698 lines
17 KiB
C#
698 lines
17 KiB
C#
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using System.Collections.ObjectModel;
|
||
|
using System.Runtime.InteropServices;
|
||
|
using Grumpy.Util;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace RoR2;
|
||
|
|
||
|
public class BullseyeSearchOpt
|
||
|
{
|
||
|
public enum SortMode
|
||
|
{
|
||
|
None,
|
||
|
Distance,
|
||
|
Angle,
|
||
|
DistanceAndAngle
|
||
|
}
|
||
|
|
||
|
private struct CandidateInfo : IEquatable<CandidateInfo>
|
||
|
{
|
||
|
[StructLayout(LayoutKind.Sequential, Size = 1)]
|
||
|
public struct EntityEqualityComparer : IEqualityComparer<CandidateInfo>
|
||
|
{
|
||
|
public bool Equals(CandidateInfo a, CandidateInfo b)
|
||
|
{
|
||
|
return (object)a.hurtBox.healthComponent == b.hurtBox.healthComponent;
|
||
|
}
|
||
|
|
||
|
public int GetHashCode(CandidateInfo obj)
|
||
|
{
|
||
|
return obj.hurtBox.healthComponent.GetHashCode();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public HurtBox hurtBox;
|
||
|
|
||
|
public Vector3 position;
|
||
|
|
||
|
public Vector3 toTarget;
|
||
|
|
||
|
public float dot;
|
||
|
|
||
|
public float distanceSqr;
|
||
|
|
||
|
public bool Equals(CandidateInfo other)
|
||
|
{
|
||
|
return hurtBox == other.hurtBox;
|
||
|
}
|
||
|
|
||
|
public override bool Equals(object obj)
|
||
|
{
|
||
|
if (obj is CandidateInfo)
|
||
|
{
|
||
|
return hurtBox == ((CandidateInfo)obj).hurtBox;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public override int GetHashCode()
|
||
|
{
|
||
|
return hurtBox.GetHashCode();
|
||
|
}
|
||
|
|
||
|
public static bool CandidatesEqual(CandidateInfo a, CandidateInfo b)
|
||
|
{
|
||
|
return a.distanceSqr == b.distanceSqr;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public CharacterBody viewer;
|
||
|
|
||
|
public Vector3 searchOrigin;
|
||
|
|
||
|
public Vector3 searchDirection;
|
||
|
|
||
|
public float minDistanceFilter;
|
||
|
|
||
|
public float maxDistanceFilter = float.PositiveInfinity;
|
||
|
|
||
|
public TeamMask teamMaskFilter = TeamMask.allButNeutral;
|
||
|
|
||
|
public bool filterByLoS = true;
|
||
|
|
||
|
public bool filterByDistinctEntity;
|
||
|
|
||
|
public QueryTriggerInteraction queryTriggerInteraction;
|
||
|
|
||
|
public BullseyeSearch.SortMode sortMode = BullseyeSearch.SortMode.Distance;
|
||
|
|
||
|
private float minThetaDot = -1f;
|
||
|
|
||
|
private bool InUse;
|
||
|
|
||
|
private List<CandidateInfo> candidates = new List<CandidateInfo>(10);
|
||
|
|
||
|
private Func<CandidateInfo, CandidateInfo, int> CompareDistSqFunc = CompareDistanceSq;
|
||
|
|
||
|
private Func<CandidateInfo, CandidateInfo, int> CompareDistSqAndAngleFunc = CompareDistSqAndAngle;
|
||
|
|
||
|
private Func<CandidateInfo, CandidateInfo, int> CompareAngleFunc = CompareAngle;
|
||
|
|
||
|
private static readonly float fullVisionMinThetaDot = Mathf.Cos(MathF.PI);
|
||
|
|
||
|
private static BullseyeSearchOpt _search = new BullseyeSearchOpt();
|
||
|
|
||
|
public float maxAngleFilter
|
||
|
{
|
||
|
set
|
||
|
{
|
||
|
SetMinAngleDeg(value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private bool filterByDistance
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (!(minDistanceFilter > 0f))
|
||
|
{
|
||
|
return maxDistanceFilter < float.PositiveInfinity;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private bool filterByAngle => minThetaDot > fullVisionMinThetaDot;
|
||
|
|
||
|
public int Count => candidates.Count;
|
||
|
|
||
|
public void SetMinAngleDeg(float inAngle)
|
||
|
{
|
||
|
if (inAngle >= 180f)
|
||
|
{
|
||
|
minThetaDot = fullVisionMinThetaDot;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
minThetaDot = Mathf.Cos(inAngle * (MathF.PI / 180f));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void RefreshCandidates(bool wantAll = false)
|
||
|
{
|
||
|
int count = HurtBox.readOnlyBullseyesList.Count;
|
||
|
candidates.Clear();
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
HurtBox hurtBox = HurtBox.readOnlyBullseyesList[i];
|
||
|
CharacterBody characterBody = null;
|
||
|
if (!teamMaskFilter.HasTeam(hurtBox.teamIndex))
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
CandidateInfo item = default(CandidateInfo);
|
||
|
Vector3 position = hurtBox.transform.position;
|
||
|
Vector3 vector = position - searchOrigin;
|
||
|
item.hurtBox = hurtBox;
|
||
|
item.position = position;
|
||
|
item.toTarget = vector;
|
||
|
bool flag = true;
|
||
|
bool flag2 = true;
|
||
|
bool flag3 = true;
|
||
|
float num = minDistanceFilter * minDistanceFilter;
|
||
|
float num2 = maxDistanceFilter * maxDistanceFilter;
|
||
|
float num3 = (item.distanceSqr = vector.sqrMagnitude);
|
||
|
if (filterByDistance)
|
||
|
{
|
||
|
flag = num3 >= num && num3 <= num2;
|
||
|
flag3 = flag3 && flag;
|
||
|
}
|
||
|
if (filterByAngle && flag3)
|
||
|
{
|
||
|
float num4 = Mathf.Sqrt(num3);
|
||
|
Vector3 rhs = vector / num4;
|
||
|
float num5 = Vector3.Dot(searchDirection, rhs);
|
||
|
flag2 = num5 >= minThetaDot;
|
||
|
item.dot = num5;
|
||
|
item.distanceSqr = num3;
|
||
|
flag3 = flag3 && flag2;
|
||
|
}
|
||
|
if (!filterByAngle && flag3 && sortMode == BullseyeSearch.SortMode.Angle)
|
||
|
{
|
||
|
float num6 = Mathf.Sqrt(num3);
|
||
|
Vector3 rhs2 = vector / num6;
|
||
|
float num7 = Vector3.Dot(searchDirection, rhs2);
|
||
|
flag2 = num7 >= minThetaDot;
|
||
|
item.dot = num7;
|
||
|
item.distanceSqr = num3;
|
||
|
}
|
||
|
if (filterByDistinctEntity && flag3)
|
||
|
{
|
||
|
for (int j = 0; j < candidates.Count; j++)
|
||
|
{
|
||
|
if ((object)candidates[j].hurtBox.healthComponent == hurtBox.healthComponent)
|
||
|
{
|
||
|
flag3 = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (flag3 && (bool)viewer)
|
||
|
{
|
||
|
characterBody = hurtBox.healthComponent.body;
|
||
|
flag3 &= characterBody.GetVisibilityLevel(viewer) >= VisibilityLevel.Revealed;
|
||
|
}
|
||
|
if (wantAll && flag3 && filterByLoS)
|
||
|
{
|
||
|
float num8 = Mathf.Sqrt(num3);
|
||
|
Vector3 direction = vector / num8;
|
||
|
RaycastHit hitInfo;
|
||
|
bool flag4 = Physics.Raycast(searchOrigin, direction, out hitInfo, num8, LayerIndex.world.mask, queryTriggerInteraction);
|
||
|
flag3 = flag3 && !flag4;
|
||
|
}
|
||
|
if (flag3)
|
||
|
{
|
||
|
candidates.Add(item);
|
||
|
}
|
||
|
}
|
||
|
switch (sortMode)
|
||
|
{
|
||
|
case BullseyeSearch.SortMode.Angle:
|
||
|
HeapSort<CandidateInfo>.Sort(candidates, CompareAngleFunc);
|
||
|
break;
|
||
|
case BullseyeSearch.SortMode.Distance:
|
||
|
HeapSort<CandidateInfo>.Sort(candidates, CompareDistSqFunc);
|
||
|
break;
|
||
|
case BullseyeSearch.SortMode.DistanceAndAngle:
|
||
|
HeapSort<CandidateInfo>.Sort(candidates, CompareDistSqAndAngleFunc);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public HurtBox GetClosestCandidate(List<HealthComponent> exclude)
|
||
|
{
|
||
|
ReadOnlyCollection<TeamComponent> teamMembers = TeamComponent.GetTeamMembers((!teamMaskFilter.HasTeam(TeamIndex.Monster)) ? TeamIndex.Player : TeamIndex.Monster);
|
||
|
int count = teamMembers.Count;
|
||
|
CandidateInfo candidateInfo = default(CandidateInfo);
|
||
|
candidateInfo.distanceSqr = float.PositiveInfinity;
|
||
|
bool flag = false;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
CharacterBody body = teamMembers[i].body;
|
||
|
if (!exclude.Contains(body.healthComponent))
|
||
|
{
|
||
|
CandidateInfo candidateInfo2 = default(CandidateInfo);
|
||
|
Vector3 corePosition = body.corePosition;
|
||
|
Vector3 vector = corePosition - searchOrigin;
|
||
|
candidateInfo2.hurtBox = body.mainHurtBox;
|
||
|
candidateInfo2.position = corePosition;
|
||
|
bool flag2 = true;
|
||
|
bool flag3 = true;
|
||
|
bool flag4 = true;
|
||
|
float num = minDistanceFilter * minDistanceFilter;
|
||
|
float num2 = maxDistanceFilter * maxDistanceFilter;
|
||
|
float num3 = (candidateInfo2.distanceSqr = vector.sqrMagnitude);
|
||
|
if (filterByDistance)
|
||
|
{
|
||
|
flag2 = num3 >= num && num3 <= num2;
|
||
|
flag4 = flag4 && flag2;
|
||
|
}
|
||
|
if (filterByAngle && flag4)
|
||
|
{
|
||
|
float num4 = Mathf.Sqrt(num3);
|
||
|
Vector3 rhs = vector / num4;
|
||
|
float num5 = Vector3.Dot(searchDirection, rhs);
|
||
|
flag3 = num5 >= minThetaDot;
|
||
|
candidateInfo2.dot = num5;
|
||
|
candidateInfo2.distanceSqr = num3;
|
||
|
flag4 = flag4 && flag3;
|
||
|
}
|
||
|
if (flag4 && (bool)viewer)
|
||
|
{
|
||
|
flag4 &= body.GetVisibilityLevel(viewer) >= VisibilityLevel.Revealed;
|
||
|
}
|
||
|
if (flag4 && filterByLoS)
|
||
|
{
|
||
|
float num6 = Mathf.Sqrt(num3);
|
||
|
Vector3 direction = vector / num6;
|
||
|
RaycastHit hitInfo;
|
||
|
bool flag5 = Physics.Raycast(searchOrigin, direction, out hitInfo, num6, LayerIndex.world.mask, queryTriggerInteraction);
|
||
|
flag4 = flag4 && !flag5;
|
||
|
}
|
||
|
if (flag4 && candidateInfo2.distanceSqr < candidateInfo.distanceSqr)
|
||
|
{
|
||
|
candidateInfo = candidateInfo2;
|
||
|
flag = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (flag)
|
||
|
{
|
||
|
return candidateInfo.hurtBox;
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
public HurtBox GetClosestCandidateFromList(List<HealthComponent> validTargets, HealthComponent prevTarget, out int resultIndex)
|
||
|
{
|
||
|
CandidateInfo candidateInfo = default(CandidateInfo);
|
||
|
candidateInfo.distanceSqr = float.PositiveInfinity;
|
||
|
bool flag = false;
|
||
|
int count = validTargets.Count;
|
||
|
resultIndex = -1;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
HealthComponent healthComponent = validTargets[i];
|
||
|
if (!healthComponent || !healthComponent.alive || healthComponent == prevTarget)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
CharacterBody body = healthComponent.body;
|
||
|
if ((bool)body && (bool)body.mainHurtBox)
|
||
|
{
|
||
|
CandidateInfo candidateInfo2 = default(CandidateInfo);
|
||
|
Vector3 corePosition = body.corePosition;
|
||
|
Vector3 vector = corePosition - searchOrigin;
|
||
|
candidateInfo2.hurtBox = body.mainHurtBox;
|
||
|
candidateInfo2.position = corePosition;
|
||
|
bool flag2 = true;
|
||
|
bool flag3 = true;
|
||
|
bool flag4 = true;
|
||
|
if (flag4 && !candidateInfo2.hurtBox.gameObject.activeInHierarchy)
|
||
|
{
|
||
|
flag4 = false;
|
||
|
}
|
||
|
float num = minDistanceFilter * minDistanceFilter;
|
||
|
float num2 = maxDistanceFilter * maxDistanceFilter;
|
||
|
float num3 = (candidateInfo2.distanceSqr = vector.sqrMagnitude);
|
||
|
if (filterByDistance && flag4)
|
||
|
{
|
||
|
flag2 = num3 >= num && num3 <= num2;
|
||
|
flag4 = flag4 && flag2;
|
||
|
}
|
||
|
if (filterByAngle && flag4)
|
||
|
{
|
||
|
float num4 = Mathf.Sqrt(num3);
|
||
|
Vector3 rhs = vector / num4;
|
||
|
float num5 = Vector3.Dot(searchDirection, rhs);
|
||
|
flag3 = num5 >= minThetaDot;
|
||
|
candidateInfo2.dot = num5;
|
||
|
candidateInfo2.distanceSqr = num3;
|
||
|
flag4 = flag4 && flag3;
|
||
|
}
|
||
|
if (flag4 && (bool)viewer)
|
||
|
{
|
||
|
flag4 &= body.GetVisibilityLevel(viewer) >= VisibilityLevel.Revealed;
|
||
|
}
|
||
|
if (flag4 && filterByLoS)
|
||
|
{
|
||
|
float num6 = Mathf.Sqrt(num3);
|
||
|
Vector3 direction = vector / num6;
|
||
|
RaycastHit hitInfo;
|
||
|
bool flag5 = Physics.Raycast(searchOrigin, direction, out hitInfo, num6, LayerIndex.world.mask, queryTriggerInteraction);
|
||
|
flag4 = flag4 && !flag5;
|
||
|
}
|
||
|
if (flag4 && candidateInfo2.distanceSqr < candidateInfo.distanceSqr)
|
||
|
{
|
||
|
candidateInfo = candidateInfo2;
|
||
|
flag = true;
|
||
|
resultIndex = i;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (flag)
|
||
|
{
|
||
|
return candidateInfo.hurtBox;
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
public void RefreshCandidates_Cheap()
|
||
|
{
|
||
|
ReadOnlyCollection<TeamComponent> teamMembers = TeamComponent.GetTeamMembers((!teamMaskFilter.HasTeam(TeamIndex.Monster)) ? TeamIndex.Player : TeamIndex.Monster);
|
||
|
int count = teamMembers.Count;
|
||
|
candidates.Clear();
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
CharacterBody body = teamMembers[i].body;
|
||
|
CandidateInfo item = default(CandidateInfo);
|
||
|
Vector3 corePosition = body.corePosition;
|
||
|
Vector3 vector = corePosition - searchOrigin;
|
||
|
item.hurtBox = body.mainHurtBox;
|
||
|
item.position = corePosition;
|
||
|
item.toTarget = vector;
|
||
|
bool flag = true;
|
||
|
bool flag2 = true;
|
||
|
bool flag3 = true;
|
||
|
float num = minDistanceFilter * minDistanceFilter;
|
||
|
float num2 = maxDistanceFilter * maxDistanceFilter;
|
||
|
float num3 = (item.distanceSqr = vector.sqrMagnitude);
|
||
|
if (filterByDistance)
|
||
|
{
|
||
|
flag = num3 >= num && num3 <= num2;
|
||
|
flag3 = flag3 && flag;
|
||
|
}
|
||
|
if (filterByAngle)
|
||
|
{
|
||
|
float num4 = Mathf.Sqrt(num3);
|
||
|
Vector3 rhs = vector / num4;
|
||
|
float num5 = Vector3.Dot(searchDirection, rhs);
|
||
|
flag2 = num5 >= minThetaDot;
|
||
|
item.dot = num5;
|
||
|
item.distanceSqr = num3;
|
||
|
flag3 = flag3 && flag2;
|
||
|
}
|
||
|
if (flag3 && (bool)viewer)
|
||
|
{
|
||
|
flag3 &= body.GetVisibilityLevel(viewer) >= VisibilityLevel.Revealed;
|
||
|
}
|
||
|
if (flag3 && filterByLoS)
|
||
|
{
|
||
|
float num6 = Mathf.Sqrt(num3);
|
||
|
Vector3 direction = vector / num6;
|
||
|
RaycastHit hitInfo;
|
||
|
bool flag4 = Physics.Raycast(searchOrigin, direction, out hitInfo, num6, LayerIndex.world.mask, queryTriggerInteraction);
|
||
|
flag3 = flag3 && !flag4;
|
||
|
}
|
||
|
if (flag3)
|
||
|
{
|
||
|
candidates.Add(item);
|
||
|
}
|
||
|
}
|
||
|
switch (sortMode)
|
||
|
{
|
||
|
case BullseyeSearch.SortMode.Angle:
|
||
|
HeapSort<CandidateInfo>.Sort(candidates, CompareAngleFunc);
|
||
|
break;
|
||
|
case BullseyeSearch.SortMode.Distance:
|
||
|
HeapSort<CandidateInfo>.Sort(candidates, CompareDistSqFunc);
|
||
|
break;
|
||
|
case BullseyeSearch.SortMode.DistanceAndAngle:
|
||
|
HeapSort<CandidateInfo>.Sort(candidates, CompareDistSqAndAngleFunc);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void FilterOutGameObject(GameObject gameObject)
|
||
|
{
|
||
|
for (int num = candidates.Count - 1; num >= 0; num--)
|
||
|
{
|
||
|
if (candidates[num].hurtBox.healthComponent.gameObject == gameObject)
|
||
|
{
|
||
|
candidates.RemoveAt(num);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void FilterToComponent<T>() where T : Component
|
||
|
{
|
||
|
for (int num = candidates.Count - 1; num >= 0; num--)
|
||
|
{
|
||
|
if (candidates[num].hurtBox.healthComponent.GetComponent<T>() == null)
|
||
|
{
|
||
|
candidates.RemoveAt(num);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void FilterNotInList(List<HealthComponent> list)
|
||
|
{
|
||
|
for (int num = candidates.Count - 1; num >= 0; num--)
|
||
|
{
|
||
|
HurtBox hurtBox = candidates[num].hurtBox;
|
||
|
if (list.Contains(hurtBox.healthComponent))
|
||
|
{
|
||
|
candidates.RemoveAt(num);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void FilterInList(List<HealthComponent> list)
|
||
|
{
|
||
|
for (int num = candidates.Count - 1; num >= 0; num--)
|
||
|
{
|
||
|
HurtBox hurtBox = candidates[num].hurtBox;
|
||
|
if (!list.Contains(hurtBox.healthComponent))
|
||
|
{
|
||
|
candidates.RemoveAt(num);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public HurtBox FirstInList(List<HealthComponent> list)
|
||
|
{
|
||
|
HurtBox result = null;
|
||
|
for (int i = 0; i < candidates.Count; i++)
|
||
|
{
|
||
|
HurtBox hurtBox = candidates[i].hurtBox;
|
||
|
if (!list.Contains(hurtBox.healthComponent))
|
||
|
{
|
||
|
result = hurtBox;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public void FilterCandidatesByHealthFraction(float minHealthFraction = 0f, float maxHealthFraction = 1f)
|
||
|
{
|
||
|
if (minHealthFraction > 0f)
|
||
|
{
|
||
|
if (maxHealthFraction < 1f)
|
||
|
{
|
||
|
for (int num = candidates.Count - 1; num > 0; num--)
|
||
|
{
|
||
|
float combinedHealthFraction = candidates[num].hurtBox.healthComponent.combinedHealthFraction;
|
||
|
if (combinedHealthFraction >= minHealthFraction && !(combinedHealthFraction <= maxHealthFraction))
|
||
|
{
|
||
|
candidates.RemoveAt(num);
|
||
|
}
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
for (int num2 = candidates.Count - 1; num2 > 0; num2--)
|
||
|
{
|
||
|
if (!(candidates[num2].hurtBox.healthComponent.combinedHealthFraction >= minHealthFraction))
|
||
|
{
|
||
|
candidates.RemoveAt(num2);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!(maxHealthFraction < 1f))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
for (int num3 = candidates.Count - 1; num3 > 0; num3--)
|
||
|
{
|
||
|
if (!(candidates[num3].hurtBox.healthComponent.combinedHealthFraction <= maxHealthFraction))
|
||
|
{
|
||
|
candidates.RemoveAt(num3);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public HurtBox FirstOrDefault()
|
||
|
{
|
||
|
HurtBox result = null;
|
||
|
if (candidates.Count > 0)
|
||
|
{
|
||
|
if (filterByLoS)
|
||
|
{
|
||
|
for (int i = 0; i < candidates.Count; i++)
|
||
|
{
|
||
|
float num = Mathf.Sqrt(candidates[i].distanceSqr);
|
||
|
Vector3 direction = candidates[i].toTarget / num;
|
||
|
if (!Physics.Raycast(searchOrigin, direction, out var _, num, LayerIndex.world.mask, queryTriggerInteraction))
|
||
|
{
|
||
|
return candidates[i].hurtBox;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
result = candidates[0].hurtBox;
|
||
|
}
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public void DebugPrint()
|
||
|
{
|
||
|
for (int i = 0; i < candidates.Count; i++)
|
||
|
{
|
||
|
Debug.LogError("C" + i + ": " + candidates[i].hurtBox.healthComponent.gameObject.name + ", " + candidates[i].distanceSqr + ", " + candidates[i].dot);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public HurtBox FirstOrDefaultNotInList(List<HealthComponent> list)
|
||
|
{
|
||
|
HurtBox result = null;
|
||
|
if (candidates.Count > 0)
|
||
|
{
|
||
|
for (int i = 0; i < candidates.Count; i++)
|
||
|
{
|
||
|
HurtBox hurtBox = candidates[i].hurtBox;
|
||
|
if (!list.Contains(hurtBox.healthComponent))
|
||
|
{
|
||
|
return hurtBox;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public HurtBox RandomSelect()
|
||
|
{
|
||
|
HurtBox result = null;
|
||
|
if (candidates.Count > 0)
|
||
|
{
|
||
|
int index = UnityEngine.Random.Range(0, candidates.Count);
|
||
|
result = candidates[index].hurtBox;
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public void Reset()
|
||
|
{
|
||
|
candidates.Clear();
|
||
|
viewer = null;
|
||
|
searchOrigin = Vector3.zero;
|
||
|
searchDirection = Vector3.zero;
|
||
|
minDistanceFilter = 0f;
|
||
|
maxDistanceFilter = float.PositiveInfinity;
|
||
|
teamMaskFilter = TeamMask.allButNeutral;
|
||
|
filterByLoS = true;
|
||
|
filterByDistinctEntity = false;
|
||
|
queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
|
||
|
sortMode = BullseyeSearch.SortMode.Distance;
|
||
|
minThetaDot = -1f;
|
||
|
InUse = false;
|
||
|
}
|
||
|
|
||
|
private static float DistSq(Vector3 a, Vector3 b)
|
||
|
{
|
||
|
return (a.x - b.x) * (a.x - b.x) + (a.y - b.y) * (a.y - b.y) * ((a.z - b.z) * (a.z - b.z));
|
||
|
}
|
||
|
|
||
|
private static int CompareDistanceSq(CandidateInfo left, CandidateInfo right)
|
||
|
{
|
||
|
float num = left.distanceSqr - right.distanceSqr;
|
||
|
if (num < 0f)
|
||
|
{
|
||
|
return -1;
|
||
|
}
|
||
|
if (num > 0f)
|
||
|
{
|
||
|
return 1;
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
private static int CompareAngle(CandidateInfo left, CandidateInfo right)
|
||
|
{
|
||
|
float num = 0f - left.dot;
|
||
|
float num2 = 0f - right.dot;
|
||
|
float num3 = num - num2;
|
||
|
if (num3 < 0f)
|
||
|
{
|
||
|
return -1;
|
||
|
}
|
||
|
if (num3 > 0f)
|
||
|
{
|
||
|
return 1;
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
private static int CompareDistSqAndAngle(CandidateInfo left, CandidateInfo right)
|
||
|
{
|
||
|
float num = (0f - left.dot) * left.distanceSqr;
|
||
|
float num2 = (0f - right.dot) * right.distanceSqr;
|
||
|
float num3 = num - num2;
|
||
|
if (num3 < 0f)
|
||
|
{
|
||
|
return -1;
|
||
|
}
|
||
|
if (num3 > 0f)
|
||
|
{
|
||
|
return 1;
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
public HurtBox GetHurtBox(int idx)
|
||
|
{
|
||
|
return candidates[idx].hurtBox;
|
||
|
}
|
||
|
|
||
|
public static BullseyeSearchOpt FromPool()
|
||
|
{
|
||
|
if (!_search.InUse)
|
||
|
{
|
||
|
_search.InUse = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Debug.LogErrorFormat("BullseyeSearch at limit");
|
||
|
}
|
||
|
return _search;
|
||
|
}
|
||
|
|
||
|
public static void ReturnPool(BullseyeSearchOpt inSearch)
|
||
|
{
|
||
|
if (_search == inSearch)
|
||
|
{
|
||
|
_search.Reset();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Debug.LogError("BullseyeSearch in use!");
|
||
|
}
|
||
|
}
|
||
|
}
|