mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
154 lines
5.4 KiB
C#
154 lines
5.4 KiB
C#
using System;
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using System.Collections.Generic;
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using SanAndreasUnity.Behaviours.WorldSystem;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours.World
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{
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[Serializable]
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public struct FocusPointParameters
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{
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public bool hasRevealRadius;
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public float revealRadius;
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public float timeToKeepRevealingAfterRemoved;
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public FocusPointParameters(bool hasRevealRadius, float revealRadius, float timeToKeepRevealingAfterRemoved)
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{
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this.hasRevealRadius = hasRevealRadius;
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this.revealRadius = revealRadius;
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this.timeToKeepRevealingAfterRemoved = timeToKeepRevealingAfterRemoved;
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}
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public static FocusPointParameters Default => new FocusPointParameters(true, 150f, 3f);
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}
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/// <summary>
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/// Handles registration, unregistration, and updating of focus points for a world system.
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/// </summary>
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public class FocusPointManager<T>
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{
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private IWorldSystem<T> _worldSystem;
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private float _defaultRevealRadius;
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public struct FocusPointInfo
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{
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public WorldSystem.FocusPoint focusPoint;
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public Transform transform;
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public float timeToKeepRevealingAfterRemoved;
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public float timeWhenRemoved;
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public bool hasRevealRadius;
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}
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private List<FocusPointInfo> _focusPoints = new List<FocusPointInfo>();
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public IReadOnlyList<FocusPointInfo> FocusPoints => _focusPoints;
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private List<FocusPointInfo> _focusPointsToRemoveAfterTimeout = new List<FocusPointInfo>();
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public FocusPointManager(
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IWorldSystem<T> worldSystem,
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float defaultRevealRadius)
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{
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_worldSystem = worldSystem;
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_defaultRevealRadius = defaultRevealRadius;
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}
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public void RegisterFocusPoint(Transform tr, FocusPointParameters parameters)
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{
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if (!_focusPoints.Exists(f => f.transform == tr))
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{
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float revealRadius = parameters.hasRevealRadius ? parameters.revealRadius : _defaultRevealRadius;
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var registeredFocusPoint = _worldSystem.RegisterFocusPoint(revealRadius, tr.position);
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_focusPoints.Add(new FocusPointInfo
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{
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focusPoint = registeredFocusPoint,
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transform = tr,
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timeToKeepRevealingAfterRemoved = parameters.timeToKeepRevealingAfterRemoved,
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hasRevealRadius = parameters.hasRevealRadius,
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});
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}
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}
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public void UnRegisterFocusPoint(Transform tr)
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{
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int index = _focusPoints.FindIndex(f => f.transform == tr);
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if (index < 0)
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return;
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// maybe we could just set transform to null, so it gets removed during next update ?
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var focusPoint = _focusPoints[index];
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if (focusPoint.timeToKeepRevealingAfterRemoved > 0)
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{
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focusPoint.timeWhenRemoved = Time.time;
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_focusPointsToRemoveAfterTimeout.Add(focusPoint);
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_focusPoints.RemoveAt(index);
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return;
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}
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_worldSystem.UnRegisterFocusPoint(focusPoint.focusPoint);
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_focusPoints.RemoveAt(index);
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}
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public void Update()
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{
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float timeNow = Time.time;
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UnityEngine.Profiling.Profiler.BeginSample("Update focus points");
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this._focusPoints.RemoveAll(f =>
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{
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if (null == f.transform)
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{
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if (f.timeToKeepRevealingAfterRemoved > 0f)
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{
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f.timeWhenRemoved = timeNow;
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_focusPointsToRemoveAfterTimeout.Add(f);
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return true;
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}
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UnityEngine.Profiling.Profiler.BeginSample("WorldSystem.UnRegisterFocusPoint()");
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_worldSystem.UnRegisterFocusPoint(f.focusPoint);
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UnityEngine.Profiling.Profiler.EndSample();
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return true;
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}
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_worldSystem.FocusPointChangedPosition(f.focusPoint, f.transform.position);
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return false;
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});
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UnityEngine.Profiling.Profiler.EndSample();
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bool hasElementToRemove = false;
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_focusPointsToRemoveAfterTimeout.ForEach(_ =>
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{
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if (timeNow - _.timeWhenRemoved > _.timeToKeepRevealingAfterRemoved)
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{
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hasElementToRemove = true;
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UnityEngine.Profiling.Profiler.BeginSample("WorldSystem.UnRegisterFocusPoint()");
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_worldSystem.UnRegisterFocusPoint(_.focusPoint);
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UnityEngine.Profiling.Profiler.EndSample();
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}
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});
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if (hasElementToRemove)
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_focusPointsToRemoveAfterTimeout.RemoveAll(_ => timeNow - _.timeWhenRemoved > _.timeToKeepRevealingAfterRemoved);
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}
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public void ChangeDefaultRevealRadius(float newDefaultRevealRadius)
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{
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_defaultRevealRadius = newDefaultRevealRadius;
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for (int i = 0; i < _focusPoints.Count; i++)
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{
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var focusPoint = _focusPoints[i];
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if (!focusPoint.hasRevealRadius)
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{
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_worldSystem.FocusPointChangedRadius(focusPoint.focusPoint, newDefaultRevealRadius);
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}
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}
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}
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}
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}
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