")] + [SerializeField] protected LayerMask _playerLayer; // ── IInteractable ────────────────────────────────────────────────── - public virtual bool CanInteract => true; - public virtual string InteractPrompt => "对话"; + public virtual bool CanInteract => true; + + public virtual string InteractPrompt + { + get + { + if (!string.IsNullOrEmpty(_interactPromptKey)) + { + var resolved = LocalizationManager.Get(_interactPromptKey, LocalizationTable.UI); + if (!string.IsNullOrEmpty(resolved)) return resolved; + } + return "对话"; + } + } + + // ── 范围进出通知(供子组件订阅,如 InteractionPromptController)────── + /// 玩家进入交互范围时触发。参数为玩家 Transform。 + public event System.Action PlayerEnteredRange; + /// 玩家离开交互范围时触发。 + public event System.Action PlayerExitedRange; public void Interact(Transform player) { @@ -27,11 +61,31 @@ namespace BaseGames.Dialogue PlayDialogue(dialogue, player); } - public virtual void OnPlayerEnterRange(Transform player) { } - public virtual void OnPlayerExitRange() { } + public virtual void OnPlayerEnterRange(Transform player) { PlayerEnteredRange?.Invoke(player); } + public virtual void OnPlayerExitRange() { PlayerExitedRange?.Invoke(); } + + // ── 自包含物理范围检测 ───────────────────────────────────────────── + // 需在 NPC Prefab 上挂载 Collider2D(设为 IsTrigger),并将 Collider2D.size/radius + // 配置为期望的交互半径。OnTriggerEnter2D / Exit2D 会自动过滤非玩家碰撞体。 + + private void OnTriggerEnter2D(Collider2D other) + { + if (_playerLayer.value != 0 && ((1 << other.gameObject.layer) & _playerLayer.value) == 0) return; + OnPlayerEnterRange(other.transform); + } + + private void OnTriggerExit2D(Collider2D other) + { + if (_playerLayer.value != 0 && ((1 << other.gameObject.layer) & _playerLayer.value) == 0) return; + OnPlayerExitRange(); + } // ── 子类覆盖点 ────────────────────────────────────────────────────── + /// 组件启用时调用。子类可覆盖且应调用 base.OnEnable()。 + protected virtual void OnEnable() { } + /// 组件禁用时调用。子类可覆盖且应调用 base.OnDisable()。 + protected virtual void OnDisable() { } /// 交互前置逻辑(如任务接收/完成判断)。子类覆盖此方法。 protected virtual void Interact_Internal(Transform player) { } @@ -51,5 +105,42 @@ namespace BaseGames.Dialogue } manager.StartDialogue(sequence, _npcId); } + + // ── 编辑器辅助 ──────────────────────────────────────────────────── + // 注意:OnValidate 声明在 #if 外,确保子类在非编辑器构建中调用 base.OnValidate() 不会编译失败。 + + protected virtual void OnValidate() + { +#if UNITY_EDITOR + if (_playerLayer.value == 0) + Debug.LogWarning( + $"[InteractableNPC:{name}] _playerLayer 未设置(value=0)。" + + "OnTriggerEnter2D 将响应所有层,建议在 Inspector 中指定玩家所在层。", this); + + // 检测 _interactRadius 与 CircleCollider2D.radius 是否同步(仅输出一次,非逐帧) + var circle = GetComponent(); + if (circle != null && !Mathf.Approximately(circle.radius, _interactRadius)) + Debug.LogWarning( + $"[InteractableNPC:{name}] _interactRadius({_interactRadius:F2}) 与 " + + $"CircleCollider2D.radius({circle.radius:F2}) 不一致," + + "交互范围视觉(Gizmos)与物理碰撞可能不匹配,请手动对齐。", this); +#endif + } + +#if UNITY_EDITOR + protected virtual void OnDrawGizmosSelected() + { + // Collider2D 不一致时改绘红色(警告已在 OnValidate 中输出,此处不重复 LogWarning) + bool mismatch = false; + var circle = GetComponent(); + if (circle != null && !Mathf.Approximately(circle.radius, _interactRadius)) + mismatch = true; + + UnityEditor.Handles.color = mismatch + ? new Color(1f, 0.2f, 0.2f, 0.8f) + : new Color(1f, 0.92f, 0.016f, 0.6f); + UnityEditor.Handles.DrawWireDisc(transform.position, Vector3.forward, _interactRadius); + } +#endif } } diff --git a/Assets/_Game/Scripts/Dialogue/InteractionPromptController.cs b/Assets/_Game/Scripts/Dialogue/InteractionPromptController.cs index 127fb3d..ce89486 100644 --- a/Assets/_Game/Scripts/Dialogue/InteractionPromptController.cs +++ b/Assets/_Game/Scripts/Dialogue/InteractionPromptController.cs @@ -1,3 +1,4 @@ +using TMPro; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UI; @@ -5,34 +6,147 @@ using UnityEngine.UI; namespace BaseGames.Dialogue { /// - /// 交互提示 UI 控制器(架构 14_NarrativeModule §2)。 - /// 挂载在每个 IInteractable GameObject 的子节点(Prefab 实例),默认隐藏。 - /// 根据当前活跃输入设备自动切换图标(键盘/手柄)。 + /// 世界空间交互提示控制器(架构 14_NarrativeModule §2 升级版)。 + /// 挂在每个 InteractableNPC 子节点(Prefab 实例),默认隐藏。 + /// + /// 功能: + /// • 自动订阅父级 InteractableNPC 的进/出范围事件,免手动调用 Show/Hide + /// • TMP_Text 实时显示 InteractPrompt(如"接受任务"/"提交任务"),随任务状态动态刷新 + /// • 根据当前活跃输入设备自动切换按键图标(键盘/手柄) + /// • 支持淡入/淡出动画 /// public class InteractionPromptController : MonoBehaviour { + [Header("UI 引用")] + [Tooltip("整个提示根节点(包含图标和文字),控制显示/隐藏。")] [SerializeField] private GameObject _promptRoot; + [Tooltip("按键图标 Image 组件(可选)。有输入设备时显示对应图标。")] [SerializeField] private Image _icon; - [SerializeField] private Sprite _keyboardIcon; - [SerializeField] private Sprite _gamepadIcon; + [Tooltip("提示文字 TMP_Text 组件(可选)。自动显示 InteractableNPC.InteractPrompt 的当前值。")] + [SerializeField] private TMP_Text _label; + + [Header("按键图标")] + [Tooltip("键盘/鼠标设备激活时使用的按键图标 Sprite。")] + [SerializeField] private Sprite _keyboardIcon; + [Tooltip("手柄设备激活时使用的按键图标 Sprite。")] + [SerializeField] private Sprite _gamepadIcon; + + [Header("位置与动画")] + [Tooltip("相对于本组件 transform 的世界空间偏移。调整此值可控制气泡与 NPC 的相对位置。")] + [SerializeField] private Vector3 _offset = new Vector3(0f, 1.8f, 0f); + [Tooltip("是否随相机方向 Billboard 朝向(世界空间 Canvas 推荐开启)。")] + [SerializeField] private bool _billboard = true; + [Tooltip("淡入持续时间(秒)。0 = 立即显示,无动画。")] + [SerializeField] [Min(0f)] private float _fadeInDuration = 0.12f; + [Tooltip("淡出持续时间(秒)。0 = 立即隐藏,无动画。")] + [SerializeField] [Min(0f)] private float _fadeOutDuration = 0.08f; + + // ── 运行时状态 ──────────────────────────────────────────────────────── + private InteractableNPC _npc; + private bool _visible; + private float _alpha; + private Camera _cam; + + // ── Lifecycle ───────────────────────────────────────────────────────── private void Awake() { - if (_promptRoot != null) _promptRoot.SetActive(false); + // 自动连接父级 InteractableNPC 事件(无需手动调用 Show/Hide) + _npc = GetComponentInParent(); + if (_npc != null) + { + _npc.PlayerEnteredRange += OnPlayerEntered; + _npc.PlayerExitedRange += OnPlayerExited; + } + + SetVisible(false, immediate: true); } - /// 显示交互提示,根据输入设备选择图标。 + private void OnDestroy() + { + if (_npc != null) + { + _npc.PlayerEnteredRange -= OnPlayerEntered; + _npc.PlayerExitedRange -= OnPlayerExited; + } + } + + private void Update() + { + // 完全隐藏且不需要淡出时,跳过所有计算 + if (!_visible && _alpha <= 0f) return; + + // 位置偏移(世界空间气泡) + if (_offset != Vector3.zero) + transform.position = (_npc != null ? _npc.transform.position : transform.parent.position) + _offset; + + // Billboard + if (_billboard && _visible) + { + if (_cam == null) _cam = Camera.main; + if (_cam != null) + transform.forward = _cam.transform.forward; + } + + // 淡入/淡出 + if (_promptRoot == null) return; + if (_visible && _alpha < 1f) + { + float speed = _fadeInDuration > 0f ? Time.deltaTime / _fadeInDuration : 1f; + _alpha = Mathf.MoveTowards(_alpha, 1f, speed); + ApplyAlpha(_alpha); + } + else if (!_visible && _alpha > 0f) + { + float speed = _fadeOutDuration > 0f ? Time.deltaTime / _fadeOutDuration : 1f; + _alpha = Mathf.MoveTowards(_alpha, 0f, speed); + ApplyAlpha(_alpha); + if (_alpha <= 0f) _promptRoot.SetActive(false); + } + } + + // ── 公开 API(兼容旧调用 / 脚本手动控制)──────────────────────────── + + /// 手动显示提示。通常由 InteractableNPC 自动调用,无需手动触发。 public void Show() { - if (_promptRoot == null) return; - _promptRoot.SetActive(true); + if (_npc != null) _label.text = _npc.InteractPrompt; + SetVisible(true, immediate: false); UpdateIcon(); } - /// 隐藏交互提示。 - public void Hide() + /// 手动隐藏提示。通常由 InteractableNPC 自动调用,无需手动触发。 + public void Hide() => SetVisible(false, immediate: false); + + // ── 私有辅助 ───────────────────────────────────────────────────────── + + private void OnPlayerEntered(Transform player) { - if (_promptRoot != null) _promptRoot.SetActive(false); + // 刷新文字(每次进入都读取最新 InteractPrompt,确保任务状态变化后文字正确) + if (_label != null && _npc != null) + _label.text = _npc.InteractPrompt; + SetVisible(true, immediate: false); + UpdateIcon(); + } + + private void OnPlayerExited() => SetVisible(false, immediate: false); + + private void SetVisible(bool show, bool immediate) + { + _visible = show; + if (immediate) + { + _alpha = show ? 1f : 0f; + if (_promptRoot != null) + { + _promptRoot.SetActive(show); + ApplyAlpha(_alpha); + } + } + else if (show && _promptRoot != null) + { + _promptRoot.SetActive(true); // 淡出由 Update 结束时 SetActive(false) + } } private void UpdateIcon() @@ -41,5 +155,12 @@ namespace BaseGames.Dialogue bool isGamepad = Gamepad.current != null && Gamepad.current.enabled; _icon.sprite = isGamepad ? _gamepadIcon : _keyboardIcon; } + + private void ApplyAlpha(float a) + { + if (_icon != null) { var c = _icon.color; c.a = a; _icon.color = c; } + if (_label != null) { var c = _label.color; c.a = a; _label.color = c; } + } } } + diff --git a/Assets/_Game/Scripts/Dialogue/NarrativeNPC.cs b/Assets/_Game/Scripts/Dialogue/NarrativeNPC.cs index 3238c19..056f40e 100644 --- a/Assets/_Game/Scripts/Dialogue/NarrativeNPC.cs +++ b/Assets/_Game/Scripts/Dialogue/NarrativeNPC.cs @@ -1,4 +1,5 @@ using System; +using BaseGames.Core; using BaseGames.World; using UnityEngine; @@ -6,26 +7,41 @@ namespace BaseGames.Dialogue { /// /// 条件对话 NPC(架构 14_NarrativeModule §7)。 - /// 扩展 InteractableNPC,根据 WorldStateRegistry 标志动态选择对话版本。 + /// 扩展 InteractableNPC,根据世界状态标志动态选择对话版本。 /// 版本列表从高到低优先级排列;第一个满足条件的版本生效。 + /// + /// _worldState 可留空:留空时自动从 ServiceLocator 获取全局注册的 IWorldStateReader, + /// 便于无需在每个 NPC Prefab 上手动拖入 WorldStateRegistry 资产。 /// public class NarrativeNPC : InteractableNPC { [Header("台词版本集(从高到低优先级排列)")] + [Tooltip("条件对话版本列表。运行时从上到下检查,第一个满足条件的版本被播放。\n" + + "版本之间的优先级由列表顺序决定——请将最具体的条件放在最上方。")] [SerializeField] private DialogueVersion[] _dialogueVersions; - [SerializeField] private DialogueSequenceSO _fallbackDialogue; // 无条件满足时的兜底台词 - [SerializeField] private WorldStateRegistry _worldState; // SO 注入 + [Tooltip("所有版本均不满足条件时的兜底对话。务必配置,否则运行时会输出 LogWarning 且 NPC 无对话。")] + [SerializeField] private DialogueSequenceSO _fallbackDialogue; + [Tooltip("世界状态 SO(可选)。留空时自动从 ServiceLocator 获取全局 IWorldStateReader。\n" + + "通常同场景下多个 NPC 共用同一个 WorldStateRegistry;\n" + + "若全局已通过 ServiceLocator 注册,可不在此处手动指定。")] + [SerializeField] private WorldStateRegistry _worldState; protected override DialogueSequenceSO GetCurrentDialogue() { + IWorldStateReader reader = _worldState + ?? ServiceLocator.GetOrDefault(); + if (_dialogueVersions == null) return _fallbackDialogue; foreach (var version in _dialogueVersions) { - if (version != null && version.CheckConditions(_worldState)) + if (version != null && version.CheckConditions(reader)) return version.dialogue; } + if (_fallbackDialogue == null) + Debug.LogWarning($"[NarrativeNPC] '{name}' 没有版本满足当前条件,且未配置兜底对话 (_fallbackDialogue)。", gameObject); + return _fallbackDialogue; } } @@ -40,26 +56,32 @@ namespace BaseGames.Dialogue { [Tooltip("编辑器显示名,如'森林 Boss 击败后'")] public string versionLabel; + [Tooltip("此版本对应的对话序列 SO。条件满足时播放。留空时等同于跳过此版本。")] public DialogueSequenceSO dialogue; [Tooltip("全部满足才激活此版本(AND 关系)")] + [WorldStateFlag] public string[] requiredFlags; [Tooltip("有任意一个 = 此版本不激活(NOT 关系)")] + [WorldStateFlag] public string[] blockedByFlags; - /// 检查此版本的激活条件(AND requiredFlags / NOT blockedByFlags)。 - public bool CheckConditions(WorldStateRegistry registry) + /// + /// 检查此版本的激活条件(AND requiredFlags / NOT blockedByFlags)。 + /// reader 为 null 时直接返回 false(无法判断,视为条件不满足)。 + /// + public bool CheckConditions(IWorldStateReader reader) { - if (registry == null) return false; + if (reader == null) return false; if (requiredFlags != null) foreach (var f in requiredFlags) - if (!registry.HasFlag(f)) return false; + if (!reader.HasFlag(f)) return false; if (blockedByFlags != null) foreach (var f in blockedByFlags) - if (registry.HasFlag(f)) return false; + if (reader.HasFlag(f)) return false; return true; } diff --git a/Assets/_Game/Scripts/Dialogue/NpcSO.cs b/Assets/_Game/Scripts/Dialogue/NpcSO.cs new file mode 100644 index 0000000..0b0a9f3 --- /dev/null +++ b/Assets/_Game/Scripts/Dialogue/NpcSO.cs @@ -0,0 +1,105 @@ +using System.Collections.Generic; +using UnityEngine; +using BaseGames.Localization; + +namespace BaseGames.Dialogue +{ + /// + /// NPC 元数据资产(架构 14_NarrativeModule §2)。 + /// 将 NPC 的唯一 ID、本地化名称 Key、头像、好感度上限集中在一处管理。 + /// + /// 关联: + /// • 通过 _npcId 字段与此 SO 对应。 + /// • 管理对话 UI 侧头像/颜色(二者可共享同一 Sprite,或独立维护)。 + /// • giverNpc 字段直接引用此 SO,避免手填字符串。 + /// + /// 资产路径:Assets/_Game/Data/NPC/NPC_{npcId}.asset + /// + [CreateAssetMenu(menuName = "BaseGames/NPC/NPC")] + public class NpcSO : ScriptableObject, ILocalizableAsset + { + [Header("标识")] + [Tooltip("NPC 唯一 ID,如 \"NPC_Elder\"。需与 InteractableNPC._npcId 保持一致。")] + public string npcId; + + [Header("显示")] + [Tooltip("本地化 Key,如 \"NPC_Elder_Name\"。通过 LocalizationManager 解析为实际名称。")] + public string nameKey; + [Tooltip("NPC 头像,用于地图、任务日志、DataHub 等 UI。")] + public Sprite portrait; + + [Header("好感度")] + [Tooltip("该 NPC 的好感度上限(0 = 无上限)。\n" + + "QuestManager.CompleteQuest 发放 affinityBonus 时,不超过此数值。\n" + + "UI 侧可用此值绘制好感度进度条满格。")] + [Min(0)] public int maxAffinity = 0; + + [Header("本地化")] + [Tooltip("nameKey 所在的本地化表名(默认 \"UI\")。\n" + + "若 NPC 名称存储在非默认表(如 \"Character\"),在此修改后 NpcSOEditor 预览和跳转按钮将使用正确的表。")] + public string localizationTable = "UI"; + + [Header("交互提示")] + [Tooltip("与此 NPC 交互时显示的提示本地化 Key(如 \"INTERACT_Talk\")。\n" + + "留空时 InteractableNPC 回退到内置字符串 \"对话\"。")] + public string interactPromptKey = "INTERACT_Talk"; + +#if UNITY_EDITOR + // npcId → 资产路径,5 秒 TTL,跨所有 NpcSO.OnValidate 共用,O(1) 重复检测。 + private static System.Collections.Generic.Dictionary s_npcIdToPath; + private static double s_npcIdsCacheTime = -10.0; + + private static System.Collections.Generic.Dictionary GetNpcIdCache() + { + double now = UnityEditor.EditorApplication.timeSinceStartup; + if (s_npcIdToPath != null && now - s_npcIdsCacheTime < 5.0) + return s_npcIdToPath; + + s_npcIdToPath = new System.Collections.Generic.Dictionary(System.StringComparer.Ordinal); + string[] guids = UnityEditor.AssetDatabase.FindAssets("t:NpcSO"); + foreach (var guid in guids) + { + var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid); + var npc = UnityEditor.AssetDatabase.LoadAssetAtPath(path); + if (npc != null && !string.IsNullOrEmpty(npc.npcId) && !s_npcIdToPath.ContainsKey(npc.npcId)) + s_npcIdToPath[npc.npcId] = path; + } + s_npcIdsCacheTime = now; + return s_npcIdToPath; + } + + private void OnValidate() + { + if (string.IsNullOrEmpty(localizationTable)) + localizationTable = "UI"; + + if (string.IsNullOrWhiteSpace(npcId)) + { + UnityEditor.EditorUtility.SetDirty(this); + npcId = name; + } + + var cache = GetNpcIdCache(); + string myPath = UnityEditor.AssetDatabase.GetAssetPath(this); + if (!string.IsNullOrEmpty(myPath) && + cache.TryGetValue(npcId, out var existingPath) && + existingPath != myPath) + { + Debug.LogError( + $"[NpcSO] npcId '{npcId}' 与 " + + $"'{System.IO.Path.GetFileNameWithoutExtension(existingPath)}' 重复!请修改其中一个。", this); + s_npcIdsCacheTime = -10.0; + } + } +#endif + + public IEnumerable GetLocalizationKeys() + { + string table = string.IsNullOrEmpty(localizationTable) ? "UI" : localizationTable; + if (!string.IsNullOrEmpty(nameKey)) + yield return new LocalizationKeyRef(nameKey, table, nameof(nameKey)); + if (!string.IsNullOrEmpty(interactPromptKey)) + yield return new LocalizationKeyRef(interactPromptKey, "UI", nameof(interactPromptKey)); + } + } +} diff --git a/Assets/_Game/Scripts/Dialogue/NpcSO.cs.meta b/Assets/_Game/Scripts/Dialogue/NpcSO.cs.meta new file mode 100644 index 0000000..45c268f --- /dev/null +++ b/Assets/_Game/Scripts/Dialogue/NpcSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a534ec2815a6bd4ebd50cf4b7bccf3e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Editor/Addressables/AddressableBatchTool.cs b/Assets/_Game/Scripts/Editor/Addressables/AddressableBatchTool.cs index 8f082a1..d28e612 100644 --- a/Assets/_Game/Scripts/Editor/Addressables/AddressableBatchTool.cs +++ b/Assets/_Game/Scripts/Editor/Addressables/AddressableBatchTool.cs @@ -1,1079 +1,10 @@ -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using System.Reflection; -using System.Text; -using UnityEditor; -using UnityEditor.AddressableAssets; -using UnityEditor.AddressableAssets.Settings; -using UnityEngine; -using BaseGames.Core.Assets; +// 此文件已被 AddressableManagerWindow 取代。 +// 原有功能已整合到统一工具中,请使用: +// BaseGames → Addressables → Addressables Manager(总入口) +// BaseGames → Addressables → Addressable Batch Tool(直达批量注册 Tab) namespace BaseGames.Editor { - /// - /// Addressable 批量注册工具 - /// 菜单:BaseGames → Tools → Addressable Batch Tool (Alt+Shift+A) - /// - /// 三种工作流: - /// ① 同步 AddressKeys — 读取 AddressKeys.cs 中的常量,按名称在 Project 中搜索对应资产并自动注册 - /// ② 文件夹批量注册 — 拖入文件夹,将其下所有指定类型的资产注册到选定分组,地址格式可配置 - /// ③ 选中资产注册 — 在 Project 窗口选中资产后,一键批量注册到选定分组 - /// - public class AddressableBatchTool : EditorWindow - { - // ── 常量 ───────────────────────────────────────────────────────────── - private const string Title = "Addressable 批量工具"; - private const string MenuPath = "BaseGames/Addressables/Addressable Batch Tool"; - private const string PrefsKey = "AddressableBatch."; - - // ── 状态 ───────────────────────────────────────────────────────────── - private int _tab; - private string[] _tabNames = { "① 同步 AddressKeys", "② 文件夹批量注册", "③ 选中资产注册" }; - - // Tab ① - private List _keyEntries; - private Vector2 _keyScrollPos; - private bool _onlyShowMissing = true; - private bool _autoSearch = true; // 自动按名称搜索资产 - private bool _autoGroupByPrefix = true; // 按 Key 前缀自动选/建分组 - - // Key 前缀 → 分组名称映射(Tab ① 自动分组用) - // 规范数据统一来自 AddressableRules,此处不再声明本地副本。 - - // Tab ② - private DefaultAsset _folderAsset; - private string _folderPath; - private bool _includeSubfolders = true; - private AddressFormat _addressFormat = AddressFormat.FileName; - private string _addressPrefix = ""; - private string[] _assetTypeFilters = { "*.prefab", "*.unity", "*.asset" }; - private bool _filterPrefab = true; - private bool _filterScene = true; - private bool _filterSO = true; - private bool _filterTexture; - private bool _filterAudio; - private List _folderEntries; - private Vector2 _folderScrollPos; - - // Tab ③ - private List _selectionEntries; - private Vector2 _selectionScrollPos; - private bool _selFilterPrefab = true; - private bool _selFilterScene = true; - private bool _selFilterSO = true; - private bool _selFilterTexture; - private bool _selFilterAudio; - - // 共用 - private int _targetGroupIndex; - private string[] _groupNames; - private string _newGroupName = "New Group"; - private string _newLabel = ""; - private bool _overwriteAddress; - private bool _applyRulesOnRegister = true; - - // ── 样式(惰性初始化)──────────────────────────────────────────────── - private GUIStyle _headerStyle; - private GUIStyle _okStyle; - private GUIStyle _warnStyle; - private GUIStyle _boldStyle; - private bool _stylesInitialized; - - // ───────────────────────────────────────────────────────────────────── - [MenuItem(MenuPath, priority = 200)] - public static void OpenWindow() - { - var win = GetWindow(Title); - win.minSize = new Vector2(920, 520); - win.Show(); - } - - // ══ GUI ══════════════════════════════════════════════════════════════ - - private void OnGUI() - { - InitStyles(); - - if (AddressableAssetSettingsDefaultObject.Settings == null) - { - EditorGUILayout.HelpBox( - "Addressable Settings 未初始化。\n" + - "请先执行 Window → Asset Management → Addressables → Groups → Create Addressables Settings。", - MessageType.Error); - return; - } - - RefreshGroupNames(); - - EditorGUILayout.Space(4); - _tab = GUILayout.Toolbar(_tab, _tabNames, GUILayout.Height(28)); - EditorGUILayout.Space(4); - - switch (_tab) - { - case 0: DrawSyncTab(); break; - case 1: DrawFolderTab(); break; - case 2: DrawSelectionTab(); break; - } - - EditorGUILayout.Space(4); - DrawSharedOptions(); - } - - // ══ Tab ① 同步 AddressKeys ═══════════════════════════════════════════ - - private void DrawSyncTab() - { - EditorGUILayout.LabelField("根据 AddressKeys.cs 中的常量,自动搜索匹配资产并注册到 Addressables。", EditorStyles.wordWrappedMiniLabel); - EditorGUILayout.Space(4); - - using (new EditorGUILayout.HorizontalScope()) - { - _onlyShowMissing = GUILayout.Toggle(_onlyShowMissing, "仅显示未注册项", GUILayout.Width(140)); - _autoSearch = GUILayout.Toggle(_autoSearch, "自动按文件名搜索", GUILayout.Width(140)); - _autoGroupByPrefix = GUILayout.Toggle(_autoGroupByPrefix, "按前缀自动分组", GUILayout.Width(120)); - GUILayout.FlexibleSpace(); - if (GUILayout.Button("刷新列表", GUILayout.Width(80))) - RefreshKeyEntries(); - if (GUILayout.Button("注册所有已匹配项", GUILayout.Width(120))) - RegisterAllMatchedKeys(); - } - - if (_keyEntries == null) - RefreshKeyEntries(); - - EditorGUILayout.Space(4); - - // 列表表头 - using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) - { - EditorGUILayout.LabelField("常量名", _boldStyle, GUILayout.Width(180)); - EditorGUILayout.LabelField("地址 Key", _boldStyle, GUILayout.Width(160)); - EditorGUILayout.LabelField("期望分组", _boldStyle, GUILayout.Width(110)); - EditorGUILayout.LabelField("期望标签", _boldStyle, GUILayout.Width(140)); - EditorGUILayout.LabelField("状态", _boldStyle, GUILayout.Width(80)); - EditorGUILayout.LabelField("匹配资产", _boldStyle); - } - - var displayList = _onlyShowMissing - ? _keyEntries.Where(e => !e.IsRegistered).ToList() - : _keyEntries; - - _keyScrollPos = EditorGUILayout.BeginScrollView(_keyScrollPos, GUILayout.ExpandHeight(true)); - - foreach (var entry in displayList) - { - using (new EditorGUILayout.HorizontalScope(GUILayout.Height(20))) - { - EditorGUILayout.LabelField(entry.FieldName, GUILayout.Width(180)); - EditorGUILayout.LabelField(entry.AddressKey, GUILayout.Width(160)); - EditorGUILayout.LabelField( - AddressableRules.GetExpectedGroup(entry.AddressKey) ?? "Default", - GUILayout.Width(110)); - EditorGUILayout.LabelField( - FormatLabels(AddressableRules.GetExpectedLabels(entry.AddressKey)), - GUILayout.Width(140)); - - if (entry.IsRegistered) - { - EditorGUILayout.LabelField("✅ 已注册", _okStyle, GUILayout.Width(80)); - EditorGUILayout.LabelField(entry.ExistingAssetPath ?? "—"); - } - else if (entry.FoundAssetPath != null) - { - EditorGUILayout.LabelField("⚠ 未注册", _warnStyle, GUILayout.Width(80)); - EditorGUILayout.LabelField(entry.FoundAssetPath, GUILayout.ExpandWidth(true)); - if (GUILayout.Button("注册", GUILayout.Width(50))) - RegisterKeyEntry(entry); - } - else - { - EditorGUILayout.LabelField("❌ 未找到", _warnStyle, GUILayout.Width(80)); - entry.ManualAsset = (UnityEngine.Object)EditorGUILayout.ObjectField( - entry.ManualAsset, typeof(UnityEngine.Object), false); - if (entry.ManualAsset != null) - { - if (GUILayout.Button("注册", GUILayout.Width(50))) - RegisterKeyEntryManual(entry); - } - } - } - } - - EditorGUILayout.EndScrollView(); - - EditorGUILayout.Space(4); - var total = _keyEntries.Count; - var registered = _keyEntries.Count(e => e.IsRegistered); - var matched = _keyEntries.Count(e => !e.IsRegistered && e.FoundAssetPath != null); - EditorGUILayout.LabelField( - $"总计 {total} 个 Key | 已注册 {registered} | 已搜索到但未注册 {matched} | 未找到 {total - registered - matched}", - EditorStyles.miniLabel); - } - - // ══ Tab ② 文件夹批量注册 ═════════════════════════════════════════════ - - private void DrawFolderTab() - { - EditorGUILayout.LabelField("将指定文件夹中所有符合条件的资产批量注册到 Addressables。", EditorStyles.wordWrappedMiniLabel); - EditorGUILayout.Space(4); - - // 文件夹选择 - using (new EditorGUILayout.HorizontalScope()) - { - _folderAsset = (DefaultAsset)EditorGUILayout.ObjectField( - "目标文件夹", _folderAsset, typeof(DefaultAsset), false); - if (_folderAsset != null) - _folderPath = AssetDatabase.GetAssetPath(_folderAsset); - } - - if (!string.IsNullOrEmpty(_folderPath) && !AssetDatabase.IsValidFolder(_folderPath)) - { - EditorGUILayout.HelpBox("请拖入一个文件夹(蓝色图标),不是文件。", MessageType.Warning); - _folderPath = null; - } - - _includeSubfolders = EditorGUILayout.Toggle("包含子文件夹", _includeSubfolders); - - // 资产类型筛选 - EditorGUILayout.LabelField("资产类型筛选", EditorStyles.boldLabel); - using (new EditorGUILayout.HorizontalScope()) - { - _filterPrefab = GUILayout.Toggle(_filterPrefab, "Prefab", GUILayout.Width(70)); - _filterScene = GUILayout.Toggle(_filterScene, "Scene", GUILayout.Width(70)); - _filterSO = GUILayout.Toggle(_filterSO, "SO/Asset", GUILayout.Width(80)); - _filterTexture = GUILayout.Toggle(_filterTexture, "Texture", GUILayout.Width(70)); - _filterAudio = GUILayout.Toggle(_filterAudio, "Audio", GUILayout.Width(70)); - } - - // 地址格式 - _addressFormat = (AddressFormat)EditorGUILayout.EnumPopup("地址格式", _addressFormat); - if (_addressFormat == AddressFormat.PrefixPlusFileName || - _addressFormat == AddressFormat.PrefixPlusRelativePath) - { - _addressPrefix = EditorGUILayout.TextField("地址前缀", _addressPrefix); - } - - EditorGUILayout.Space(4); - - using (new EditorGUILayout.HorizontalScope()) - { - if (GUILayout.Button("⚡ 全量扫描 _Game/", GUILayout.Width(150))) - QuickScanGameFolder(); - GUILayout.FlexibleSpace(); - GUI.enabled = !string.IsNullOrEmpty(_folderPath); - if (GUILayout.Button("扫描文件夹", GUILayout.Width(100))) - ScanFolder(); - GUI.enabled = _folderEntries != null && _folderEntries.Count > 0; - if (GUILayout.Button("注册所有", GUILayout.Width(100))) - RegisterAllFolderEntries(); - GUI.enabled = true; - } - - if (_folderEntries == null || _folderEntries.Count == 0) - { - EditorGUILayout.HelpBox("拖入文件夹后点击「扫描文件夹」。", MessageType.Info); - return; - } - - EditorGUILayout.Space(4); - using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) - { - EditorGUILayout.LabelField("资产路径", _boldStyle, GUILayout.Width(180)); - EditorGUILayout.LabelField("地址", _boldStyle, GUILayout.Width(150)); - if (_applyRulesOnRegister) - { - EditorGUILayout.LabelField("分组(规则)", _boldStyle, GUILayout.Width(120)); - EditorGUILayout.LabelField("标签(规则)", _boldStyle, GUILayout.Width(150)); - } - EditorGUILayout.LabelField("状态", _boldStyle, GUILayout.Width(70)); - } - - _folderScrollPos = EditorGUILayout.BeginScrollView(_folderScrollPos, GUILayout.ExpandHeight(true)); - foreach (var entry in _folderEntries) - { - using (new EditorGUILayout.HorizontalScope(GUILayout.Height(18))) - { - EditorGUILayout.LabelField(entry.AssetPath, GUILayout.Width(180)); - entry.Address = EditorGUILayout.TextField(entry.Address, GUILayout.Width(150)); - if (_applyRulesOnRegister) - { - EditorGUILayout.LabelField(entry.PredictedGroup ?? "Default", GUILayout.Width(120)); - EditorGUILayout.LabelField(entry.PredictedLabels ?? "—", GUILayout.Width(150)); - } - var label = entry.AlreadyRegistered ? "✅ 已有" : "待注册"; - var style = entry.AlreadyRegistered ? _okStyle : EditorStyles.miniLabel; - EditorGUILayout.LabelField(label, style, GUILayout.Width(70)); - } - } - EditorGUILayout.EndScrollView(); - - int newCount = _folderEntries.Count(e => !e.AlreadyRegistered); - EditorGUILayout.LabelField($"共 {_folderEntries.Count} 个资产,{newCount} 个待注册", EditorStyles.miniLabel); - } - - // ══ Tab ③ 选中资产注册 ════════════════════════════════════════════════ - - private void DrawSelectionTab() - { - EditorGUILayout.LabelField("在 Project 窗口中选中资产或文件夹,然后点击「读取选中项」。", EditorStyles.wordWrappedMiniLabel); - EditorGUILayout.Space(4); - - // 资产类型筛选(与 Tab ② 一致,防止误注册不该 Addressable 的文件类型) - EditorGUILayout.LabelField("资产类型筛选", EditorStyles.boldLabel); - using (new EditorGUILayout.HorizontalScope()) - { - _selFilterPrefab = GUILayout.Toggle(_selFilterPrefab, "Prefab", GUILayout.Width(70)); - _selFilterScene = GUILayout.Toggle(_selFilterScene, "Scene", GUILayout.Width(70)); - _selFilterSO = GUILayout.Toggle(_selFilterSO, "SO/Asset", GUILayout.Width(80)); - _selFilterTexture = GUILayout.Toggle(_selFilterTexture, "Texture", GUILayout.Width(70)); - _selFilterAudio = GUILayout.Toggle(_selFilterAudio, "Audio", GUILayout.Width(70)); - } - EditorGUILayout.Space(4); - - using (new EditorGUILayout.HorizontalScope()) - { - GUILayout.FlexibleSpace(); - if (GUILayout.Button("读取选中项", GUILayout.Width(110))) - LoadSelection(); - GUI.enabled = _selectionEntries != null && _selectionEntries.Count > 0; - if (GUILayout.Button("注册所有", GUILayout.Width(100))) - RegisterAllSelectionEntries(); - GUI.enabled = true; - } - - if (_selectionEntries == null || _selectionEntries.Count == 0) - { - EditorGUILayout.HelpBox("在 Project 窗口选中资产后点击「读取选中项」。", MessageType.Info); - return; - } - - EditorGUILayout.Space(4); - using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) - { - EditorGUILayout.LabelField("资产路径", _boldStyle, GUILayout.Width(180)); - EditorGUILayout.LabelField("注册地址", _boldStyle, GUILayout.Width(150)); - if (_applyRulesOnRegister) - { - EditorGUILayout.LabelField("分组(规则)", _boldStyle, GUILayout.Width(120)); - EditorGUILayout.LabelField("标签(规则)", _boldStyle, GUILayout.Width(150)); - } - EditorGUILayout.LabelField("状态", _boldStyle, GUILayout.Width(70)); - } - - _selectionScrollPos = EditorGUILayout.BeginScrollView(_selectionScrollPos, GUILayout.ExpandHeight(true)); - foreach (var entry in _selectionEntries) - { - using (new EditorGUILayout.HorizontalScope(GUILayout.Height(18))) - { - EditorGUILayout.LabelField(entry.AssetPath, GUILayout.Width(180)); - entry.Address = EditorGUILayout.TextField(entry.Address, GUILayout.Width(150)); - if (_applyRulesOnRegister) - { - EditorGUILayout.LabelField(entry.PredictedGroup ?? "Default", GUILayout.Width(120)); - EditorGUILayout.LabelField(entry.PredictedLabels ?? "—", GUILayout.Width(150)); - } - var label = entry.AlreadyRegistered ? "✅ 已有" : "待注册"; - var style = entry.AlreadyRegistered ? _okStyle : EditorStyles.miniLabel; - EditorGUILayout.LabelField(label, style, GUILayout.Width(70)); - } - } - EditorGUILayout.EndScrollView(); - - int newCount = _selectionEntries.Count(e => !e.AlreadyRegistered); - EditorGUILayout.LabelField($"共 {_selectionEntries.Count} 项,{newCount} 待注册", EditorStyles.miniLabel); - } - - // ══ 共用选项区 ════════════════════════════════════════════════════════ - - private void DrawSharedOptions() - { - EditorGUILayout.LabelField("── 注册选项 ──", EditorStyles.boldLabel); - using (new EditorGUILayout.HorizontalScope()) - { - EditorGUILayout.LabelField("目标分组", GUILayout.Width(70)); - // 自动规则模式下,目标分组由规则决定,手动选择无效 - GUI.enabled = !_applyRulesOnRegister; - if (_applyRulesOnRegister) - { - EditorGUILayout.LabelField("(由 AddressableRules 自动决定)", - EditorStyles.miniLabel, GUILayout.Width(200)); - } - else if (_groupNames != null && _groupNames.Length > 0) - { - _targetGroupIndex = EditorGUILayout.Popup(_targetGroupIndex, - _groupNames, GUILayout.Width(200)); - } - GUI.enabled = true; - - EditorGUILayout.Space(8); - EditorGUILayout.LabelField("附加标签", GUILayout.Width(52)); - _newLabel = EditorGUILayout.TextField(_newLabel, GUILayout.Width(120)); - GUILayout.Label("(可在规则标签基础上追加)", EditorStyles.miniLabel); - GUILayout.FlexibleSpace(); - } - - using (new EditorGUILayout.HorizontalScope()) - { - _overwriteAddress = GUILayout.Toggle(_overwriteAddress, "已注册的资产也覆盖地址"); - GUILayout.Space(16); - _applyRulesOnRegister = GUILayout.Toggle(_applyRulesOnRegister, "自动应用分组/标签规则"); - GUILayout.FlexibleSpace(); - if (GUILayout.Button("新建分组…", GUILayout.Width(100))) - ShowCreateGroupDialog(); - } - } - - // ══ 逻辑:Tab ① ══════════════════════════════════════════════════════ - - private void RefreshKeyEntries() - { - _keyEntries = new List(); - var settings = AddressableAssetSettingsDefaultObject.Settings; - if (settings == null) return; - - // 收集所有已注册地址 → 地址字符串 → 资产路径 - var registeredMap = new Dictionary(StringComparer.Ordinal); - foreach (var group in settings.groups) - { - if (group == null) continue; - foreach (var e in group.entries) - if (e != null) registeredMap[e.address] = e.AssetPath; - } - - // 遍历 AddressKeys 常量 - var fields = typeof(AddressKeys) - .GetFields(BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy) - .Where(f => f.IsLiteral && !f.IsInitOnly && f.FieldType == typeof(string)); - - foreach (var field in fields) - { - var key = (string)field.GetRawConstantValue(); - var entry = new KeySyncEntry { FieldName = field.Name, AddressKey = key }; - - if (registeredMap.TryGetValue(key, out string existingPath)) - { - entry.IsRegistered = true; - entry.ExistingAssetPath = existingPath; - } - else if (_autoSearch) - { - // 从地址 key 派生搜索名:取最后一段,去掉前缀(ENM_、VFX_ 等) - string searchName = DeriveName(key); - string[] guids = AssetDatabase.FindAssets(searchName); - if (guids.Length > 0) - { - // 优先取名称完全匹配的;排除文件夹、脚本及程序集定义文件 - string best = guids - .Select(AssetDatabase.GUIDToAssetPath) - .Where(p => !AssetDatabase.IsValidFolder(p) && IsAddressableAssetPath(p)) - .OrderBy(p => ExactNameMatch(p, searchName) ? 0 : 1) - .FirstOrDefault(); - entry.FoundAssetPath = best; - entry.FoundGuid = best != null ? AssetDatabase.AssetPathToGUID(best) : null; - } - } - - _keyEntries.Add(entry); - } - } - - private void RegisterKeyEntry(KeySyncEntry entry) - { - if (entry.FoundAssetPath == null) return; - string groupOverride = _autoGroupByPrefix ? DeriveGroupName(entry.AddressKey) : null; - Register(entry.FoundGuid, entry.AddressKey, groupOverride); - entry.IsRegistered = true; - entry.ExistingAssetPath = entry.FoundAssetPath; - entry.FoundAssetPath = null; - SaveSettings(); - } - - private void RegisterKeyEntryManual(KeySyncEntry entry) - { - string path = AssetDatabase.GetAssetPath(entry.ManualAsset); - string guid = AssetDatabase.AssetPathToGUID(path); - string groupOverride = _autoGroupByPrefix ? DeriveGroupName(entry.AddressKey) : null; - Register(guid, entry.AddressKey, groupOverride); - entry.IsRegistered = true; - entry.ExistingAssetPath = path; - entry.ManualAsset = null; - SaveSettings(); - } - - private void RegisterAllMatchedKeys() - { - int count = 0; - foreach (var entry in _keyEntries.Where(e => !e.IsRegistered && e.FoundAssetPath != null)) - { - string groupOverride = _autoGroupByPrefix ? DeriveGroupName(entry.AddressKey) : null; - Register(entry.FoundGuid, entry.AddressKey, groupOverride); - entry.IsRegistered = true; - entry.ExistingAssetPath = entry.FoundAssetPath; - entry.FoundAssetPath = null; - count++; - } - Debug.Log($"[AddressableBatch] 已注册 {count} 个 AddressKeys 条目。"); - SaveSettings(); - } - - // ══ 逻辑:Tab ② ══════════════════════════════════════════════════════ - - private void ScanFolder() - { - _folderEntries = new List(); - if (!AssetDatabase.IsValidFolder(_folderPath)) return; - - var settings = AddressableAssetSettingsDefaultObject.Settings; - var registeredGuids = CollectRegisteredGuids(settings); - - var filters = BuildSearchFilter(); - var option = _includeSubfolders - ? SearchOption.AllDirectories - : SearchOption.TopDirectoryOnly; - - string absFolder = Path.GetFullPath(_folderPath); - - // 收集所有文件 - var allFiles = new List(); - foreach (string filter in filters) - allFiles.AddRange(Directory.GetFiles(absFolder, filter, option)); - - try - { - for (int i = 0; i < allFiles.Count; i++) - { - string absPath = allFiles[i]; - - if (i % 20 == 0) - EditorUtility.DisplayProgressBar("扫描文件夹", - Path.GetFileName(absPath), - (float)i / allFiles.Count); - - string relPath = "Assets" + absPath.Substring(Application.dataPath.Length).Replace('\\', '/'); - if (!IsAddressableAssetPath(relPath)) continue; - if (ShouldExclude(relPath)) continue; - - string guid = AssetDatabase.AssetPathToGUID(relPath); - if (string.IsNullOrEmpty(guid)) continue; - - string addr = BuildAddress(relPath); - _folderEntries.Add(new FolderEntry - { - AssetPath = relPath, - Guid = guid, - Address = addr, - AlreadyRegistered = registeredGuids.Contains(guid), - PredictedGroup = AddressableRules.GetExpectedGroup(addr), - PredictedLabels = FormatLabels(AddressableRules.GetExpectedLabels(addr)), - }); - } - } - finally - { - EditorUtility.ClearProgressBar(); - } - - // 去重(多个 filter 可能匹配同一文件) - _folderEntries = _folderEntries - .GroupBy(e => e.Guid) - .Select(g => g.First()) - .ToList(); - } - - /// - /// 返回 true 表示该文件应从 Addressable 注册中排除。 - /// 规范来源:AddressablesLabelSpec §5.2(禁止注册项)。 - /// - private static bool ShouldExclude(string relPath) - { - string lowerPath = relPath.Replace('\\', '/').ToLowerInvariant(); - string fileName = Path.GetFileNameWithoutExtension(relPath); - - // 测试场景(放在 Scenes/Testings/ 下) - if (lowerPath.Contains("/scenes/testings/")) return true; - - // 事件频道 ScriptableObject(EVT_ 前缀) - if (fileName.StartsWith("EVT_", StringComparison.Ordinal)) return true; - - // Sprite Atlas — 随依赖它的 Prefab 隐式打包,不单独注册 - if (Path.GetExtension(relPath) == ".spriteatlas") return true; - - // Material — 随 Prefab 依赖关系打包,不单独注册 - if (Path.GetExtension(relPath) == ".mat") return true; - - // HitBox / HurtBox 等碰撞盒子 Prefab(子 Prefab,不独立寻址) - if (fileName.StartsWith("HitBox_", StringComparison.OrdinalIgnoreCase)) return true; - if (fileName.StartsWith("HurtBox_", StringComparison.OrdinalIgnoreCase)) return true; - - return false; - } - - private void RegisterAllFolderEntries() - { - int count = 0; - foreach (var entry in _folderEntries) - { - if (entry.AlreadyRegistered && !_overwriteAddress) continue; - Register(entry.Guid, entry.Address); - entry.AlreadyRegistered = true; - count++; - } - Debug.Log($"[AddressableBatch] 文件夹批量注册完成,共注册 {count} 个资产。"); - SaveSettings(); - } - - // ══ 逻辑:Tab ③ ══════════════════════════════════════════════════════ - - private void LoadSelection() - { - _selectionEntries = new List(); - var settings = AddressableAssetSettingsDefaultObject.Settings; - var registeredGuids = CollectRegisteredGuids(settings); - - foreach (string guid in Selection.assetGUIDs) - { - string path = AssetDatabase.GUIDToAssetPath(guid); - - if (AssetDatabase.IsValidFolder(path)) - { - // 展开文件夹 - foreach (string sub in AssetDatabase.FindAssets("", new[] { path })) - { - string subPath = AssetDatabase.GUIDToAssetPath(sub); - if (!AssetDatabase.IsValidFolder(subPath)) - AddSelectionEntry(sub, subPath, registeredGuids); - } - } - else - { - AddSelectionEntry(guid, path, registeredGuids); - } - } - - _selectionEntries = _selectionEntries - .GroupBy(e => e.Guid) - .Select(g => g.First()) - .ToList(); - } - - private void AddSelectionEntry(string guid, string path, HashSet registeredGuids) - { - if (!IsAddressableAssetPath(path)) return; - if (ShouldExclude(path)) return; - - // 资产类型筛选(与 Tab ③ 筛选 Toggle 联动) - string ext = Path.GetExtension(path).ToLowerInvariant(); - bool isMatch = (_selFilterPrefab && ext == ".prefab") - || (_selFilterScene && ext == ".unity") - || (_selFilterSO && ext == ".asset") - || (_selFilterTexture && (ext == ".png" || ext == ".jpg" || ext == ".tga")) - || (_selFilterAudio && (ext == ".mp3" || ext == ".wav" || ext == ".ogg")); - // 若没有任何类型 Toggle 被勾选,则接受所有类型(兜底行为,避免全部筛空) - bool anyToggled = _selFilterPrefab || _selFilterScene || _selFilterSO || _selFilterTexture || _selFilterAudio; - if (anyToggled && !isMatch) return; - - string addr = BuildAddress(path); - _selectionEntries.Add(new SelectionEntry - { - AssetPath = path, - Guid = guid, - Address = addr, - AlreadyRegistered = registeredGuids.Contains(guid), - PredictedGroup = AddressableRules.GetExpectedGroup(addr), - PredictedLabels = FormatLabels(AddressableRules.GetExpectedLabels(addr)), - }); - } - - private void RegisterAllSelectionEntries() - { - int count = 0; - foreach (var entry in _selectionEntries) - { - if (entry.AlreadyRegistered && !_overwriteAddress) continue; - Register(entry.Guid, entry.Address); - entry.AlreadyRegistered = true; - count++; - } - Debug.Log($"[AddressableBatch] 选中资产注册完成,共注册 {count} 个资产。"); - SaveSettings(); - } - - // ══ 核心注册 API ═════════════════════════════════════════════════════ - - private void Register(string guid, string address, string groupNameOverride = null) - { - if (string.IsNullOrEmpty(guid)) return; - - var settings = AddressableAssetSettingsDefaultObject.Settings; - - // 重复地址检查:同一 address 已注册到不同 GUID 时提示确认 - var existingByAddress = FindEntryByAddress(settings, address); - if (existingByAddress != null && existingByAddress.guid != guid) - { - bool proceed = EditorUtility.DisplayDialog( - "⚠ 地址已存在", - $"地址 \"{address}\" 已注册到:\n{existingByAddress.AssetPath}\n\n" + - $"继续会将该地址重新指向当前资产(GUID: {guid})。是否继续?", - "继续", "取消"); - if (!proceed) return; - } - - // Determine target group: explicit override → rules → manual selection - string effectiveGroup = groupNameOverride - ?? (_applyRulesOnRegister ? AddressableRules.GetExpectedGroup(address) : null); - var group = effectiveGroup != null - ? GetOrCreateGroup(settings, effectiveGroup) - : GetTargetGroup(settings); - if (group == null) return; - - AddressableAssetEntry entry = settings.FindAssetEntry(guid) ?? - settings.CreateOrMoveEntry(guid, group, false, false); - - if (entry == null) return; - - if (_overwriteAddress || entry.address != address) - entry.address = address; - - settings.MoveEntry(entry, group, false, false); - - if (!string.IsNullOrWhiteSpace(_newLabel)) - entry.SetLabel(_newLabel.Trim(), true, true); - - // Apply rules-based labels - if (_applyRulesOnRegister) - { - foreach (var lbl in AddressableRules.GetExpectedLabels(address)) - { - EnsureLabelExists(settings, lbl); - entry.SetLabel(lbl, true, true); - } - } - } - - private static AddressableAssetEntry FindEntryByAddress(AddressableAssetSettings settings, string address) - { - if (settings == null) return null; - foreach (var group in settings.groups) - { - if (group == null) continue; - foreach (var e in group.entries) - if (e != null && e.address == address) return e; - } - return null; - } - - private AddressableAssetGroup GetOrCreateGroup(AddressableAssetSettings settings, string groupName) - { - var existing = settings.groups.FirstOrDefault(g => g != null && g.name == groupName); - if (existing != null) return existing; - - var template = settings.GroupTemplateObjects.FirstOrDefault() as AddressableAssetGroupTemplate; - var newGroup = settings.CreateGroup(groupName, false, false, true, - template != null ? new List(template.SchemaObjects) : null); - - if (newGroup != null) - { - RefreshGroupNames(); - Debug.Log($"[AddressableBatch] 已自动创建分组:{groupName}"); - } - return newGroup ?? settings.DefaultGroup; - } - - private AddressableAssetGroup GetTargetGroup(AddressableAssetSettings settings) - { - RefreshGroupNames(); - if (_groupNames == null || _groupNames.Length == 0) return settings.DefaultGroup; - string name = _groupNames[Mathf.Clamp(_targetGroupIndex, 0, _groupNames.Length - 1)]; - return settings.groups.FirstOrDefault(g => g != null && g.name == name) - ?? settings.DefaultGroup; - } - - private static void SaveSettings() - { - AssetDatabase.SaveAssets(); - AddressableAssetSettingsDefaultObject.Settings?.SetDirty( - AddressableAssetSettings.ModificationEvent.EntryModified, null, true); - } - - private static void EnsureLabelExists(AddressableAssetSettings settings, string label) - { - if (!settings.GetLabels().Contains(label)) - { - settings.AddLabel(label, true); - Debug.Log($"[AddressableBatch] 已创建标签:{label}"); - } - } - - private static string FormatLabels(string[] labels) - => labels.Length > 0 ? string.Join(", ", labels) : "—"; - - // ══ 创建分组 ══════════════════════════════════════════════════════════ - - private void QuickScanGameFolder() - { - _folderPath = "Assets/_Game"; - _folderAsset = AssetDatabase.LoadAssetAtPath(_folderPath); - _includeSubfolders = true; - _filterPrefab = true; - _filterScene = true; - _filterSO = true; - _filterAudio = true; - _filterTexture = false; - _addressFormat = AddressFormat.FileName; - _applyRulesOnRegister = true; - _tab = 1; - ScanFolder(); - } - - private void ShowCreateGroupDialog() - { - _newGroupName = EditorInputDialog.Show("新建 Addressable 分组", "请输入分组名称:", _newGroupName); - if (string.IsNullOrWhiteSpace(_newGroupName)) return; - - var settings = AddressableAssetSettingsDefaultObject.Settings; - var template = settings.GroupTemplateObjects.FirstOrDefault() as AddressableAssetGroupTemplate; - var newGroup = settings.CreateGroup(_newGroupName.Trim(), false, false, true, - template != null ? new List(template.SchemaObjects) : null); - - if (newGroup != null) - { - Debug.Log($"[AddressableBatch] 已创建分组:{newGroup.name}"); - RefreshGroupNames(); - _targetGroupIndex = Array.IndexOf(_groupNames, newGroup.name); - } - } - - // ══ 辅助 ══════════════════════════════════════════════════════════════ - - private void RefreshGroupNames() - { - var settings = AddressableAssetSettingsDefaultObject.Settings; - if (settings == null) { _groupNames = Array.Empty(); return; } - _groupNames = settings.groups - .Where(g => g != null) - .Select(g => g.name) - .ToArray(); - _targetGroupIndex = Mathf.Clamp(_targetGroupIndex, 0, Mathf.Max(0, _groupNames.Length - 1)); - } - - private static HashSet CollectRegisteredGuids(AddressableAssetSettings settings) - { - var set = new HashSet(StringComparer.Ordinal); - if (settings == null) return set; - foreach (var group in settings.groups) - { - if (group == null) continue; - foreach (var e in group.entries) - if (e != null) set.Add(e.guid); - } - return set; - } - - private string BuildAddress(string assetPath) - { - string fileName = Path.GetFileNameWithoutExtension(assetPath); - string relativePath = MakeRelativePath(assetPath, _folderPath); - - return _addressFormat switch - { - AddressFormat.FileName => fileName, - AddressFormat.FullAssetPath => assetPath, - AddressFormat.RelativeToFolder => relativePath, - // 前缀拼接:前缀以 '/' 结尾时直接连接(如 "Config/" + "FootstepCatalog") - // 前缀不以 '/' 结尾时用 '_' 连接(如 "Room_Forest" + "_01") - AddressFormat.PrefixPlusFileName => - string.IsNullOrEmpty(_addressPrefix) - ? fileName - : (_addressPrefix.EndsWith("/") - ? _addressPrefix + fileName - : _addressPrefix + "_" + fileName), - AddressFormat.PrefixPlusRelativePath => - string.IsNullOrEmpty(_addressPrefix) - ? relativePath - : (_addressPrefix.EndsWith("/") - ? _addressPrefix + relativePath - : _addressPrefix + "_" + relativePath), - _ => fileName, - }; - } - - private static string MakeRelativePath(string assetPath, string baseFolderPath) - { - if (string.IsNullOrEmpty(baseFolderPath)) return assetPath; - return assetPath.StartsWith(baseFolderPath) - ? assetPath.Substring(baseFolderPath.Length).TrimStart('/') - : assetPath; - } - - private List BuildSearchFilter() - { - var list = new List(); - if (_filterPrefab) list.Add("*.prefab"); - if (_filterScene) list.Add("*.unity"); - if (_filterSO) list.Add("*.asset"); - if (_filterTexture) { list.Add("*.png"); list.Add("*.jpg"); list.Add("*.tga"); } - if (_filterAudio) { list.Add("*.mp3"); list.Add("*.wav"); list.Add("*.ogg"); } - if (list.Count == 0) list.Add("*.*"); - return list; - } - - /// - /// 判断路径是否为可寻址资产(排除脚本、程序集定义、Shader、Sprite Atlas、Material 等文件)。 - /// - private static bool IsAddressableAssetPath(string path) - { - string ext = Path.GetExtension(path); - if (string.IsNullOrEmpty(ext)) return false; - // 排除代码 / 元数据类文件 - return ext != ".cs" - && ext != ".asmdef" - && ext != ".asmref" - && ext != ".shader" - && ext != ".hlsl" - && ext != ".cginc" - && ext != ".glsl" - && ext != ".json" - && ext != ".xml" - && ext != ".txt" - && ext != ".md" - && ext != ".spriteatlas" // 随依赖它的 Prefab 隐式打包 - && ext != ".mat"; // Material 随 Prefab 依赖打包 - } - - /// 从 AddressKey(如 "ENM_GruntWarrior")派生搜索名("GruntWarrior")。 - private static string DeriveName(string key) - { - // 取最后一个 '/' 之后的部分(Config/FootstepCatalog → FootstepCatalog) - int slash = key.LastIndexOf('/'); - string last = slash >= 0 ? key.Substring(slash + 1) : key; - - // 去掉前缀(ENM_, VFX_, PROJ_ 等):找第一个 '_' 并截断前缀 - int underscore = last.IndexOf('_'); - return underscore >= 0 && underscore < last.Length - 1 - ? last.Substring(underscore + 1) - : last; - } - - /// 根据 AddressKey 前缀返回建议分组名,未匹配时返回 null(回退到手动选定分组)。 - private static string DeriveGroupName(string key) - => AddressableRules.GetExpectedGroup(key); - - private static bool ExactNameMatch(string assetPath, string searchName) - { - string name = Path.GetFileNameWithoutExtension(assetPath); - return string.Equals(name, searchName, StringComparison.OrdinalIgnoreCase); - } - - private void InitStyles() - { - if (_stylesInitialized) return; - _headerStyle = new GUIStyle(EditorStyles.boldLabel) { fontSize = 14 }; - _okStyle = new GUIStyle(EditorStyles.miniLabel) { normal = { textColor = new Color(0.2f, 0.8f, 0.2f) } }; - _warnStyle = new GUIStyle(EditorStyles.miniLabel) { normal = { textColor = new Color(1f, 0.6f, 0.1f) } }; - _boldStyle = new GUIStyle(EditorStyles.miniLabel) { fontStyle = FontStyle.Bold }; - _stylesInitialized = true; - } - - // ══ 数据结构 ══════════════════════════════════════════════════════════ - - private class KeySyncEntry - { - public string FieldName; - public string AddressKey; - public bool IsRegistered; - public string ExistingAssetPath; - public string FoundAssetPath; - public string FoundGuid; - public UnityEngine.Object ManualAsset; - } - - private class FolderEntry - { - public string AssetPath; - public string Guid; - public string Address; - public bool AlreadyRegistered; - public string PredictedGroup; - public string PredictedLabels; - } - - private class SelectionEntry - { - public string AssetPath; - public string Guid; - public string Address; - public bool AlreadyRegistered; - public string PredictedGroup; - public string PredictedLabels; - } - - private enum AddressFormat - { - [InspectorName("文件名(推荐)")] FileName, - [InspectorName("完整 Asset 路径")] FullAssetPath, - [InspectorName("相对于选定文件夹")] RelativeToFolder, - [InspectorName("前缀 + 文件名")] PrefixPlusFileName, - [InspectorName("前缀 + 相对路径")] PrefixPlusRelativePath, - } - } - - // ── 轻量输入对话框(避免依赖 EditorInputDialog 插件)───────────────────── - internal static class EditorInputDialog - { - /// 弹出单行文本输入对话框。返回用户输入,取消则返回原始默认值。 - public static string Show(string title, string message, string defaultValue = "") - { - string result = defaultValue; - - // 通过简单的 EditorWindow 实现 - var win = ScriptableObject.CreateInstance(); - win.Init(title, message, defaultValue, v => { result = v; }); - win.ShowModal(); - - return result; - } - } - - internal class InputDialogWindow : EditorWindow - { - private string _title; - private string _message; - private string _value; - private Action _onConfirm; - - public void Init(string title, string message, string defaultValue, Action onConfirm) - { - titleContent = new GUIContent(title); - _title = title; - _message = message; - _value = defaultValue; - _onConfirm = onConfirm; - minSize = maxSize = new Vector2(340, 110); - } - - private void OnGUI() - { - EditorGUILayout.Space(8); - EditorGUILayout.LabelField(_message); - GUI.SetNextControlName("input"); - _value = EditorGUILayout.TextField(_value); - EditorGUI.FocusTextInControl("input"); - - EditorGUILayout.Space(8); - using (new EditorGUILayout.HorizontalScope()) - { - GUILayout.FlexibleSpace(); - if (GUILayout.Button("取消", GUILayout.Width(70))) - Close(); - if (GUILayout.Button("确认", GUILayout.Width(70))) - { - _onConfirm?.Invoke(_value); - Close(); - } - } - } - } + // 保留空类以避免 .meta 文件孤立。 + internal static class AddressableBatchToolStub { } } diff --git a/Assets/_Game/Scripts/Editor/Addressables/AddressableManagerWindow.cs b/Assets/_Game/Scripts/Editor/Addressables/AddressableManagerWindow.cs new file mode 100644 index 0000000..461bba9 --- /dev/null +++ b/Assets/_Game/Scripts/Editor/Addressables/AddressableManagerWindow.cs @@ -0,0 +1,1274 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Reflection; +using System.Text; +using UnityEditor; +using UnityEditor.AddressableAssets; +using UnityEditor.AddressableAssets.Settings; +using UnityEditor.AddressableAssets.Settings.GroupSchemas; +using UnityEngine; +using BaseGames.Core.Assets; + +namespace BaseGames.Editor +{ + /// + /// Addressables 统一管理工具。 + /// 规范来源:AddressablesLabelSpec.md §3 | AssetFolderSpec.md §8。 + /// + /// 菜单:BaseGames → Addressables → Addressables Manager(总入口) + /// BaseGames → Addressables → Addressable Batch Tool(直达批量注册 Tab) + /// BaseGames → Addressables → Rule Sync(直达规则校验 Tab) + /// + public sealed class AddressableManagerWindow : EditorWindow + { + // ── Tabs ────────────────────────────────────────────────────────────── + + private static readonly GUIContent[] TabContents = + { + new GUIContent(" 📊 总览 "), + new GUIContent(" 📦 批量注册 "), + new GUIContent(" 🔑 键同步 "), + new GUIContent(" 🔧 规则校验 "), + }; + + private const int TabDashboard = 0; + private const int TabRegister = 1; + private const int TabKeySync = 2; + private const int TabRuleSync = 3; + + // ── Dashboard State ─────────────────────────────────────────────────── + + private int _dTotal, _dOk, _dIssue, _dWarn; + private bool _dReady; + private string _dTime = ""; + + // ── Register State ──────────────────────────────────────────────────── + + private int _regSrc; // 0=AllGame 1=Folder 2=Selection + private DefaultAsset _regFolderAsset; + private string _regSearch = ""; + private bool _regOnlyNew = true; + private readonly bool[] _regTypeOn = { true, true, true, false, false }; // Prefab/Scene/SO/Audio/Tex + + private List _regEntries; + private Vector2 _regScroll; + + // ── Key Sync State ──────────────────────────────────────────────────── + + private List _keyEntries; + private bool _keyOnlyMissing = true; + private Vector2 _keyScroll; + + // ── Rule Sync State ─────────────────────────────────────────────────── + + private List _ruleEntries; + private bool _ruleShowOk; + private bool _ruleScanned; + private string _ruleSearch = ""; + private Vector2 _ruleScroll; + + // ── Shared Options ──────────────────────────────────────────────────── + + private bool _applyRules = true; + private bool _overwrite; + private string _extraLabel = ""; + private string _newGroupName = ""; + + // ── Tab ─────────────────────────────────────────────────────────────── + + [SerializeField] private int _tab; + + // ── Styles / Colors ─────────────────────────────────────────────────── + + private GUIStyle _sBold, _sLink, _sCard, _sEvenRow, _sCenGrey; + private bool _stylesReady; + + private static readonly Color CG = new Color(0.25f, 0.82f, 0.40f); // green OK + private static readonly Color CY = new Color(0.95f, 0.76f, 0.12f); // yellow warn + private static readonly Color CR = new Color(0.90f, 0.28f, 0.22f); // red error + private static readonly Color CD = new Color(0.55f, 0.55f, 0.55f); // dim + private static readonly Color CE = new Color(0.18f, 0.18f, 0.18f, 0.35f); // even row bg + + // ── Column widths ───────────────────────────────────────────────────── + + private const float CW_Path = 272f; + private const float CW_Addr = 212f; + private const float CW_Group = 118f; + private const float CW_Labels = 152f; + + // ── Menu ────────────────────────────────────────────────────────────── + + [MenuItem("BaseGames/Addressables/Addressables Manager", priority = 100)] + public static void Open() => OpenAt(TabDashboard); + + [MenuItem("BaseGames/Addressables/Addressable Batch Tool", priority = 200)] + public static void OpenBatch() => OpenAt(TabRegister); + + [MenuItem("BaseGames/Addressables/Rule Sync", priority = 110)] + public static void OpenRuleSync() => OpenAt(TabRuleSync); + + public static void OpenAt(int tab) + { + var win = GetWindow("Addressables Manager"); + win.minSize = new Vector2(1060, 600); + win._tab = tab; + win.Show(); + win.Focus(); + } + + // ── Lifecycle ───────────────────────────────────────────────────────── + + private void OnGUI() + { + EnsureStyles(); + + if (AddressableAssetSettingsDefaultObject.Settings == null) + { + EditorGUILayout.Space(12); + EditorGUILayout.HelpBox( + "Addressable Settings 未初始化。\n" + + "请先执行:Window → Asset Management → Addressables → Groups → Create Addressables Settings", + MessageType.Error); + return; + } + + DrawWindowBar(); + EditorGUILayout.Space(2); + _tab = GUILayout.Toolbar(_tab, TabContents, GUILayout.Height(28)); + EditorGUILayout.Space(4); + + switch (_tab) + { + case TabDashboard: DrawDashboard(); break; + case TabRegister: DrawRegister(); break; + case TabKeySync: DrawKeySync(); break; + case TabRuleSync: DrawRuleSync(); break; + } + } + + // ── Window toolbar ──────────────────────────────────────────────────── + + private void DrawWindowBar() + { + using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) + { + GUILayout.Label("⚙ Addressables Manager", _sBold, GUILayout.Width(210)); + GUILayout.FlexibleSpace(); + if (GUILayout.Button("Groups 窗口", EditorStyles.toolbarButton, GUILayout.Width(90))) + EditorApplication.ExecuteMenuItem("Window/Asset Management/Addressables/Groups"); + if (GUILayout.Button("🔍 验证 AddressKeys", EditorStyles.toolbarButton, GUILayout.Width(124))) + AddressKeyValidator.ValidateAll(); + } + } + + // ═══════════════════════════════════════════════════════════════════════ + // Tab 0 — 总览 (Dashboard) + // ═══════════════════════════════════════════════════════════════════════ + + private void DrawDashboard() + { + EditorGUILayout.Space(10); + + using (new EditorGUILayout.HorizontalScope()) + { + GUILayout.FlexibleSpace(); + if (GUILayout.Button("⚡ 全量扫描并注册", GUILayout.Width(168), GUILayout.Height(30))) + { + _regSrc = 0; + _regOnlyNew = true; + ScanRegisterEntries(); + _tab = TabRegister; + } + GUILayout.Space(10); + if (GUILayout.Button("🔧 扫描并修复规则", GUILayout.Width(168), GUILayout.Height(30))) + { + RunRuleScan(); + _tab = TabRuleSync; + } + GUILayout.FlexibleSpace(); + } + + EditorGUILayout.Space(14); + + if (_dReady) + { + using (new EditorGUILayout.HorizontalScope()) + { + GUILayout.FlexibleSpace(); + DrawStatCard("📦 总资产", _dTotal.ToString(), Color.white); + GUILayout.Space(10); + DrawStatCard("✅ 符合规范", _dOk.ToString(), CG); + GUILayout.Space(10); + DrawStatCard("❌ 需修复", _dIssue.ToString(), _dIssue > 0 ? CR : CG); + GUILayout.Space(10); + DrawStatCard("⚠ 自定义标签", _dWarn.ToString(), _dWarn > 0 ? CY : CD); + GUILayout.FlexibleSpace(); + } + EditorGUILayout.Space(6); + GUILayout.Label($"上次扫描:{_dTime}", _sCenGrey); + } + + EditorGUILayout.Space(18); + EditorGUILayout.LabelField("── 推荐工作流 ──", EditorStyles.boldLabel); + EditorGUILayout.Space(4); + EditorGUILayout.HelpBox( + "① 按命名规范(前缀_描述)为新资产命名,放置到正确文件夹\n" + + "② 在 AddressKeys.cs 中添加对应 const 字符串常量\n" + + "③「批量注册」→「⚡ 全量扫描 _Game/」→「注册所有未注册项」\n" + + "④「规则校验」→「▶ 扫描全部」→「✦ 修复所有问题」\n" + + "⑤ 点击「验证 AddressKeys」确认无遗漏", + MessageType.None); + } + + private void DrawStatCard(string label, string value, Color valueColor) + { + using (new EditorGUILayout.VerticalScope(_sCard, GUILayout.Width(138), GUILayout.Height(68))) + { + EditorGUILayout.Space(4); + var prev = GUI.color; + GUI.color = valueColor; + GUILayout.Label(value, + new GUIStyle(EditorStyles.largeLabel) + { + fontSize = 26, + alignment = TextAnchor.MiddleCenter, + fontStyle = FontStyle.Bold, + }, + GUILayout.Height(34), GUILayout.ExpandWidth(true)); + GUI.color = prev; + GUILayout.Label(label, EditorStyles.centeredGreyMiniLabel, GUILayout.ExpandWidth(true)); + } + } + + // ═══════════════════════════════════════════════════════════════════════ + // Tab 1 — 批量注册 (Batch Register) + // ═══════════════════════════════════════════════════════════════════════ + + private void DrawRegister() + { + // ── Source bar ──────────────────────────────────────────────────── + using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) + { + GUILayout.Label("数据源", EditorStyles.toolbarButton, GUILayout.Width(48)); + + string[] srcLabels = { "⚡ 全量扫描 _Game/", "📁 指定文件夹", "🖱 当前选中" }; + int[] srcWidths = { 130, 100, 86 }; + for (int i = 0; i < 3; i++) + { + bool was = _regSrc == i; + bool now = GUILayout.Toggle(was, srcLabels[i], EditorStyles.toolbarButton, + GUILayout.Width(srcWidths[i])); + if (now && !was) { _regSrc = i; _regEntries = null; } + } + + GUILayout.FlexibleSpace(); + if (GUILayout.Button("🔄 刷新", EditorStyles.toolbarButton, GUILayout.Width(60))) + _regEntries = null; + if (GUILayout.Button("▶ 扫描", EditorStyles.toolbarButton, GUILayout.Width(60))) + ScanRegisterEntries(); + } + + // ── Folder picker ───────────────────────────────────────────────── + if (_regSrc == 1) + { + using (new EditorGUILayout.HorizontalScope()) + _regFolderAsset = (DefaultAsset)EditorGUILayout.ObjectField( + "目标文件夹", _regFolderAsset, typeof(DefaultAsset), false); + } + + // ── Type filters + search ───────────────────────────────────────── + using (new EditorGUILayout.HorizontalScope()) + { + GUILayout.Label("类型:", EditorStyles.miniLabel, GUILayout.Width(36)); + string[] typeLabels = { "Prefab", "Scene", "SO/Asset", "Audio", "Texture" }; + for (int i = 0; i < typeLabels.Length; i++) + _regTypeOn[i] = GUILayout.Toggle(_regTypeOn[i], typeLabels[i], "Button", GUILayout.Width(62)); + + GUILayout.Space(10); + GUILayout.Label("搜索:", EditorStyles.miniLabel, GUILayout.Width(36)); + _regSearch = GUILayout.TextField(_regSearch, GUILayout.Width(160)); + GUILayout.Space(6); + _regOnlyNew = GUILayout.Toggle(_regOnlyNew, "仅未注册", GUILayout.Width(68)); + GUILayout.FlexibleSpace(); + } + + EditorGUILayout.Space(2); + + // ── Table header ────────────────────────────────────────────────── + using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) + { + GUILayout.Label("资产路径", _sBold, GUILayout.Width(CW_Path)); + GUILayout.Label("Addressable 地址", _sBold, GUILayout.Width(CW_Addr)); + GUILayout.Label("期望分组(规则)", _sBold, GUILayout.Width(CW_Group)); + GUILayout.Label("期望标签(规则)", _sBold, GUILayout.Width(CW_Labels)); + GUILayout.Label("状态 / 操作", _sBold); + } + + // ── Content ─────────────────────────────────────────────────────── + if (_regEntries == null) + { + EditorGUILayout.HelpBox( + _regSrc == 2 + ? "在 Project 窗口选中资产或文件夹,再点击「▶ 扫描」。" + : "点击「▶ 扫描」加载资产列表。", + MessageType.Info); + DrawSharedOptions(); + return; + } + + var display = FilterRegEntries(_regEntries); + + _regScroll = EditorGUILayout.BeginScrollView(_regScroll); + for (int i = 0; i < display.Count; i++) + DrawRegRow(display[i], i); + EditorGUILayout.EndScrollView(); + + // ── Footer ──────────────────────────────────────────────────────── + int newCnt = display.Count(e => !e.Registered); + using (new EditorGUILayout.HorizontalScope()) + { + GUILayout.Label( + $"显示 {display.Count} 个条目,其中 {newCnt} 个未注册", + EditorStyles.miniLabel); + GUILayout.FlexibleSpace(); + GUI.enabled = newCnt > 0; + if (GUILayout.Button($"注册所有未注册项 ({newCnt})", GUILayout.Width(186))) + { + RegisterAll(display); + SaveAssets(); + } + GUI.enabled = true; + } + + DrawSharedOptions(); + } + + private List FilterRegEntries(List src) + { + return src + .Where(e => !_regOnlyNew || !e.Registered) + .Where(e => string.IsNullOrEmpty(_regSearch) + || e.Path.IndexOf(_regSearch, StringComparison.OrdinalIgnoreCase) >= 0 + || e.Addr.IndexOf(_regSearch, StringComparison.OrdinalIgnoreCase) >= 0) + .ToList(); + } + + private void DrawRegRow(RegEntry e, int idx) + { + using (new EditorGUILayout.HorizontalScope( + idx % 2 == 0 ? _sEvenRow : GUIStyle.none, GUILayout.Height(20))) + { + string disp = e.Path.Length > 46 + ? "…" + e.Path.Substring(e.Path.Length - 43) + : e.Path; + if (GUILayout.Button(new GUIContent(disp, e.Path), _sLink, GUILayout.Width(CW_Path))) + PingAt(e.Path); + + e.Addr = EditorGUILayout.TextField(e.Addr, GUILayout.Width(CW_Addr)); + GUILayout.Label(e.Group ?? "Default", GUILayout.Width(CW_Group)); + GUILayout.Label(e.Labels, GUILayout.Width(CW_Labels)); + + if (e.Registered) + Clr("✅ 已注册", CG, GUILayout.Width(90)); + else if (GUILayout.Button("注册", EditorStyles.miniButton, GUILayout.Width(50))) + { + RegisterOne(e); + SaveAssets(); + } + } + } + + // ═══════════════════════════════════════════════════════════════════════ + // Tab 2 — 键同步 (Key Sync) + // ═══════════════════════════════════════════════════════════════════════ + + private void DrawKeySync() + { + using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) + { + if (GUILayout.Button("🔄 刷新", EditorStyles.toolbarButton, GUILayout.Width(65))) + LoadKeyEntries(); + GUILayout.Space(6); + _keyOnlyMissing = GUILayout.Toggle( + _keyOnlyMissing, "仅未注册", EditorStyles.toolbarButton, GUILayout.Width(72)); + GUILayout.FlexibleSpace(); + + if (_keyEntries != null) + { + int reg = _keyEntries.Count(e => e.Registered); + GUILayout.Label( + $"{reg}/{_keyEntries.Count} 已注册", + EditorStyles.toolbarButton, GUILayout.Width(98)); + } + + bool canRegAll = _keyEntries?.Any(e => !e.Registered && e.FoundPath != null) == true; + GUI.enabled = canRegAll; + if (GUILayout.Button("注册所有已匹配", EditorStyles.toolbarButton, GUILayout.Width(110))) + { + RegisterAllMatchedKeys(); + SaveAssets(); + } + GUI.enabled = true; + } + + if (_keyEntries == null) LoadKeyEntries(); + + // ── Table header ────────────────────────────────────────────────── + using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) + { + GUILayout.Label("常量名", _sBold, GUILayout.Width(190)); + GUILayout.Label("地址 Key", _sBold, GUILayout.Width(200)); + GUILayout.Label("期望分组", _sBold, GUILayout.Width(110)); + GUILayout.Label("期望标签", _sBold, GUILayout.Width(148)); + GUILayout.Label("状态 / 资产 / 操作", _sBold); + } + + var display = (_keyOnlyMissing + ? _keyEntries.Where(e => !e.Registered) + : _keyEntries).ToList(); + + _keyScroll = EditorGUILayout.BeginScrollView(_keyScroll); + for (int i = 0; i < display.Count; i++) + DrawKeyRow(display[i], i); + EditorGUILayout.EndScrollView(); + + if (_keyEntries != null) + { + int r = _keyEntries.Count(e => e.Registered); + int m = _keyEntries.Count(e => !e.Registered && e.FoundPath != null); + int u = _keyEntries.Count(e => !e.Registered && e.FoundPath == null); + EditorGUILayout.LabelField( + $"共 {_keyEntries.Count} 个 Key · 已注册 {r} · 已找到待注册 {m} · 未找到 {u}", + EditorStyles.miniLabel); + } + + DrawSharedOptions(); + } + + private void DrawKeyRow(KeyEntry e, int idx) + { + using (new EditorGUILayout.HorizontalScope( + idx % 2 == 0 ? _sEvenRow : GUIStyle.none, GUILayout.Height(20))) + { + GUILayout.Label(e.Field, GUILayout.Width(190)); + GUILayout.Label(e.Key, GUILayout.Width(200)); + GUILayout.Label(AddressableRules.GetExpectedGroup(e.Key) ?? "Default", GUILayout.Width(110)); + GUILayout.Label(FmtLabels(AddressableRules.GetExpectedLabels(e.Key)), GUILayout.Width(148)); + + if (e.Registered) + { + Clr("✅ 已注册", CG, GUILayout.Width(75)); + if (GUILayout.Button( + new GUIContent(e.ExistingPath ?? "—", e.ExistingPath), _sLink)) + PingAt(e.ExistingPath); + } + else if (e.FoundPath != null) + { + Clr("⚠ 已找到", CY, GUILayout.Width(75)); + GUILayout.Label(e.FoundPath, GUILayout.ExpandWidth(true)); + if (GUILayout.Button("注册", EditorStyles.miniButton, GUILayout.Width(46))) + { + RegisterKey(e); + SaveAssets(); + } + } + else + { + Clr("❌ 未找到", CR, GUILayout.Width(75)); + e.ManualObj = EditorGUILayout.ObjectField( + e.ManualObj, typeof(UnityEngine.Object), false); + if (e.ManualObj != null && + GUILayout.Button("注册", EditorStyles.miniButton, GUILayout.Width(46))) + { + RegisterKeyManual(e); + SaveAssets(); + } + } + } + } + + // ═══════════════════════════════════════════════════════════════════════ + // Tab 3 — 规则校验 (Rule Sync) + // ═══════════════════════════════════════════════════════════════════════ + + private void DrawRuleSync() + { + // ── Toolbar ─────────────────────────────────────────────────────── + using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) + { + if (GUILayout.Button("▶ 扫描全部", EditorStyles.toolbarButton, GUILayout.Width(76))) + RunRuleScan(); + + GUILayout.Space(6); + _ruleShowOk = GUILayout.Toggle( + _ruleShowOk, "显示正常项", EditorStyles.toolbarButton, GUILayout.Width(76)); + GUILayout.Space(6); + _ruleSearch = GUILayout.TextField( + _ruleSearch, EditorStyles.toolbarSearchField, GUILayout.Width(180)); + + GUILayout.FlexibleSpace(); + + if (_ruleScanned && _ruleEntries != null) + { + int iss = _ruleEntries.Count(r => !r.Ok); + int wrn = _ruleEntries.Count(r => r.Ok && r.HasWarn); + var pc = GUI.color; + GUI.color = iss > 0 ? CR : CD; + GUILayout.Label($"❌ {iss}", EditorStyles.toolbarButton, GUILayout.Width(46)); + GUI.color = wrn > 0 ? CY : CD; + GUILayout.Label($"⚠ {wrn}", EditorStyles.toolbarButton, GUILayout.Width(46)); + GUI.color = pc; + } + + bool hasIssues = _ruleEntries?.Any(r => !r.Ok) == true; + GUI.enabled = _ruleScanned && hasIssues; + if (GUILayout.Button("✦ 修复所有问题", EditorStyles.toolbarButton, GUILayout.Width(108))) + FixAll(); + + GUI.enabled = _ruleScanned; + if (GUILayout.Button("导出 CSV", EditorStyles.toolbarButton, GUILayout.Width(68))) + ExportCsv(); + GUI.enabled = true; + } + + // ── Stats bar ───────────────────────────────────────────────────── + if (_ruleScanned && _ruleEntries != null) + { + int tot = _ruleEntries.Count; + int ok = _ruleEntries.Count(r => r.Ok); + int iss = tot - ok; + int wrn = _ruleEntries.Count(r => r.HasWarn); + + using (new EditorGUILayout.HorizontalScope()) + { + GUILayout.Label($"共 {tot} 条目", EditorStyles.miniLabel, GUILayout.Width(72)); + GUILayout.Space(6); + Clr($"✅ 正常 {ok}", CG); + GUILayout.Space(8); + Clr($"❌ 问题 {iss}", iss > 0 ? CR : CG); + GUILayout.Space(8); + Clr($"⚠ 自定义标签 {wrn}", wrn > 0 ? CY : CD); + GUILayout.FlexibleSpace(); + } + } + + // ── Table header ────────────────────────────────────────────────── + using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) + { + GUILayout.Label("Address", _sBold, GUILayout.Width(210)); + GUILayout.Label("当前分组", _sBold, GUILayout.Width(110)); + GUILayout.Label("期望分组", _sBold, GUILayout.Width(110)); + GUILayout.Label("缺失标签", _sBold, GUILayout.Width(118)); + GUILayout.Label("多余规则标签", _sBold, GUILayout.Width(108)); + GUILayout.Label("自定义标签", _sBold, GUILayout.Width(100)); + GUILayout.Label("状态", _sBold); + } + + // ── Rows ────────────────────────────────────────────────────────── + _ruleScroll = EditorGUILayout.BeginScrollView(_ruleScroll); + if (!_ruleScanned) + { + EditorGUILayout.HelpBox( + "点击「▶ 扫描全部」分析已注册资产与规范的差异。", MessageType.Info); + } + else + { + var show = _ruleEntries + .Where(r => _ruleShowOk || !r.Ok) + .Where(r => string.IsNullOrEmpty(_ruleSearch) + || r.Address.IndexOf(_ruleSearch, StringComparison.OrdinalIgnoreCase) >= 0) + .ToList(); + + if (show.Count == 0) + EditorGUILayout.HelpBox("✅ 所有已注册资产均符合规范!", MessageType.Info); + + for (int i = 0; i < show.Count; i++) + DrawRuleRow(show[i], i); + } + EditorGUILayout.EndScrollView(); + + // ── Footer hint ─────────────────────────────────────────────────── + EditorGUILayout.HelpBox( + "规则来源:AddressablesLabelSpec.md §3 | 分组规则:AssetFolderSpec.md §8.1\n" + + "「修复所有问题」修正分组与标签;不注册新资产;不删除自定义标签(⚠ 黄色)。", + MessageType.None); + } + + private void DrawRuleRow(RuleEntry r, int idx) + { + using (new EditorGUILayout.HorizontalScope( + idx % 2 == 0 ? _sEvenRow : GUIStyle.none, GUILayout.Height(20))) + { + if (GUILayout.Button(r.Address, _sLink, GUILayout.Width(210))) + PingAt(r.AssetPath); + + Clr(r.CurGroup ?? "—", r.GroupOk ? CG : CR, GUILayout.Width(110)); + GUILayout.Label(r.ExpGroup ?? "(未覆盖)", GUILayout.Width(110)); + Clr(r.Missing.Length > 0 ? Jn(r.Missing) : "—", + r.Missing.Length > 0 ? CR : CG, GUILayout.Width(118)); + Clr(r.Extra.Length > 0 ? Jn(r.Extra) : "—", + r.Extra.Length > 0 ? CR : CD, GUILayout.Width(108)); + Clr(r.Unknown.Length > 0 ? Jn(r.Unknown) : "—", + r.Unknown.Length > 0 ? CY : CD, GUILayout.Width(100)); + + if (r.Ok) + Clr(r.HasWarn ? "⚠ 自定义标签" : "✅ 正常", r.HasWarn ? CY : CG); + else + { + Clr("❌ 需修复", CR, GUILayout.Width(62)); + if (GUILayout.Button("修复", EditorStyles.miniButton, GUILayout.Width(40))) + { + FixOne(r); + SaveAssets(); + RunRuleScan(); + } + } + } + } + + // ── Shared Options ──────────────────────────────────────────────────── + + private void DrawSharedOptions() + { + EditorGUILayout.Space(4); + using (new EditorGUILayout.HorizontalScope()) + { + _applyRules = GUILayout.Toggle(_applyRules, "自动应用分组/标签规则"); + GUILayout.Space(14); + _overwrite = GUILayout.Toggle(_overwrite, "覆盖已有地址"); + GUILayout.Space(14); + GUILayout.Label("附加标签:", GUILayout.Width(58)); + _extraLabel = GUILayout.TextField(_extraLabel, GUILayout.Width(90)); + GUILayout.Space(14); + GUILayout.Label("新建分组:", GUILayout.Width(58)); + _newGroupName = GUILayout.TextField(_newGroupName, GUILayout.Width(110)); + if (GUILayout.Button("创建", EditorStyles.miniButton, GUILayout.Width(40)) + && !string.IsNullOrWhiteSpace(_newGroupName)) + { + var s = AddressableAssetSettingsDefaultObject.Settings; + if (s != null) + { + EnsureGroup(s, _newGroupName.Trim()); + SaveAssets(); + } + } + GUILayout.FlexibleSpace(); + } + } + + // ═══════════════════════════════════════════════════════════════════════ + // Register Logic + // ═══════════════════════════════════════════════════════════════════════ + + private void ScanRegisterEntries() + { + _regEntries = new List(); + var settings = AddressableAssetSettingsDefaultObject.Settings; + if (settings == null) return; + + var regGuids = CollectAllGuids(settings); + var files = GatherFiles(); + + try + { + for (int i = 0; i < files.Count; i++) + { + if (i % 20 == 0) + EditorUtility.DisplayProgressBar( + "扫描资产", Path.GetFileName(files[i]), (float)i / files.Count); + + string p = files[i]; + if (!IsManageableType(p) || ShouldExclude(p) || !PassesTypeFilter(p)) continue; + + string guid = AssetDatabase.AssetPathToGUID(p); + if (string.IsNullOrEmpty(guid)) continue; + + string addr = BuildAddr(p); + _regEntries.Add(new RegEntry + { + Path = p, + Guid = guid, + Addr = addr, + Registered = regGuids.Contains(guid), + Group = AddressableRules.GetExpectedGroup(addr), + Labels = FmtLabels(AddressableRules.GetExpectedLabels(addr)), + }); + } + } + finally + { + EditorUtility.ClearProgressBar(); + } + + _regEntries = _regEntries + .GroupBy(e => e.Guid) + .Select(g => g.First()) + .OrderBy(e => e.Registered ? 1 : 0) + .ThenBy(e => e.Addr) + .ToList(); + } + + private List GatherFiles() + { + var result = new List(); + + if (_regSrc == 0) + { + foreach (string g in AssetDatabase.FindAssets("t:Object", new[] { "Assets/_Game" })) + { + string p = AssetDatabase.GUIDToAssetPath(g); + if (!AssetDatabase.IsValidFolder(p)) result.Add(p); + } + return result; + } + + if (_regSrc == 1) + { + string fp = _regFolderAsset != null + ? AssetDatabase.GetAssetPath(_regFolderAsset) + : ""; + if (string.IsNullOrEmpty(fp) || !AssetDatabase.IsValidFolder(fp)) + return result; + foreach (string g in AssetDatabase.FindAssets("t:Object", new[] { fp })) + { + string p = AssetDatabase.GUIDToAssetPath(g); + if (!AssetDatabase.IsValidFolder(p)) result.Add(p); + } + return result; + } + + // Selection + foreach (string guid in Selection.assetGUIDs) + { + string p = AssetDatabase.GUIDToAssetPath(guid); + if (AssetDatabase.IsValidFolder(p)) + { + foreach (string sg in AssetDatabase.FindAssets("t:Object", new[] { p })) + { + string sp = AssetDatabase.GUIDToAssetPath(sg); + if (!AssetDatabase.IsValidFolder(sp)) result.Add(sp); + } + } + else + { + result.Add(p); + } + } + return result; + } + + private bool PassesTypeFilter(string p) + { + bool anyOn = _regTypeOn.Any(v => v); + if (!anyOn) return true; + + string ext = Path.GetExtension(p).ToLowerInvariant(); + if (_regTypeOn[0] && ext == ".prefab") return true; + if (_regTypeOn[1] && ext == ".unity") return true; + if (_regTypeOn[2] && ext == ".asset") return true; + if (_regTypeOn[3] && (ext == ".mp3" || ext == ".wav" || ext == ".ogg")) return true; + if (_regTypeOn[4] && (ext == ".png" || ext == ".jpg" || ext == ".tga")) return true; + return false; + } + + private void RegisterOne(RegEntry e) + { + if (e.Registered && !_overwrite) return; + var s = AddressableAssetSettingsDefaultObject.Settings; + if (s == null) return; + + if (!ConfirmAddressConflict(s, e.Addr, e.Guid)) return; + + var grp = _applyRules && e.Group != null ? EnsureGroup(s, e.Group) : s.DefaultGroup; + var entry = s.FindAssetEntry(e.Guid) + ?? s.CreateOrMoveEntry(e.Guid, grp, false, false); + if (entry == null) return; + + entry.address = e.Addr; + s.MoveEntry(entry, grp, false, false); + + if (_applyRules) + foreach (var lbl in AddressableRules.GetExpectedLabels(e.Addr)) + SetLabel(s, entry, lbl); + + if (!string.IsNullOrWhiteSpace(_extraLabel)) + SetLabel(s, entry, _extraLabel.Trim()); + + e.Registered = true; + } + + private void RegisterAll(List entries) + { + int cnt = 0; + foreach (var e in entries.Where(e => !e.Registered)) + { + RegisterOne(e); + cnt++; + } + Debug.Log($"[AddressablesManager] 批量注册完成:{cnt} 个资产"); + } + + // ═══════════════════════════════════════════════════════════════════════ + // Key Sync Logic + // ═══════════════════════════════════════════════════════════════════════ + + private void LoadKeyEntries() + { + _keyEntries = new List(); + var s = AddressableAssetSettingsDefaultObject.Settings; + if (s == null) return; + + // Build address → path map from all registered entries + var addrMap = new Dictionary(StringComparer.Ordinal); + foreach (var g in s.groups) + if (g != null) + foreach (var e in g.entries) + if (e != null) addrMap[e.address] = e.AssetPath; + + var fields = typeof(AddressKeys) + .GetFields(BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy) + .Where(f => f.IsLiteral && !f.IsInitOnly && f.FieldType == typeof(string)); + + foreach (var f in fields) + { + var key = (string)f.GetRawConstantValue(); + var ke = new KeyEntry { Field = f.Name, Key = key }; + + if (addrMap.TryGetValue(key, out string ep)) + { + ke.Registered = true; + ke.ExistingPath = ep; + } + else + { + // Auto-search by the last segment of the key (handles "Config/Name") + string searchTerm = key.Contains('/') + ? key.Substring(key.LastIndexOf('/') + 1) + : key; + + string[] guids = AssetDatabase.FindAssets(searchTerm); + string best = guids + .Select(AssetDatabase.GUIDToAssetPath) + .Where(p => !AssetDatabase.IsValidFolder(p) && IsManageableType(p)) + .OrderBy(p => Path.GetFileNameWithoutExtension(p) == searchTerm ? 0 : 1) + .FirstOrDefault(); + + if (best != null) + { + ke.FoundPath = best; + ke.FoundGuid = AssetDatabase.AssetPathToGUID(best); + } + } + + _keyEntries.Add(ke); + } + } + + private void RegisterKey(KeyEntry e) + { + if (e.FoundGuid == null) return; + string grp = _applyRules ? AddressableRules.GetExpectedGroup(e.Key) : null; + DoRegister(e.FoundGuid, e.Key, grp); + e.Registered = true; + e.ExistingPath = e.FoundPath; + e.FoundPath = null; + } + + private void RegisterKeyManual(KeyEntry e) + { + string p = AssetDatabase.GetAssetPath(e.ManualObj); + string guid = AssetDatabase.AssetPathToGUID(p); + string grp = _applyRules ? AddressableRules.GetExpectedGroup(e.Key) : null; + DoRegister(guid, e.Key, grp); + e.Registered = true; + e.ExistingPath = p; + e.ManualObj = null; + } + + private void RegisterAllMatchedKeys() + { + int cnt = 0; + foreach (var e in _keyEntries.Where(e => !e.Registered && e.FoundPath != null)) + { + RegisterKey(e); + cnt++; + } + Debug.Log($"[AddressablesManager] 键同步完成:注册 {cnt} 个 Key"); + } + + // ═══════════════════════════════════════════════════════════════════════ + // Rule Sync Logic + // ═══════════════════════════════════════════════════════════════════════ + + private void RunRuleScan() + { + _ruleEntries = new List(); + var s = AddressableAssetSettingsDefaultObject.Settings; + if (s == null) return; + + foreach (var grp in s.groups) + { + if (grp == null) continue; + foreach (var e in grp.entries) + { + if (e == null) continue; + + var expG = AddressableRules.GetExpectedGroup(e.address); + var expL = AddressableRules.GetExpectedLabels(e.address); + var curL = e.labels.ToArray(); + var notExp = curL.Except(expL, StringComparer.Ordinal).ToArray(); + + _ruleEntries.Add(new RuleEntry + { + Address = e.address, + AssetPath = e.AssetPath, + CurGroup = grp.name, + ExpGroup = expG, + Missing = expL.Except(curL, StringComparer.Ordinal).ToArray(), + Extra = notExp.Where(l => AddressableRules.KnownLabels.Contains(l)).ToArray(), + Unknown = notExp.Where(l => !AddressableRules.KnownLabels.Contains(l)).ToArray(), + }); + } + } + + _ruleEntries = _ruleEntries + .OrderBy(r => r.Ok ? 1 : 0) + .ThenBy(r => r.Address, StringComparer.Ordinal) + .ToList(); + + _ruleScanned = true; + + // Sync dashboard counters + _dTotal = _ruleEntries.Count; + _dOk = _ruleEntries.Count(r => r.Ok); + _dIssue = _ruleEntries.Count(r => !r.Ok); + _dWarn = _ruleEntries.Count(r => r.HasWarn); + _dReady = true; + _dTime = DateTime.Now.ToString("HH:mm:ss"); + + Debug.Log( + $"[AddressablesManager] 规则扫描:{_ruleEntries.Count} 条 · " + + $"{_dIssue} 需修复 · {_dWarn} 含自定义标签"); + Repaint(); + } + + private void FixAll() + { + var issues = _ruleEntries.Where(r => !r.Ok).ToList(); + if (issues.Count == 0) return; + + int moves = issues.Count(r => !r.GroupOk); + int adds = issues.Sum(r => r.Missing.Length); + int rems = issues.Sum(r => r.Extra.Length); + + if (!EditorUtility.DisplayDialog("确认修复所有问题", + $"即将对 {issues.Count} 个条目执行:\n\n" + + $" • 移动分组:{moves} 个\n" + + $" • 添加标签:{adds} 个\n" + + $" • 移除多余规则标签:{rems} 个\n\n" + + "⚠ 自定义标签(黄色⚠)不会被删除。此操作不可撤销。", + "确认修复", "取消")) + return; + + int cnt = 0; + foreach (var r in issues) + if (FixOne(r)) cnt++; + + SaveAssets(); + RunRuleScan(); + Debug.Log($"[AddressablesManager] 修复完成:共处理 {cnt} 个条目"); + } + + private bool FixOne(RuleEntry r) + { + var s = AddressableAssetSettingsDefaultObject.Settings; + if (s == null) return false; + + var entry = FindByAddr(s, r.Address); + if (entry == null) return false; + + bool changed = false; + + if (!r.GroupOk && r.ExpGroup != null) + { + var grp = EnsureGroup(s, r.ExpGroup); + if (grp != null && entry.parentGroup != grp) + { + s.MoveEntry(entry, grp, false, false); + changed = true; + } + } + + foreach (var lbl in r.Missing) + { + SetLabel(s, entry, lbl); + changed = true; + } + + foreach (var lbl in r.Extra) + { + entry.SetLabel(lbl, false, true); + changed = true; + } + + return changed; + } + + private void ExportCsv() + { + if (_ruleEntries == null) return; + string path = EditorUtility.SaveFilePanel( + "导出规则报告", "", "AddressableRuleReport.csv", "csv"); + if (string.IsNullOrEmpty(path)) return; + + var sb = new StringBuilder(); + sb.AppendLine("Address,CurrentGroup,ExpectedGroup,GroupOk,Missing,Extra,Unknown,Status"); + foreach (var r in _ruleEntries) + sb.AppendLine( + $"\"{r.Address}\",\"{r.CurGroup}\",\"{r.ExpGroup ?? ""}\"," + + $"{r.GroupOk},\"{Jn(r.Missing)}\",\"{Jn(r.Extra)}\",\"{Jn(r.Unknown)}\"," + + $"{(r.Ok ? "OK" : "ISSUE")}"); + + File.WriteAllText(path, sb.ToString(), Encoding.UTF8); + Debug.Log($"[AddressablesManager] CSV 已导出:{path}"); + } + + // ═══════════════════════════════════════════════════════════════════════ + // Core Register Primitive + // ═══════════════════════════════════════════════════════════════════════ + + private void DoRegister(string guid, string addr, string groupName) + { + var s = AddressableAssetSettingsDefaultObject.Settings; + if (s == null || string.IsNullOrEmpty(guid)) return; + + if (!ConfirmAddressConflict(s, addr, guid)) return; + + var grp = groupName != null ? EnsureGroup(s, groupName) : s.DefaultGroup; + var entry = s.FindAssetEntry(guid) + ?? s.CreateOrMoveEntry(guid, grp, false, false); + if (entry == null) return; + + entry.address = addr; + s.MoveEntry(entry, grp, false, false); + + if (_applyRules) + foreach (var lbl in AddressableRules.GetExpectedLabels(addr)) + SetLabel(s, entry, lbl); + + if (!string.IsNullOrWhiteSpace(_extraLabel)) + SetLabel(s, entry, _extraLabel.Trim()); + } + + private static bool ConfirmAddressConflict(AddressableAssetSettings s, string addr, string guid) + { + var dup = FindByAddr(s, addr); + if (dup == null || dup.guid == guid) return true; + + return EditorUtility.DisplayDialog( + "⚠ 地址冲突", + $"地址 \"{addr}\" 已绑定:\n{dup.AssetPath}\n\n继续将覆盖原绑定。", + "继续", "取消"); + } + + // ═══════════════════════════════════════════════════════════════════════ + // Helpers — Asset Discovery + // ═══════════════════════════════════════════════════════════════════════ + + private static bool IsManageableType(string p) + { + string ext = Path.GetExtension(p).ToLowerInvariant(); + return ext is ".prefab" or ".unity" or ".asset" + or ".png" or ".jpg" or ".tga" + or ".mp3" or ".wav" or ".ogg" + or ".controller"; + } + + /// + /// 不应注册为 Addressable 的资产(由 Prefab 依赖链加载,或仅供编辑器引用)。 + /// + private static bool ShouldExclude(string p) + { + string lp = p.Replace('\\', '/').ToLowerInvariant(); + string name = Path.GetFileNameWithoutExtension(p); + string ext = Path.GetExtension(p).ToLowerInvariant(); + + if (lp.Contains("/scenes/testings/")) return true; + if (name.StartsWith("EVT_", StringComparison.Ordinal)) return true; + if (ext == ".spriteatlas") return true; + if (ext == ".mat") return true; + // ENV_* Prefab 由场景直接引用,不注册 Addressable(AssetFolderSpec §4.1) + if (name.StartsWith("ENV_", StringComparison.OrdinalIgnoreCase)) return true; + // Build_* 是不符合规范命名的装饰性环境 Prefab,不纳入 Addressables 管理 + if (name.StartsWith("Build_", StringComparison.OrdinalIgnoreCase)) return true; + // HitBox / HurtBox 子 Prefab 不单独注册(名称中含关键词即排除) + if (name.IndexOf("HitBox", StringComparison.OrdinalIgnoreCase) >= 0) return true; + if (name.IndexOf("HurtBox", StringComparison.OrdinalIgnoreCase) >= 0) return true; + return false; + } + + /// + /// 从资产路径推导 Addressable 地址。 + /// 有已知前缀 → 直接用文件名;Data 文件夹内无前缀 SO → "Config/{name}"。 + /// + private static string BuildAddr(string p) + { + string name = Path.GetFileNameWithoutExtension(p); + + foreach (var (prefix, _) in AddressableRules.PrefixGroupMap) + { + if (prefix.EndsWith('/')) continue; // "Config/" 是地址前缀,不是文件名前缀 + if (name.StartsWith(prefix, StringComparison.Ordinal)) + return name; + } + + // Room_ / Boss_ 动态分组(不在 PrefixGroupMap 中,但地址就是文件名) + if (name.StartsWith("Room_", StringComparison.Ordinal)) return name; + if (name.StartsWith("Boss_", StringComparison.Ordinal)) return name; + + // Data / Config 文件夹内无标准前缀的 SO → Config/Name + string np = p.Replace('\\', '/'); + if ((np.Contains("/_Game/Data/") || np.Contains("/_Game/Config/")) + && Path.GetExtension(p).ToLowerInvariant() == ".asset") + return $"Config/{name}"; + + return name; + } + + // ═══════════════════════════════════════════════════════════════════════ + // Helpers — Addressables API + // ═══════════════════════════════════════════════════════════════════════ + + private static HashSet CollectAllGuids(AddressableAssetSettings s) + { + var set = new HashSet(StringComparer.Ordinal); + foreach (var g in s.groups) + if (g != null) + foreach (var e in g.entries) + if (e != null) set.Add(e.guid); + return set; + } + + private static AddressableAssetEntry FindByAddr(AddressableAssetSettings s, string addr) + { + foreach (var g in s.groups) + if (g != null) + foreach (var e in g.entries) + if (e?.address == addr) return e; + return null; + } + + private static AddressableAssetGroup EnsureGroup(AddressableAssetSettings s, string name) + { + var existing = s.groups.FirstOrDefault(g => g?.name == name); + if (existing != null) return existing; + + var tmpl = s.GroupTemplateObjects.FirstOrDefault() as AddressableAssetGroupTemplate; + var schemas = tmpl != null + ? new List(tmpl.SchemaObjects) + : null; + var created = s.CreateGroup(name, false, false, true, schemas); + if (created != null) + Debug.Log($"[AddressablesManager] 已自动创建分组:{name}"); + return created ?? s.DefaultGroup; + } + + private static void SetLabel(AddressableAssetSettings s, AddressableAssetEntry entry, string label) + { + if (!s.GetLabels().Contains(label)) + { + s.AddLabel(label, true); + Debug.Log($"[AddressablesManager] 已创建标签:{label}"); + } + entry.SetLabel(label, true, true); + } + + private static void SaveAssets() + { + AssetDatabase.SaveAssets(); + AddressableAssetSettingsDefaultObject.Settings?.SetDirty( + AddressableAssetSettings.ModificationEvent.EntryModified, null, true); + } + + private static void PingAt(string assetPath) + { + if (string.IsNullOrEmpty(assetPath)) return; + var obj = AssetDatabase.LoadMainAssetAtPath(assetPath); + if (obj != null) EditorGUIUtility.PingObject(obj); + } + + // ═══════════════════════════════════════════════════════════════════════ + // Helpers — Formatting / UI + // ═══════════════════════════════════════════════════════════════════════ + + private static string FmtLabels(string[] labels) + => labels.Length == 0 ? "—" : string.Join(", ", labels); + + private static string Jn(string[] arr) + => arr is { Length: > 0 } ? string.Join("; ", arr) : ""; + + private void Clr(string text, Color c, params GUILayoutOption[] opts) + { + var prev = GUI.color; + GUI.color = c; + GUILayout.Label(text, opts); + GUI.color = prev; + } + + // ── Styles ──────────────────────────────────────────────────────────── + + private void EnsureStyles() + { + if (_stylesReady) return; + + _sBold = new GUIStyle(EditorStyles.boldLabel) { fontSize = 11 }; + _sLink = new GUIStyle(EditorStyles.linkLabel); + _sCenGrey = new GUIStyle(EditorStyles.centeredGreyMiniLabel); + _sCard = new GUIStyle("HelpBox"); + _sEvenRow = new GUIStyle { normal = { background = MkTex(CE) } }; + + _stylesReady = true; + } + + private static Texture2D MkTex(Color c) + { + var t = new Texture2D(1, 1, TextureFormat.RGBA32, false); + t.SetPixel(0, 0, c); + t.Apply(); + return t; + } + + // ═══════════════════════════════════════════════════════════════════════ + // Data Types + // ═══════════════════════════════════════════════════════════════════════ + + private class RegEntry + { + public string Path, Guid, Addr, Group, Labels; + public bool Registered; + } + + private class KeyEntry + { + public string Field, Key; + public bool Registered; + public string ExistingPath, FoundPath, FoundGuid; + public UnityEngine.Object ManualObj; + } + + private class RuleEntry + { + public string Address, AssetPath, CurGroup, ExpGroup; + public string[] Missing = Array.Empty(); + public string[] Extra = Array.Empty(); + public string[] Unknown = Array.Empty(); + + public bool GroupOk => ExpGroup == null || CurGroup == ExpGroup; + public bool LabelsOk => Missing.Length == 0 && Extra.Length == 0; + public bool Ok => GroupOk && LabelsOk; + public bool HasWarn => Unknown.Length > 0; + } + } +} diff --git a/Assets/_Game/Scripts/Editor/Addressables/AddressableManagerWindow.cs.meta b/Assets/_Game/Scripts/Editor/Addressables/AddressableManagerWindow.cs.meta new file mode 100644 index 0000000..e06a608 --- /dev/null +++ b/Assets/_Game/Scripts/Editor/Addressables/AddressableManagerWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: abd3b31b261435e4786f53b937c71742 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Editor/Addressables/AddressableRuleSyncWindow.cs b/Assets/_Game/Scripts/Editor/Addressables/AddressableRuleSyncWindow.cs index a30b5a7..2cdce22 100644 --- a/Assets/_Game/Scripts/Editor/Addressables/AddressableRuleSyncWindow.cs +++ b/Assets/_Game/Scripts/Editor/Addressables/AddressableRuleSyncWindow.cs @@ -1,527 +1,10 @@ -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using System.Text; -using UnityEditor; -using UnityEditor.AddressableAssets; -using UnityEditor.AddressableAssets.Settings; -using UnityEngine; +// 此文件已被 AddressableManagerWindow 取代。 +// 原有功能已整合到统一工具中,请使用: +// BaseGames → Addressables → Addressables Manager(总入口) +// BaseGames → Addressables → Rule Sync(直达规则校验 Tab) namespace BaseGames.Editor { - /// - /// Addressable 规则同步窗口。 - /// - /// 功能: - /// 1. 扫描所有已注册的 Addressable 资产 - /// 2. 根据 中的规则计算期望分组与期望标签 - /// 3. 对比实际值,显示所有不符合规范的条目(分组错误 / 标签缺失 / 标签多余) - /// 4. 一键自动修复全部问题 - /// 5. 导出 CSV 报告供存档或 Code Review - /// - /// 菜单:BaseGames → Addressables → Rule Sync - /// - public class AddressableRuleSyncWindow : EditorWindow - { - // ── 内部数据结构 ─────────────────────────────────────────────────────── - - private enum IssueKind { None, WrongGroup, MissingLabel, ExtraLabel } - - private class EntryReport - { - public string Address; - public string AssetPath; - public string CurrentGroup; - public string ExpectedGroup; // null = 规则未覆盖,维持现状 - public string[] CurrentLabels; - public string[] ExpectedLabels; - public string[] MissingLabels; // 应有但没有(规则要求),红色错误 - public string[] ExtraLabels; // 规则不要求且在 KnownLabels 中(多余规则标签),红色错误 - public string[] UnknownLabels; // 规则不要求且不在 KnownLabels 中(自定义标签),黄色警告,不自动删除 - public bool GroupOk => ExpectedGroup == null || CurrentGroup == ExpectedGroup; - public bool LabelsOk => MissingLabels.Length == 0 && ExtraLabels.Length == 0; - public bool IsOk => GroupOk && LabelsOk; - public bool HasWarnings => UnknownLabels.Length > 0; - } - - // ── 状态 ────────────────────────────────────────────────────────────── - - private List _reports = new(); - private Vector2 _scrollPos; - private bool _showOk = false; - private bool _scanned = false; - private string _searchFilter = ""; - - // ── 样式(惰性初始化)──────────────────────────────────────────────── - - private GUIStyle _okStyle; - private GUIStyle _warnStyle; - private GUIStyle _errorStyle; - private GUIStyle _boldStyle; - private GUIStyle _rowEven; - private GUIStyle _rowOdd; - private bool _stylesReady; - - // ── 颜色 ───────────────────────────────────────────────────────────── - - private static readonly Color ColOk = new(0.20f, 0.78f, 0.35f, 1f); - private static readonly Color ColWarn = new(0.95f, 0.75f, 0.10f, 1f); - private static readonly Color ColError = new(0.90f, 0.25f, 0.20f, 1f); - private static readonly Color ColRowEven = new(0.22f, 0.22f, 0.22f, 0.4f); - - // ── 菜单入口 ────────────────────────────────────────────────────────── - - [MenuItem("BaseGames/Addressables/Rule Sync", priority = 110)] - public static void OpenWindow() - { - var win = GetWindow("Addressable Rule Sync"); - win.minSize = new Vector2(1040, 540); - win.Show(); - } - - // ── GUI ─────────────────────────────────────────────────────────────── - - private void OnGUI() - { - EnsureStyles(); - - if (AddressableAssetSettingsDefaultObject.Settings == null) - { - EditorGUILayout.HelpBox( - "Addressable Settings 未初始化。\n" + - "请先执行 Window → Asset Management → Addressables → Groups → Create Addressables Settings。", - MessageType.Error); - return; - } - - DrawToolbar(); - DrawStats(); - DrawTable(); - DrawFooter(); - } - - // ── 工具栏 ──────────────────────────────────────────────────────────── - - private void DrawToolbar() - { - using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) - { - if (GUILayout.Button("扫描", EditorStyles.toolbarButton, GUILayout.Width(80))) - Scan(); - - if (GUILayout.Button("🔄 刷新", EditorStyles.toolbarButton, GUILayout.Width(60))) - Scan(); - - GUILayout.Space(8); - _showOk = GUILayout.Toggle(_showOk, "显示正常项", EditorStyles.toolbarButton, GUILayout.Width(80)); - GUILayout.Space(8); - - EditorGUILayout.LabelField("搜索:", GUILayout.Width(42)); - _searchFilter = EditorGUILayout.TextField(_searchFilter, EditorStyles.toolbarSearchField, - GUILayout.Width(200)); - - GUILayout.FlexibleSpace(); - - GUI.enabled = _scanned && _reports.Any(r => !r.IsOk); - if (GUILayout.Button("✦ 修复所有问题", EditorStyles.toolbarButton, GUILayout.Width(120))) - FixAll(); - GUI.enabled = _scanned; - if (GUILayout.Button("导出 CSV", EditorStyles.toolbarButton, GUILayout.Width(80))) - ExportCsv(); - GUI.enabled = true; - } - } - - // ── 统计行 ──────────────────────────────────────────────────────────── - - private void DrawStats() - { - if (!_scanned) return; - - int total = _reports.Count; - int ok = _reports.Count(r => r.IsOk); - int issues = _reports.Count(r => !r.IsOk); - int warnings = _reports.Count(r => r.IsOk && r.HasWarnings); - int wrongGrp = _reports.Count(r => !r.GroupOk); - int misLabel = _reports.Count(r => r.MissingLabels.Length > 0); - int extLabel = _reports.Count(r => r.ExtraLabels.Length > 0); - int unkLabel = _reports.Count(r => r.UnknownLabels.Length > 0); - - EditorGUILayout.Space(2); - using (new EditorGUILayout.HorizontalScope()) - { - GUILayout.Label($"共 {total} 条目", EditorStyles.miniLabel); - GUILayout.Space(12); - DrawColoredLabel($"✅ 正常 {ok}", ColOk); - GUILayout.Space(12); - DrawColoredLabel($"❌ 问题 {issues}", issues > 0 ? ColError : ColOk); - GUILayout.Space(8); - DrawColoredLabel($"⚠ 自定义标签 {unkLabel}", unkLabel > 0 ? ColWarn : ColOk); - GUILayout.Space(20); - GUILayout.Label($"分组错误 {wrongGrp} | 标签缺失 {misLabel} | 多余规则标签 {extLabel}", - EditorStyles.miniLabel); - GUILayout.FlexibleSpace(); - } - EditorGUILayout.Space(2); - } - - // ── 主表格 ──────────────────────────────────────────────────────────── - - private void DrawTable() - { - // 表头 - using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) - { - GUILayout.Label("Address", _boldStyle, GUILayout.Width(200)); - GUILayout.Label("当前分组", _boldStyle, GUILayout.Width(120)); - GUILayout.Label("期望分组", _boldStyle, GUILayout.Width(120)); - GUILayout.Label("缺失标签", _boldStyle, GUILayout.Width(130)); - GUILayout.Label("多余规则标签", _boldStyle, GUILayout.Width(110)); - GUILayout.Label("自定义标签", _boldStyle, GUILayout.Width(110)); - GUILayout.Label("状态", _boldStyle, GUILayout.Width(80)); - } - - _scrollPos = EditorGUILayout.BeginScrollView(_scrollPos, GUILayout.ExpandHeight(true)); - - if (!_scanned) - { - EditorGUILayout.HelpBox("点击「扫描」按钮开始分析已注册的 Addressable 资产。", MessageType.Info); - } - else - { - var display = _reports - .Where(r => _showOk || !r.IsOk) - .Where(r => string.IsNullOrEmpty(_searchFilter) - || r.Address.IndexOf(_searchFilter, StringComparison.OrdinalIgnoreCase) >= 0) - .ToList(); - - if (display.Count == 0) - { - EditorGUILayout.HelpBox( - _showOk ? "没有匹配搜索条件的条目。" : "✅ 所有资产均符合规范!", - MessageType.Info); - } - - for (int i = 0; i < display.Count; i++) - DrawRow(display[i], i); - } - - EditorGUILayout.EndScrollView(); - } - - private void DrawRow(EntryReport r, int idx) - { - var bg = idx % 2 == 0 ? _rowEven : GUIStyle.none; - using (new EditorGUILayout.HorizontalScope(bg, GUILayout.Height(20))) - { - // Address(点击可 Ping) - if (GUILayout.Button(r.Address, EditorStyles.linkLabel, GUILayout.Width(200))) - PingAsset(r.AssetPath); - - // 当前分组 - var grpColor = r.GroupOk ? ColOk : ColError; - DrawColoredLabel(r.CurrentGroup ?? "—", grpColor, GUILayout.Width(120)); - - // 期望分组 - var expGrpText = r.ExpectedGroup ?? "(规则未覆盖)"; - var expGrpColor = r.GroupOk ? ColOk : ColWarn; - DrawColoredLabel(expGrpText, expGrpColor, GUILayout.Width(120)); - - // 缺失标签(红色,须补齐) - var missingText = r.MissingLabels.Length > 0 ? string.Join(", ", r.MissingLabels) : "—"; - DrawColoredLabel(missingText, r.MissingLabels.Length > 0 ? ColError : ColOk, GUILayout.Width(130)); - - // 多余规则标签(红色,将被 FixEntry 移除) - var extraText = r.ExtraLabels.Length > 0 ? string.Join(", ", r.ExtraLabels) : "—"; - DrawColoredLabel(extraText, r.ExtraLabels.Length > 0 ? ColError : ColOk, GUILayout.Width(110)); - - // 自定义标签(黄色警告,不会被自动删除,建议写入规范) - var unknownText = r.UnknownLabels.Length > 0 ? string.Join(", ", r.UnknownLabels) : "—"; - DrawColoredLabel(unknownText, r.UnknownLabels.Length > 0 ? ColWarn : ColOk, GUILayout.Width(110)); - - // 状态 + 单条修复按钮 - if (r.IsOk) - { - var statusColor = r.HasWarnings ? ColWarn : ColOk; - var statusText = r.HasWarnings ? "⚠ 自定义标签" : "✅ 正常"; - DrawColoredLabel(statusText, statusColor, GUILayout.Width(80)); - } - else - { - DrawColoredLabel("❌ 需修复", ColError, GUILayout.Width(60)); - if (GUILayout.Button("修复", EditorStyles.miniButton, GUILayout.Width(40))) - FixEntry(r); - } - } - } - - // ── 底栏 ────────────────────────────────────────────────────────────── - - private void DrawFooter() - { - EditorGUILayout.Space(4); - EditorGUILayout.HelpBox( - "规则来源:Docs/Standards/AddressablesLabelSpec.md §3 分组规则:AssetFolderSpec.md §8.1\n" + - "「修复所有问题」仅修改已注册资产的分组/标签,不注册新资产,不删除自定义标签(黄色警告项)。\n" + - "新增资产工作流:① Addressable Batch Tool → ⚡ 全量扫描 _Game/ → 注册所有 ② 返回此窗口 → 扫描 → 修复所有问题", - MessageType.None); - } - - // ── 扫描逻辑 ────────────────────────────────────────────────────────── - - private void Scan() - { - _reports.Clear(); - var settings = AddressableAssetSettingsDefaultObject.Settings; - if (settings == null) return; - - foreach (var group in settings.groups) - { - if (group == null) continue; - foreach (var entry in group.entries) - { - if (entry == null) continue; - - var address = entry.address; - var expectedGroup = AddressableRules.GetExpectedGroup(address); - var expectedLbls = AddressableRules.GetExpectedLabels(address); - var currentLbls = entry.labels.ToArray(); - - var missing = expectedLbls.Except(currentLbls, StringComparer.Ordinal).ToArray(); - - // 区分两类"多余标签": - // extra = 规则已知标签(KnownLabels)中规则不要求的 → 红色,FixEntry 会移除 - // unknown = 不在 KnownLabels 中的自定义标签 → 黄色警告,FixEntry 保留,建议写入规范 - var notExpected = currentLbls.Except(expectedLbls, StringComparer.Ordinal); - var extra = notExpected.Where(l => AddressableRules.KnownLabels.Contains(l)).ToArray(); - var unknown = notExpected.Where(l => !AddressableRules.KnownLabels.Contains(l)).ToArray(); - - _reports.Add(new EntryReport - { - Address = address, - AssetPath = entry.AssetPath, - CurrentGroup = group.name, - ExpectedGroup = expectedGroup, - CurrentLabels = currentLbls, - ExpectedLabels = expectedLbls, - MissingLabels = missing, - ExtraLabels = extra, - UnknownLabels = unknown, - }); - } - } - - // 问题项排前面,仅有警告的次之,正常项排最后;同类按 Address 字母序 - _reports = _reports - .OrderBy(r => r.IsOk ? (r.HasWarnings ? 1 : 2) : 0) - .ThenBy(r => r.Address, StringComparer.Ordinal) - .ToList(); - - _scanned = true; - Repaint(); - - int issues = _reports.Count(r => !r.IsOk); - int warnings = _reports.Count(r => r.IsOk && r.HasWarnings); - Debug.Log($"[AddressableRuleSync] 扫描完成:{_reports.Count} 个条目," + - $"{issues} 个需要修复,{warnings} 个含自定义标签警告。"); - } - - // ── 修复逻辑 ────────────────────────────────────────────────────────── - - private void FixAll() - { - var issues = _reports.Where(r => !r.IsOk).ToList(); - if (issues.Count == 0) return; - - int moveCount = issues.Count(r => !r.GroupOk); - int addCount = issues.Sum(r => r.MissingLabels.Length); - int removeCount = issues.Sum(r => r.ExtraLabels.Length); - - // 干跑预览对话框 - bool confirmed = EditorUtility.DisplayDialog( - "确认修复所有问题", - $"将对 {issues.Count} 个条目执行以下操作:\n\n" + - $" • 移动分组:{moveCount} 个\n" + - $" • 添加标签:{addCount} 个\n" + - $" • 移除多余规则标签:{removeCount} 个\n\n" + - "⚠ 自定义标签(黄色警告项)不会被删除。\n" + - "此操作不可撤销,请确认后继续。", - "确认修复", "取消"); - if (!confirmed) return; - - int fixedCount = 0; - foreach (var r in issues) - { - if (FixEntry(r)) fixedCount++; - } - - SaveSettings(); - Scan(); // 修复后重新扫描以更新结果 - Debug.Log($"[AddressableRuleSync] 修复完成:共处理 {fixedCount} 个条目。"); - } - - private bool FixEntry(EntryReport r) - { - var settings = AddressableAssetSettingsDefaultObject.Settings; - if (settings == null) return false; - - var entry = FindEntry(settings, r.Address); - if (entry == null) - { - Debug.LogWarning($"[AddressableRuleSync] 找不到条目:{r.Address}"); - return false; - } - - bool changed = false; - - // 修复分组 - if (!r.GroupOk && r.ExpectedGroup != null) - { - var targetGroup = GetOrCreateGroup(settings, r.ExpectedGroup); - if (targetGroup != null && entry.parentGroup != targetGroup) - { - settings.MoveEntry(entry, targetGroup, false, false); - r.CurrentGroup = r.ExpectedGroup; - changed = true; - } - } - - // 添加缺失标签 - foreach (var lbl in r.MissingLabels) - { - EnsureLabelExists(settings, lbl); - entry.SetLabel(lbl, true, true); - changed = true; - } - - // 移除多余规则标签(ExtraLabels 只包含 KnownLabels 中规则不要求的标签; - // UnknownLabels 是用户自定义标签,刻意保留,不做删除) - foreach (var lbl in r.ExtraLabels) - { - entry.SetLabel(lbl, false, true); - changed = true; - } - - return changed; - } - - // ── 导出 CSV ────────────────────────────────────────────────────────── - - private void ExportCsv() - { - if (_reports.Count == 0) return; - - var path = EditorUtility.SaveFilePanel( - "导出 Addressable Rule 报告", "", "AddressableRuleReport.csv", "csv"); - if (string.IsNullOrEmpty(path)) return; - - var sb = new StringBuilder(); - sb.AppendLine("Address,CurrentGroup,ExpectedGroup,GroupOk,MissingLabels,ExtraLabels,Status"); - - foreach (var r in _reports) - { - var status = r.IsOk ? "OK" : "ISSUE"; - sb.AppendLine( - $"\"{r.Address}\"," + - $"\"{r.CurrentGroup}\"," + - $"\"{r.ExpectedGroup ?? "(uncovered)"}\"," + - $"{r.GroupOk}," + - $"\"{string.Join(";", r.MissingLabels)}\"," + - $"\"{string.Join(";", r.ExtraLabels)}\"," + - $"{status}"); - } - - File.WriteAllText(path, sb.ToString(), Encoding.UTF8); - Debug.Log($"[AddressableRuleSync] CSV 报告已导出:{path}"); - } - - // ── 辅助方法 ────────────────────────────────────────────────────────── - - private static AddressableAssetEntry FindEntry(AddressableAssetSettings settings, string address) - { - foreach (var group in settings.groups) - { - if (group == null) continue; - foreach (var e in group.entries) - if (e != null && e.address == address) return e; - } - return null; - } - - private static AddressableAssetGroup GetOrCreateGroup(AddressableAssetSettings settings, string groupName) - { - var existing = settings.groups.FirstOrDefault(g => g != null && g.name == groupName); - if (existing != null) return existing; - - var template = settings.GroupTemplateObjects.FirstOrDefault() - as AddressableAssetGroupTemplate; - var newGroup = settings.CreateGroup(groupName, false, false, true, - template != null - ? new List(template.SchemaObjects) - : null); - - if (newGroup != null) - Debug.Log($"[AddressableRuleSync] 已自动创建分组:{groupName}"); - - return newGroup ?? settings.DefaultGroup; - } - - private static void EnsureLabelExists(AddressableAssetSettings settings, string label) - { - var labels = settings.GetLabels(); - if (!labels.Contains(label)) - { - settings.AddLabel(label, true); - Debug.Log($"[AddressableRuleSync] 已创建标签:{label}"); - } - } - - private static void SaveSettings() - { - AssetDatabase.SaveAssets(); - AddressableAssetSettingsDefaultObject.Settings?.SetDirty( - AddressableAssetSettings.ModificationEvent.EntryModified, null, true); - } - - private static void PingAsset(string assetPath) - { - if (string.IsNullOrEmpty(assetPath)) return; - var obj = AssetDatabase.LoadMainAssetAtPath(assetPath); - if (obj != null) EditorGUIUtility.PingObject(obj); - } - - // ── 样式初始化 ──────────────────────────────────────────────────────── - - private void EnsureStyles() - { - if (_stylesReady) return; - - _boldStyle = new GUIStyle(EditorStyles.boldLabel) { fontSize = 11 }; - _okStyle = new GUIStyle(EditorStyles.miniLabel) { normal = { textColor = ColOk } }; - _warnStyle = new GUIStyle(EditorStyles.miniLabel) { normal = { textColor = ColWarn } }; - _errorStyle = new GUIStyle(EditorStyles.miniLabel) { normal = { textColor = ColError } }; - - _rowEven = new GUIStyle(); - _rowEven.normal.background = MakeTexture(1, 1, ColRowEven); - - _stylesReady = true; - } - - private void DrawColoredLabel(string text, Color color, params GUILayoutOption[] options) - { - var prev = GUI.color; - GUI.color = color; - GUILayout.Label(text, EditorStyles.miniLabel, options); - GUI.color = prev; - } - - private static Texture2D MakeTexture(int width, int height, Color color) - { - var tex = new Texture2D(width, height); - tex.SetPixel(0, 0, color); - tex.Apply(); - return tex; - } - } + // 保留空类以避免 .meta 文件孤立。 + internal static class AddressableRuleSyncWindowStub { } } diff --git a/Assets/_Game/Scripts/Editor/Addressables/AddressableRules.cs b/Assets/_Game/Scripts/Editor/Addressables/AddressableRules.cs index d4255f9..c437c16 100644 --- a/Assets/_Game/Scripts/Editor/Addressables/AddressableRules.cs +++ b/Assets/_Game/Scripts/Editor/Addressables/AddressableRules.cs @@ -57,6 +57,7 @@ namespace BaseGames.Editor ("SPL_", "Config"), // 法术配置 SO ("ABL_", "Config"), // 能力配置 SO ("MAP_", "Config"), // 地图数据 SO(AssetFolderSpec §4) + ("STR_", "Config"), // 流式加载配置 SO(StreamingBudgetConfigSO) ("Config/", "Config"), // 路径前缀配置(AssetFolderSpec §8.2) // ── 音频(AUD_BGM_ / AUD_SFX_ 必须在通配 AUD_ 之前)───────────── ("AUD_BGM_", "Audio_Music"), // BGM 流式音频 @@ -79,6 +80,8 @@ namespace BaseGames.Editor { AddressKeys.PrefabUIFloatingDmgText, new[] { AddressKeys.Labels.Poolable, AddressKeys.Labels.Preload } }, // FootstepCatalog 是首帧必须可用的配置 { AddressKeys.DataFootstepCatalog, new[] { AddressKeys.Labels.Config, AddressKeys.Labels.Preload } }, + // 流式加载预算配置,运行时初始化前必须可用 + { AddressKeys.DataStreamingBudgetConfig, new[] { AddressKeys.Labels.Config, AddressKeys.Labels.Preload } }, }; // ── 前缀 → 标签列表 ───────────────────────────────────────────────────── @@ -105,6 +108,7 @@ namespace BaseGames.Editor // ── 配置数据 ───────────────────────────────────────────────────── ("CHM_", new[] { AddressKeys.Labels.Charms }), ("MAP_", new[] { AddressKeys.Labels.Config }), // 地图数据 SO 为动态加载配置 + ("STR_", new[] { AddressKeys.Labels.Config }), // 流式加载配置 SO(StreamingBudgetConfigSO) ("Config/", new[] { AddressKeys.Labels.Config }), // ── 技能 / 法术 / 能力 / 世界物件 / 持久化:无批量加载需求,不加 Label ── ("SKL_", Array.Empty()), diff --git a/Assets/_Game/Scripts/Editor/BaseGames.Editor.asmdef b/Assets/_Game/Scripts/Editor/BaseGames.Editor.asmdef index c1179c6..876c852 100644 --- a/Assets/_Game/Scripts/Editor/BaseGames.Editor.asmdef +++ b/Assets/_Game/Scripts/Editor/BaseGames.Editor.asmdef @@ -15,6 +15,7 @@ "BaseGames.Player", "BaseGames.Player.States", "BaseGames.Enemies", + "BaseGames.Enemies.Navigation", "BaseGames.Camera", "BaseGames.World", "BaseGames.UI", @@ -30,8 +31,11 @@ "BaseGames.Parry", "BaseGames.Skills", "BaseGames.World.Map", + "BaseGames.World.Streaming", "BaseGames.EventChain", - "BaseGames.VFX" + "BaseGames.VFX", + "BaseGames.Localization", + "Unity.InputSystem" ], "includePlatforms": [ "Editor" diff --git a/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs b/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs index da964dc..7addf33 100644 --- a/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs +++ b/Assets/_Game/Scripts/Editor/Character/CharacterWizardWindow.cs @@ -8,6 +8,7 @@ using UnityEngine.UIElements; using BaseGames.Boss; using BaseGames.Combat; using BaseGames.Enemies; +using BaseGames.Enemies.Abilities; using BaseGames.Equipment; using BaseGames.Input; using BaseGames.Parry; @@ -56,13 +57,24 @@ namespace BaseGames.Editor private List<(string label, bool exists)> _bossSOStatus = new(); private double _lastRefreshTime; - // 小怪类型选择 - private int _enemyTypeIndex = 0; - private static readonly string[] EnemyTypeLabels = { "普通(近战)", "远程", "飞行" }; + // 小怪类型选择 — 具体敌人类型 + private int _enemyTypeIndex = 0; + private static readonly (string id, string name)[] EnemyTypes = + { + ("E001", "草蛭"), + ("E002", "簧蛭"), + ("E003", "幼蛭"), + ("E004", "蛭母"), + ("E005", "肥蛭"), + ("E006", "讙"), + }; + + // 动态内容区(类型切换时重建) + private VisualElement _enemyContentArea; // Boss 命名字段 - private string _bossId = "NewBoss"; - private string _enemyId = "NewEnemy"; + private string _bossId = "NewBoss"; // kept for legacy SkillSequenceSO queries if any + private string _enemyId = "E001"; // kept for legacy status calls if any private string _playerId = "Player"; // SO 状态面板(按标签页缓存) @@ -202,59 +214,88 @@ namespace BaseGames.Editor _enemyStatusPanel = new VisualElement(); root.Add(_enemyStatusPanel); - root.Add(MakeSectionHeader("▶ 敌人类型选择")); + root.Add(MakeSectionHeader("▶ 敌人类型")); + root.Add(MakeHelpBox("选择要创建的具体敌人类型,对应 SO 工厂与场景放置按钮会自动切换。")); - var typeRow = new VisualElement { style = { flexDirection = FlexDirection.Row, marginBottom = 4 } }; - for (int i = 0; i < EnemyTypeLabels.Length; i++) + var typeRow = new VisualElement(); + typeRow.style.flexDirection = FlexDirection.Row; + typeRow.style.flexWrap = Wrap.Wrap; + typeRow.style.marginBottom = 4; + + for (int i = 0; i < EnemyTypes.Length; i++) { int captured = i; + var (id, name) = EnemyTypes[i]; var btn = new Button(() => { _enemyTypeIndex = captured; - // 高亮激活按钮(简单刷新所有同类按钮样式) - RefreshEnemyTypeButtons(root); + RefreshEnemyTypeButtons(typeRow); + RefreshEnemyTabContent(_enemyContentArea); + RefreshSOStatus(); }) - { text = EnemyTypeLabels[i] }; + { text = $"{id} {name}" }; btn.name = $"enemy-type-{i}"; btn.EnableInClassList("type-btn--active", i == _enemyTypeIndex); typeRow.Add(btn); } root.Add(typeRow); - root.Add(MakeSectionHeader("▶ SO 资产工厂")); - root.Add(MakeHelpBox("每个敌人建议独立命名,便于 Loot / BD 资产管理。")); - - var idRow = MakeLabeledTextField("敌人 ID", _enemyId, v => _enemyId = v); - root.Add(idRow); - - var factory = MakeActionGroup(); - factory.Add(MakeFactoryButton("EnemyStatsSO", () => CreateEnemyStat())); - factory.Add(MakeFactoryButton("LootTableSO", () => CreateLootTable())); - factory.Add(MakeFactoryButton("AttackPatternSO × 2", () => CreateEnemyAttackPatterns())); - factory.Add(MakeFactoryButton("DamageSourceSO", () => CreateEnemyDamageSource())); - root.Add(factory); - - root.Add(MakeSeparator()); - root.Add(MakeSectionHeader("▶ 场景搭建")); - root.Add(MakeHelpBox("根据选中的类型在场景中生成对应的敌人 GameObject。")); - - var sceneGroup = MakeActionGroup(); - sceneGroup.Add(MakeSceneButton("放置敌人到场景", PlaceSelectedEnemyType)); - root.Add(sceneGroup); + _enemyContentArea = new VisualElement(); + root.Add(_enemyContentArea); + RefreshEnemyTabContent(_enemyContentArea); root.Add(MakeSeparator()); root.Add(MakeSectionHeader("▶ 专项编辑器")); var jumpGroup = MakeActionGroup(); jumpGroup.Add(MakeJumpButton("Data Hub(敌人数据)", DataHubWindow.Open)); - jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu)); + jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu)); root.Add(jumpGroup); return root; } + private void RefreshEnemyTabContent(VisualElement container) + { + if (container == null) return; + container.Clear(); + + var (id, name) = EnemyTypes[_enemyTypeIndex]; + string dir = $"{DataRoot}/Enemies/{id}"; + string ablDir = $"{dir}/Abilities"; + + container.Add(MakeSectionHeader($"▶ SO 资产工厂({id} {name})")); + container.Add(MakeHelpBox($"统计 SO 路径:{dir}\n能力配置:{ablDir}")); + + var factory = MakeActionGroup(); + factory.Add(MakeFactoryButton($"ENM_{id}_Stats.asset", () => { CreateEnemyStatsSO(id); RefreshSOStatus(); })); + factory.Add(MakeFactoryButton($"ENM_{id}_AnimConfig.asset", () => { CreateEnemyAnimConfigSO(id); RefreshSOStatus(); })); + foreach (var (ablName, ablId) in GetEnemyAbilityDefs(id)) + { + string capturedName = ablName; + string capturedId = ablId; + factory.Add(MakeFactoryButton($"ABL_{id}_{capturedName}.asset", + () => { CreateEnemyAbilitySO(id, capturedName, capturedId); RefreshSOStatus(); })); + } + container.Add(factory); + + var createAllBtn = new Button(() => { CreateAllEnemySOs(id); RefreshSOStatus(); }) + { text = $"★ 一键创建全部 {id} SO" }; + createAllBtn.AddToClassList("wizard-create-all-btn"); + container.Add(createAllBtn); + + container.Add(MakeSeparator()); + container.Add(MakeSectionHeader("▶ 场景搭建")); + container.Add(MakeHelpBox("在当前活动场景中放置完整组件树并自动绑定已有 SO。")); + + var sceneGroup = MakeActionGroup(); + string sceneLabel = $"放置 {id} {name} 到场景"; + sceneGroup.Add(MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id))); + container.Add(sceneGroup); + } + // ════════════════════════════════════════════════════════════════════════ - // Boss 标签页 + // Boss 标签页(嘲风专属) // ════════════════════════════════════════════════════════════════════════ private VisualElement BuildBossTab() @@ -265,27 +306,30 @@ namespace BaseGames.Editor _bossStatusPanel = new VisualElement(); root.Add(_bossStatusPanel); - root.Add(MakeSectionHeader("▶ SO 资产工厂")); - root.Add(MakeHelpBox("每个 Boss 独立目录:Assets/_Game/Data/Enemies//")); - - var idRow = MakeLabeledTextField("Boss ID", _bossId, v => _bossId = v); - root.Add(idRow); + root.Add(MakeSectionHeader("▶ SO 资产工厂(嘲风 ChaoFeng)")); + root.Add(MakeHelpBox("路径:Assets/_Game/Data/Enemies/ChaoFeng/\n能力配置:Assets/_Game/Data/Enemies/ChaoFeng/Abilities/")); var factory = MakeActionGroup(); - factory.Add(MakeFactoryButton("EnemyStatsSO(Boss)", () => CreateBossStat())); - factory.Add(MakeFactoryButton("LootTableSO(Boss)", () => CreateBossLoot())); - factory.Add(MakeFactoryButton("AttackPatternSO × 3(阶段)", () => CreateBossAttackPatterns())); - factory.Add(MakeFactoryButton("BossSkillSO × 3", () => CreateBossSkills())); - factory.Add(MakeFactoryButton("SkillSequenceSO(Phase 1)", () => CreateBossSkillSequence(1))); - factory.Add(MakeFactoryButton("SkillSequenceSO(Phase 2)", () => CreateBossSkillSequence(2))); - factory.Add(MakeFactoryButton("DamageSourceSO × 3", () => CreateBossDamageSources())); + factory.Add(MakeFactoryButton("ENM_ChaoFeng_Stats.asset", () => { CreateChaoFengStatsSO(); RefreshSOStatus(); })); + factory.Add(MakeFactoryButton("ENM_ChaoFeng_AnimConfig.asset",() => { CreateChaoFengAnimConfigSO(); RefreshSOStatus(); })); + factory.Add(MakeFactoryButton("ABL_ChaoFeng_Idle.asset", () => { CreateChaoFengSkillSO("Idle", "chaofeng_idle"); RefreshSOStatus(); })); + factory.Add(MakeFactoryButton("ABL_ChaoFeng_Slam.asset", () => { CreateChaoFengSkillSO("Slam", "chaofeng_slam"); RefreshSOStatus(); })); + factory.Add(MakeFactoryButton("ABL_ChaoFeng_Sweep.asset", () => { CreateChaoFengSkillSO("Sweep", "chaofeng_sweep"); RefreshSOStatus(); })); + factory.Add(MakeFactoryButton("ABL_ChaoFeng_WindBlade.asset", () => { CreateChaoFengSkillSO("WindBlade", "chaofeng_windblade"); RefreshSOStatus(); })); + factory.Add(MakeFactoryButton("ABL_ChaoFeng_Summon.asset", () => { CreateChaoFengSkillSO("Summon", "chaofeng_summon"); RefreshSOStatus(); })); root.Add(factory); + var createAllBtn = new Button(() => { CreateAllChaoFengSOs(); RefreshSOStatus(); }) + { text = "★ 一键创建全部 ChaoFeng SO" }; + createAllBtn.AddToClassList("wizard-create-all-btn"); + root.Add(createAllBtn); + root.Add(MakeSeparator()); root.Add(MakeSectionHeader("▶ 场景搭建")); + root.Add(MakeHelpBox("放置嘲风完整组件树(ChaoFengBoss + 浮空控制器 + 击倒计数 + Phase1 HitBox × 4 + 炮口 × 3)。")); var sceneGroup = MakeActionGroup(); - sceneGroup.Add(MakeSceneButton("放置 Boss 到场景", SceneObjectPlacerTool.PlaceBossEnemy)); + sceneGroup.Add(MakeSceneButton("放置嘲风到场景并绑定 SO", SceneObjectPlacerTool.PlaceChaoFeng)); root.Add(sceneGroup); root.Add(MakeSeparator()); @@ -294,7 +338,7 @@ namespace BaseGames.Editor var jumpGroup = MakeActionGroup(); jumpGroup.Add(MakeJumpButton("Boss 技能序列查看器", BossSkillSequenceWindow.OpenWindow)); jumpGroup.Add(MakeJumpButton("Data Hub(Boss技能)", DataHubWindow.Open)); - jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu)); + jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu)); root.Add(jumpGroup); return root; @@ -507,96 +551,113 @@ namespace BaseGames.Editor EditorUtility.DisplayDialog("指定完成", msg, "确定"); } - // ── SO 资产工厂:小怪 ──────────────────────────────────────────────── + // ── SO 资产工厂:小怪(按类型) ─────────────────────────────────────────── - private void CreateEnemyStat() + /// 返回指定敌人类型的 (abilityFileName, abilityId) 定义列表。 + private static (string ablName, string ablId)[] GetEnemyAbilityDefs(string enemyId) => enemyId switch { - string dir = $"{DataRoot}/Enemies/{_enemyId}"; - var asset = EditorScaffoldUtils.CreateSOAsset(dir, $"ENM_{_enemyId}_Stats"); - if (asset != null) RefreshSOStatus(); + "E001" => new[] { ("Alert", "e001_alert"), ("Chase", "e001_chase") }, + "E002" => new[] { ("Strike", "e002_strike") }, + "E003" => new[] { ("Fall", "e003_fall") }, + "E004" => new[] { ("Bite", "e004_bite"), ("Slam", "e004_slam"), ("Acid", "e004_acid"), + ("Charge", "e004_charge"), ("Chase", "e004_chase") }, + "E005" => new[] { ("Bite", "e005_bite"), ("Acid", "e005_acid") }, + "E006" => new[] { ("Leap", "e006_leap"), ("Chase", "e006_chase") }, + _ => System.Array.Empty<(string, string)>(), + }; + + private static void CreateEnemyStatsSO(string id) + { + string dir = $"Assets/_Game/Data/Enemies/{id}"; + EditorScaffoldUtils.CreateSOAsset(dir, $"ENM_{id}_Stats"); } - private void CreateLootTable() + private static void CreateEnemyAnimConfigSO(string id) { - string dir = $"{DataRoot}/Enemies/{_enemyId}"; - var asset = EditorScaffoldUtils.CreateSOAsset(dir, $"ENM_{_enemyId}_Loot"); - if (asset != null) RefreshSOStatus(); + string dir = $"Assets/_Game/Data/Enemies/{id}"; + EditorScaffoldUtils.CreateSOAsset(dir, $"ENM_{id}_AnimConfig"); } - private void CreateEnemyAttackPatterns() + private static void CreateEnemyAbilitySO(string enemyId, string ablName, string ablId) { - string dir = $"{DataRoot}/Enemies/{_enemyId}"; - foreach (var label in new[] { "Melee", "Ranged" }) - EditorScaffoldUtils.CreateSOAsset(dir, $"ENM_{_enemyId}_Pattern_{label}"); - RefreshSOStatus(); - } - - private void CreateEnemyDamageSource() - { - string dir = $"{DataRoot}/Enemies/{_enemyId}"; - EditorScaffoldUtils.CreateSOAsset(dir, $"ENM_{_enemyId}_DS"); - RefreshSOStatus(); - } - - // ── SO 资产工厂:Boss ───────────────────────────────────────────────── - - private void CreateBossStat() - { - string dir = $"{DataRoot}/Enemies/{_bossId}"; - EditorScaffoldUtils.CreateSOAsset(dir, $"ENM_{_bossId}_Stats"); - RefreshSOStatus(); - } - - private void CreateBossLoot() - { - string dir = $"{DataRoot}/Enemies/{_bossId}"; - EditorScaffoldUtils.CreateSOAsset(dir, $"ENM_{_bossId}_Loot"); - RefreshSOStatus(); - } - - private void CreateBossAttackPatterns() - { - string dir = $"{DataRoot}/Enemies/{_bossId}/Patterns"; - foreach (var label in new[] { "Phase1", "Phase2_A", "Phase2_B" }) - EditorScaffoldUtils.CreateSOAsset(dir, $"ENM_{_bossId}_Pattern_{label}"); - RefreshSOStatus(); - } - - private void CreateBossSkills() - { - string dir = $"{DataRoot}/Enemies/{_bossId}/Skills"; - foreach (var label in new[] { "Skill_Slam", "Skill_Sweep", "Skill_Summon" }) - EditorScaffoldUtils.CreateSOAsset(dir, $"SKL_{_bossId}_{label}"); - RefreshSOStatus(); - } - - private void CreateBossSkillSequence(int phase) - { - string dir = $"{DataRoot}/Enemies/{_bossId}/Skills"; - EditorScaffoldUtils.CreateSOAsset(dir, $"SKL_{_bossId}_Phase{phase}_Sequence"); - RefreshSOStatus(); - } - - private void CreateBossDamageSources() - { - string dir = $"{DataRoot}/Enemies/{_bossId}/DamageSources"; - foreach (var label in new[] { "Slam", "Sweep", "Projectile" }) - EditorScaffoldUtils.CreateSOAsset(dir, $"ENM_{_bossId}_DS_{label}"); - RefreshSOStatus(); - } - - // ── 场景搭建 ────────────────────────────────────────────────────────── - - private void PlaceSelectedEnemyType() - { - switch (_enemyTypeIndex) + string dir = $"Assets/_Game/Data/Enemies/{enemyId}/Abilities"; + string name = $"ABL_{enemyId}_{ablName}"; + var so = EditorScaffoldUtils.CreateSOAsset(dir, name); + // Set abilityId on newly-created SO (skip if already existed = null returned) + if (so != null) { - case 0: SceneObjectPlacerTool.PlaceEnemy(); break; - case 1: SceneObjectPlacerTool.PlaceEnemy(); break; // 复用,类型通过 SO 区分 - case 2: SceneObjectPlacerTool.PlaceEnemy(); break; + so.abilityId = ablId; + EditorUtility.SetDirty(so); + AssetDatabase.SaveAssets(); } } + private static void CreateAllEnemySOs(string id) + { + CreateEnemyStatsSO(id); + CreateEnemyAnimConfigSO(id); + foreach (var (ablName, ablId) in GetEnemyAbilityDefs(id)) + CreateEnemyAbilitySO(id, ablName, ablId); + AssetDatabase.SaveAssets(); + EditorUtility.DisplayDialog("创建完成", + $"全部 {id} SO 已创建(已存在的跳过)。\n请放置到场景后检查组件绑定。", "确定"); + } + + private static void PlaceSpecificEnemy(string id) + { + switch (id) + { + case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(); break; + case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(); break; + case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(); break; + case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(); break; + case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(); break; + case "E006": SceneObjectPlacerTool.PlaceE006_Huan(); break; + default: SceneObjectPlacerTool.PlaceEnemy(); break; + } + } + + // ── SO 资产工厂:嘲风 Boss ───────────────────────────────────────────── + + private static void CreateChaoFengStatsSO() + { + string dir = "Assets/_Game/Data/Enemies/ChaoFeng"; + EditorScaffoldUtils.CreateSOAsset(dir, "ENM_ChaoFeng_Stats"); + } + + private static void CreateChaoFengAnimConfigSO() + { + string dir = "Assets/_Game/Data/Enemies/ChaoFeng"; + EditorScaffoldUtils.CreateSOAsset(dir, "ENM_ChaoFeng_AnimConfig"); + } + + private static void CreateChaoFengSkillSO(string skillName, string skillId) + { + string dir = "Assets/_Game/Data/Enemies/ChaoFeng/Abilities"; + string name = $"ABL_ChaoFeng_{skillName}"; + var so = EditorScaffoldUtils.CreateSOAsset(dir, name); + if (so != null) + { + EditorUtility.SetDirty(so); + AssetDatabase.SaveAssets(); + } + } + + private static void CreateAllChaoFengSOs() + { + CreateChaoFengStatsSO(); + CreateChaoFengAnimConfigSO(); + foreach (var (n, id) in new[] { ("Idle","chaofeng_idle"), ("Slam","chaofeng_slam"), + ("Sweep","chaofeng_sweep"), ("WindBlade","chaofeng_windblade"), + ("Summon","chaofeng_summon") }) + CreateChaoFengSkillSO(n, id); + AssetDatabase.SaveAssets(); + EditorUtility.DisplayDialog("创建完成", + "全部嘲风 SO 已创建(已存在的跳过)。\n放置到场景后检查 BossSkillExecutor._skills 绑定。", "确定"); + } + + // ── 场景搭建(已移至 RefreshEnemyTabContent 内的内联按钮) ───────────── + // ── SO 状态面板刷新 ─────────────────────────────────────────────────── private void RefreshSOStatus() @@ -636,16 +697,19 @@ namespace BaseGames.Editor if (_enemyStatusPanel == null) return; _enemyStatusPanel.Clear(); - string dir = $"{DataRoot}/Enemies/{_enemyId}"; - var checks = new (string label, UnityEngine.Object asset)[] - { - ("EnemyStatsSO", FindAtPath($"{dir}/ENM_{_enemyId}_Stats.asset")), - ("LootTableSO", FindAtPath($"{dir}/ENM_{_enemyId}_Loot.asset")), - ("AttackPatternSO×2", FindAtPath($"{dir}/ENM_{_enemyId}_Pattern_Melee.asset")), - ("DamageSourceSO", FindAtPath($"{dir}/ENM_{_enemyId}_DS.asset")), - }; + var (id, name) = EnemyTypes[_enemyTypeIndex]; + string dir = $"{DataRoot}/Enemies/{id}"; + string ablDir = $"{dir}/Abilities"; - _enemyStatusPanel.Add(MakeStatusGrid(checks)); + var items = new List<(string label, UnityEngine.Object asset)> + { + ($"ENM_{id}_Stats", FindAtPath($"{dir}/ENM_{id}_Stats.asset")), + ($"ENM_{id}_AnimConfig",FindAtPath($"{dir}/ENM_{id}_AnimConfig.asset")), + }; + foreach (var (ablName, _) in GetEnemyAbilityDefs(id)) + items.Add(($"ABL_{id}_{ablName}", FindAtPath($"{ablDir}/ABL_{id}_{ablName}.asset"))); + + _enemyStatusPanel.Add(MakeStatusGrid(items.ToArray())); } private void BuildBossStatus() @@ -653,15 +717,17 @@ namespace BaseGames.Editor if (_bossStatusPanel == null) return; _bossStatusPanel.Clear(); - string dir = $"{DataRoot}/Enemies/{_bossId}"; + const string dir = "Assets/_Game/Data/Enemies/ChaoFeng"; + const string ablDir = "Assets/_Game/Data/Enemies/ChaoFeng/Abilities"; var checks = new (string label, UnityEngine.Object asset)[] { - ("EnemyStatsSO(Boss)", FindAtPath($"{dir}/ENM_{_bossId}_Stats.asset")), - ("LootTableSO", FindAtPath($"{dir}/ENM_{_bossId}_Loot.asset")), - ("AttackPatternSO(Phase1)", FindAtPath($"{dir}/Patterns/ENM_{_bossId}_Pattern_Phase1.asset")), - ("BossSkillSO(≥1)", EditorScaffoldUtils.FindAllAssetsOfType() - .FirstOrDefault(s => s.name.StartsWith("SKL_" + _bossId, StringComparison.OrdinalIgnoreCase))), - ("SkillSequenceSO(Phase1)", FindAtPath($"{dir}/Skills/SKL_{_bossId}_Phase1_Sequence.asset")), + ("ENM_ChaoFeng_Stats", FindAtPath($"{dir}/ENM_ChaoFeng_Stats.asset")), + ("ENM_ChaoFeng_AnimConfig",FindAtPath($"{dir}/ENM_ChaoFeng_AnimConfig.asset")), + ("ABL_ChaoFeng_Idle", FindAtPath($"{ablDir}/ABL_ChaoFeng_Idle.asset")), + ("ABL_ChaoFeng_Slam", FindAtPath($"{ablDir}/ABL_ChaoFeng_Slam.asset")), + ("ABL_ChaoFeng_Sweep", FindAtPath($"{ablDir}/ABL_ChaoFeng_Sweep.asset")), + ("ABL_ChaoFeng_WindBlade", FindAtPath($"{ablDir}/ABL_ChaoFeng_WindBlade.asset")), + ("ABL_ChaoFeng_Summon", FindAtPath($"{ablDir}/ABL_ChaoFeng_Summon.asset")), }; _bossStatusPanel.Add(MakeStatusGrid(checks)); @@ -782,11 +848,11 @@ namespace BaseGames.Editor return row; } - private void RefreshEnemyTypeButtons(VisualElement tabRoot) + private void RefreshEnemyTypeButtons(VisualElement typeRow) { - for (int i = 0; i < EnemyTypeLabels.Length; i++) + for (int i = 0; i < EnemyTypes.Length; i++) { - var btn = tabRoot.Q