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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 菱形绘制三角形算法
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/// </summary>
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public class UnitAlgorithmRhombus : UnitAlgorithm<DataPlate> {
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public void Compute(DataPlate data) {
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List<DataTriangle> triangles = new List<DataTriangle>();
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data.vertexGrid.Loop((x, y) => {
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DataVertex vertex = data.vertexGrid.Get(x, y);
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if (!vertex.isValid) { return; }
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TryGet(data.vertexGrid, x, y + 1, ref vertex.above);
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TryGet(data.vertexGrid, x, y - 1, ref vertex.below);
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TryGet(data.vertexGrid, x - 1, y, ref vertex.left);
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TryGet(data.vertexGrid, x + 1, y, ref vertex.right);
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TryGet(data.vertexGrid, x - 1, y + 1, ref vertex.leftAbove);
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TryGet(data.vertexGrid, x - 1, y - 1, ref vertex.leftBelow);
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TryGet(data.vertexGrid, x + 1, y + 1, ref vertex.rightAbove);
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TryGet(data.vertexGrid, x + 1, y - 1, ref vertex.rightBelow);
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//默认绘制左上角
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if (vertex.above != null && vertex.left != null) {
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triangles.Add(CreateDataTriangle(vertex, vertex.left, vertex.above));
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}
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//默认绘制右下角
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if (vertex.below != null && vertex.right != null) {
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triangles.Add(CreateDataTriangle(vertex, vertex.right, vertex.below));
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}
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//如果右上角点不存在,则尝试绘制右上角
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if (vertex.rightAbove == null && vertex.above != null && vertex.right != null) {
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triangles.Add(CreateDataTriangle(vertex, vertex.above, vertex.right));
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}
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//如果左下角点不存在,则尝试绘制左下角
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if (vertex.leftBelow == null && vertex.below != null && vertex.left != null) {
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triangles.Add(CreateDataTriangle(vertex, vertex.below, vertex.left));
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}
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});
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data.triangles = triangles;
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}
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/// <summary> 校验性获取网格上的点 </summary>
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private void TryGet(GridTool<DataVertex> grid, int x, int y, ref DataVertex vertex) {
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vertex = null;
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if (!grid.TryGet(x, y, out DataVertex data)) { return; }
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if (data.isValid) { vertex = data; }
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}
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/// <summary> 创建三角形 </summary>
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private DataTriangle CreateDataTriangle(DataVertex a, DataVertex b, DataVertex c) {
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DataTriangle triangle = new DataTriangle();
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triangle.b = a.design;
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triangle.c = b.design;
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triangle.a = c.design;
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return triangle;
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}
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}
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