LethalCompany/Lethal Company/ExportedProject/Assets/Scripts/Assembly-CSharp/DunGen/Adapters/UnityNavMesh2DAdapter.cs

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2023-12-22 22:51:17 +00:00
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.AI.Navigation;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Tilemaps;
namespace DunGen.Adapters
{
[AddComponentMenu("DunGen/NavMesh/Unity NavMesh Adapter (2D)")]
public class UnityNavMesh2DAdapter : NavMeshAdapter
{
[Serializable]
public sealed class NavMeshAgentLinkInfo
{
public int AgentTypeID;
public int AreaTypeID;
public bool DisableLinkWhenDoorIsClosed = true;
}
private static Quaternion rotation = Quaternion.Euler(-90f, 0f, 0f);
public bool AddNavMeshLinksBetweenRooms = true;
public List<NavMeshAgentLinkInfo> NavMeshAgentTypes = new List<NavMeshAgentLinkInfo>
{
new NavMeshAgentLinkInfo()
};
public float NavMeshLinkDistanceFromDoorway = 1f;
[SerializeField]
private int agentTypeID;
[SerializeField]
private bool overrideTileSize;
[SerializeField]
private int tileSize = 256;
[SerializeField]
private bool overrideVoxelSize;
[SerializeField]
private float voxelSize;
[SerializeField]
private NavMeshData navMeshData;
[SerializeField]
private LayerMask layerMask = -1;
[SerializeField]
private int defaultArea;
[SerializeField]
private bool ignoreNavMeshAgent = true;
[SerializeField]
private bool ignoreNavMeshObstacle = true;
[SerializeField]
private int unwalkableArea = 1;
private NavMeshDataInstance m_NavMeshDataInstance;
private Dictionary<Sprite, Mesh> cachedSpriteMeshes = new Dictionary<Sprite, Mesh>();
public int AgentTypeID
{
get
{
return agentTypeID;
}
set
{
agentTypeID = value;
}
}
public bool OverrideTileSize
{
get
{
return overrideTileSize;
}
set
{
overrideTileSize = value;
}
}
public int TileSize
{
get
{
return tileSize;
}
set
{
tileSize = value;
}
}
public bool OverrideVoxelSize
{
get
{
return overrideVoxelSize;
}
set
{
overrideVoxelSize = value;
}
}
public float VoxelSize
{
get
{
return voxelSize;
}
set
{
voxelSize = value;
}
}
public NavMeshData NavMeshData
{
get
{
return navMeshData;
}
set
{
navMeshData = value;
}
}
public LayerMask LayerMask
{
get
{
return layerMask;
}
set
{
layerMask = value;
}
}
public int DefaultArea
{
get
{
return defaultArea;
}
set
{
defaultArea = value;
}
}
public bool IgnoreNavMeshAgent
{
get
{
return ignoreNavMeshAgent;
}
set
{
ignoreNavMeshAgent = value;
}
}
public bool IgnoreNavMeshObstacle
{
get
{
return ignoreNavMeshObstacle;
}
set
{
ignoreNavMeshObstacle = value;
}
}
public int UnwalkableArea
{
get
{
return unwalkableArea;
}
set
{
unwalkableArea = value;
}
}
public override void Generate(Dungeon dungeon)
{
BakeNavMesh(dungeon);
if (AddNavMeshLinksBetweenRooms)
{
foreach (DoorwayConnection connection in dungeon.Connections)
{
foreach (NavMeshAgentLinkInfo navMeshAgentType in NavMeshAgentTypes)
{
AddNavMeshLink(connection, navMeshAgentType);
}
}
}
if (OnProgress != null)
{
OnProgress(new NavMeshGenerationProgress
{
Description = "Done",
Percentage = 1f
});
}
}
protected void AddData()
{
if (!m_NavMeshDataInstance.valid && navMeshData != null)
{
m_NavMeshDataInstance = NavMesh.AddNavMeshData(navMeshData, base.transform.position, rotation);
m_NavMeshDataInstance.owner = this;
}
}
protected void RemoveData()
{
m_NavMeshDataInstance.Remove();
m_NavMeshDataInstance = default(NavMeshDataInstance);
foreach (KeyValuePair<Sprite, Mesh> cachedSpriteMesh in cachedSpriteMeshes)
{
UnityEngine.Object.DestroyImmediate(cachedSpriteMesh.Value);
}
cachedSpriteMeshes.Clear();
}
protected virtual void BakeNavMesh(Dungeon dungeon)
{
List<NavMeshBuildSource> sources = CollectSources();
Bounds localBounds = CalculateWorldBounds(sources);
NavMeshData navMeshData = NavMeshBuilder.BuildNavMeshData(GetBuildSettings(), sources, localBounds, base.transform.position, rotation);
if (navMeshData != null)
{
navMeshData.name = base.gameObject.name;
RemoveData();
this.navMeshData = navMeshData;
if (base.isActiveAndEnabled)
{
AddData();
}
}
if (OnProgress != null)
{
OnProgress(new NavMeshGenerationProgress
{
Description = "Done",
Percentage = 1f
});
}
}
protected void AppendModifierVolumes(ref List<NavMeshBuildSource> sources)
{
List<NavMeshModifierVolume> list = new List<NavMeshModifierVolume>(GetComponentsInChildren<NavMeshModifierVolume>());
list.RemoveAll((NavMeshModifierVolume x) => !x.isActiveAndEnabled);
foreach (NavMeshModifierVolume item2 in list)
{
if (((int)layerMask & (1 << item2.gameObject.layer)) != 0 && item2.AffectsAgentType(agentTypeID))
{
Vector3 pos = item2.transform.TransformPoint(item2.center);
Vector3 lossyScale = item2.transform.lossyScale;
Vector3 size = new Vector3(item2.size.x * Mathf.Abs(lossyScale.x), item2.size.y * Mathf.Abs(lossyScale.y), item2.size.z * Mathf.Abs(lossyScale.z));
NavMeshBuildSource item = default(NavMeshBuildSource);
item.shape = NavMeshBuildSourceShape.ModifierBox;
item.transform = Matrix4x4.TRS(pos, item2.transform.rotation, Vector3.one);
item.size = size;
item.area = item2.area;
sources.Add(item);
}
}
}
protected virtual List<NavMeshBuildSource> CollectSources()
{
List<NavMeshBuildSource> sources = new List<NavMeshBuildSource>();
List<NavMeshBuildMarkup> list = new List<NavMeshBuildMarkup>();
List<NavMeshModifier> list2 = new List<NavMeshModifier>(GetComponentsInChildren<NavMeshModifier>());
list2.RemoveAll((NavMeshModifier x) => !x.isActiveAndEnabled);
foreach (NavMeshModifier item3 in list2)
{
if (((int)layerMask & (1 << item3.gameObject.layer)) != 0 && item3.AffectsAgentType(agentTypeID))
{
NavMeshBuildMarkup item = default(NavMeshBuildMarkup);
item.root = item3.transform;
item.overrideArea = item3.overrideArea;
item.area = item3.area;
item.ignoreFromBuild = item3.ignoreFromBuild;
list.Add(item);
}
}
SpriteRenderer[] array = UnityEngine.Object.FindObjectsOfType<SpriteRenderer>();
foreach (SpriteRenderer spriteRenderer in array)
{
Sprite sprite = spriteRenderer.sprite;
Mesh mesh = GetMesh(sprite);
if (mesh != null)
{
int area = ((((int)layerMask & (1 << spriteRenderer.gameObject.layer)) == 0) ? unwalkableArea : 0);
sources.Add(new NavMeshBuildSource
{
transform = spriteRenderer.transform.localToWorldMatrix,
size = mesh.bounds.extents * 2f,
shape = NavMeshBuildSourceShape.Mesh,
area = area,
sourceObject = mesh,
component = spriteRenderer
});
}
}
NavMeshBuildSource navMeshBuildSource = default(NavMeshBuildSource);
navMeshBuildSource.shape = NavMeshBuildSourceShape.Mesh;
navMeshBuildSource.area = 0;
NavMeshBuildSource item2 = navMeshBuildSource;
Tilemap[] array2 = UnityEngine.Object.FindObjectsOfType<Tilemap>();
foreach (Tilemap tilemap in array2)
{
for (int j = tilemap.cellBounds.xMin; j < tilemap.cellBounds.xMax; j++)
{
for (int k = tilemap.cellBounds.yMin; k < tilemap.cellBounds.yMax; k++)
{
Vector3Int position = new Vector3Int(j, k, 0);
if (tilemap.HasTile(position))
{
UnityEngine.Tilemaps.Tile tile = tilemap.GetTile<UnityEngine.Tilemaps.Tile>(position);
Mesh mesh2 = GetMesh(tilemap.GetSprite(position));
if (mesh2 != null)
{
item2.transform = Matrix4x4.TRS(tilemap.GetCellCenterWorld(position) - tilemap.layoutGrid.cellGap, tilemap.transform.rotation, tilemap.transform.lossyScale) * tilemap.orientationMatrix * tilemap.GetTransformMatrix(position);
item2.sourceObject = mesh2;
item2.component = tilemap;
item2.area = ((tile.colliderType != 0) ? unwalkableArea : 0);
sources.Add(item2);
}
}
}
}
}
if (ignoreNavMeshAgent)
{
sources.RemoveAll((NavMeshBuildSource x) => x.component != null && x.component.gameObject.GetComponent<NavMeshAgent>() != null);
}
if (ignoreNavMeshObstacle)
{
sources.RemoveAll((NavMeshBuildSource x) => x.component != null && x.component.gameObject.GetComponent<NavMeshObstacle>() != null);
}
AppendModifierVolumes(ref sources);
return sources;
}
protected Mesh GetMesh(Sprite sprite)
{
if (sprite == null)
{
return null;
}
if (!cachedSpriteMeshes.TryGetValue(sprite, out var value))
{
value = new Mesh
{
vertices = sprite.vertices.Select((Vector2 v) => new Vector3(v.x, v.y, 0f)).ToArray(),
triangles = ((IEnumerable<ushort>)sprite.triangles).Select((Func<ushort, int>)((ushort i) => i)).ToArray()
};
value.RecalculateBounds();
value.RecalculateNormals();
value.RecalculateTangents();
cachedSpriteMeshes[sprite] = value;
}
return value;
}
protected void AddNavMeshLink(DoorwayConnection connection, NavMeshAgentLinkInfo agentLinkInfo)
{
GameObject gameObject = connection.A.gameObject;
NavMeshBuildSettings settingsByID = NavMesh.GetSettingsByID(agentLinkInfo.AgentTypeID);
float width = Mathf.Max(connection.A.Socket.Size.x - settingsByID.agentRadius * 2f, 0.01f);
NavMeshLink link = gameObject.AddComponent<NavMeshLink>();
link.agentTypeID = agentLinkInfo.AgentTypeID;
link.bidirectional = true;
link.area = agentLinkInfo.AreaTypeID;
link.startPoint = new Vector3(0f, 0f, 0f - NavMeshLinkDistanceFromDoorway);
link.endPoint = new Vector3(0f, 0f, NavMeshLinkDistanceFromDoorway);
link.width = width;
if (!agentLinkInfo.DisableLinkWhenDoorIsClosed)
{
return;
}
GameObject gameObject2 = ((connection.A.UsedDoorPrefabInstance != null) ? connection.A.UsedDoorPrefabInstance : ((connection.B.UsedDoorPrefabInstance != null) ? connection.B.UsedDoorPrefabInstance : null));
if (!(gameObject2 != null))
{
return;
}
Door component = gameObject2.GetComponent<Door>();
link.enabled = component.IsOpen;
if (component != null)
{
component.OnDoorStateChanged += delegate(Door d, bool o)
{
link.enabled = o;
};
}
}
public NavMeshBuildSettings GetBuildSettings()
{
NavMeshBuildSettings settingsByID = NavMesh.GetSettingsByID(agentTypeID);
if (settingsByID.agentTypeID == -1)
{
Debug.LogWarning("No build settings for agent type ID " + AgentTypeID, this);
settingsByID.agentTypeID = agentTypeID;
}
if (OverrideTileSize)
{
settingsByID.overrideTileSize = true;
settingsByID.tileSize = TileSize;
}
if (OverrideVoxelSize)
{
settingsByID.overrideVoxelSize = true;
settingsByID.voxelSize = VoxelSize;
}
return settingsByID;
}
protected Bounds CalculateWorldBounds(List<NavMeshBuildSource> sources)
{
Matrix4x4 inverse = Matrix4x4.TRS(base.transform.position, rotation, Vector3.one).inverse;
Bounds result = default(Bounds);
foreach (NavMeshBuildSource source in sources)
{
switch (source.shape)
{
case NavMeshBuildSourceShape.Mesh:
{
Mesh mesh = source.sourceObject as Mesh;
result.Encapsulate(GetWorldBounds(inverse * source.transform, mesh.bounds));
break;
}
case NavMeshBuildSourceShape.Terrain:
{
TerrainData terrainData = source.sourceObject as TerrainData;
result.Encapsulate(GetWorldBounds(inverse * source.transform, new Bounds(0.5f * terrainData.size, terrainData.size)));
break;
}
case NavMeshBuildSourceShape.Box:
case NavMeshBuildSourceShape.Sphere:
case NavMeshBuildSourceShape.Capsule:
case NavMeshBuildSourceShape.ModifierBox:
result.Encapsulate(GetWorldBounds(inverse * source.transform, new Bounds(Vector3.zero, source.size)));
break;
}
}
result.Expand(0.1f);
return result;
}
private static Vector3 Abs(Vector3 v)
{
return new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z));
}
private static Bounds GetWorldBounds(Matrix4x4 mat, Bounds bounds)
{
Vector3 vector = Abs(mat.MultiplyVector(Vector3.right));
Vector3 vector2 = Abs(mat.MultiplyVector(Vector3.up));
Vector3 vector3 = Abs(mat.MultiplyVector(Vector3.forward));
Vector3 center = mat.MultiplyPoint(bounds.center);
Vector3 size = vector * bounds.size.x + vector2 * bounds.size.y + vector3 * bounds.size.z;
return new Bounds(center, size);
}
}
}