CultivationOfBrewing-2/Assets/Scripts/HQB/SorghumFieldController.cs

165 lines
5.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SorghumFieldController : MonoBehaviour
{
// 原有字段保持不变
public MeshRenderer fieldArea;
public bool randomRotate = false;
public float rowDistance = 1;
public float strainDistance = 1;
public float diseasedRate = 0;
// 新增动态渲染相关字段
[Header("Dynamic Rendering")]
public int chunksPerAxis = 10; // 每轴区块数量
private Dictionary<Vector2Int, List<GameObject>> chunkMap = new Dictionary<Vector2Int, List<GameObject>>();
private float chunkSize;
private Bounds fieldBounds;
public void InitSorghum(float rowDistance, float strainDistance, float diseasedRate, bool randomRotate = false)
{
GameObject sorghumPrefab = Resources.Load<GameObject>("Prefabs/高粱预制体");
if (sorghumPrefab == null || fieldArea == null)
{
Debug.LogError("预制体或农田区域未分配!");
return;
}
BoxCollider fieldCollider = fieldArea.GetComponent<BoxCollider>();
if (fieldCollider == null)
{
Debug.LogError("农田区域缺少BoxCollider组件");
return;
}
// 初始化农田参数
fieldBounds = fieldCollider.bounds;
chunkSize = Mathf.Max(fieldBounds.size.x, fieldBounds.size.z) / chunksPerAxis;
// 预生成所有高粱并分配到区块
GenerateSorghumGrid(sorghumPrefab, rowDistance, strainDistance);
ProcessDiseasedPlants(diseasedRate, randomRotate);
// 初始隐藏所有高粱
SetAllChunksVisibility(false);
}
void GenerateSorghumGrid(GameObject prefab, float rowDist, float strainDist)
{
for (float x = fieldBounds.min.x; x <= fieldBounds.max.x; x += rowDist)
{
for (float z = fieldBounds.min.z; z <= fieldBounds.max.z; z += strainDist)
{
Vector3 spawnPos = new Vector3(x, fieldBounds.min.y, z);
GameObject obj = Instantiate(prefab, spawnPos, Quaternion.identity, fieldArea.transform);
AddToChunk(obj);
}
}
}
void AddToChunk(GameObject sorghum)
{
Vector2Int chunkCoord = new Vector2Int(
Mathf.FloorToInt((sorghum.transform.position.x - fieldBounds.min.x) / chunkSize),
Mathf.FloorToInt((sorghum.transform.position.z - fieldBounds.min.z) / chunkSize)
);
if (!chunkMap.ContainsKey(chunkCoord))
{
chunkMap[chunkCoord] = new List<GameObject>();
}
chunkMap[chunkCoord].Add(sorghum);
}
void ProcessDiseasedPlants(float diseasedRate, bool randomRotate)
{
SorghumController[] sorghumControllers = FindObjectsOfType<SorghumController>();
int DisCount = (int)(sorghumControllers.Length * diseasedRate);
for (int i = 0; i < DisCount; i++)
{
int iter = (int)(sorghumControllers.Length * UnityEngine.Random.value);
if (iter >= sorghumControllers.Length) iter = sorghumControllers.Length - 1;
if (iter < 0) iter = 0;
sorghumControllers[iter].Init(SorghumState.Diseased, randomRotate);
sorghumControllers[iter] = sorghumControllers[sorghumControllers.Length - 1];
SorghumController[] newArry = new SorghumController[sorghumControllers.Length - 1];
Array.Copy(sorghumControllers, newArry, sorghumControllers.Length - 1);
}
foreach (var item in sorghumControllers)
{
item.Init(SorghumState.Healthy, randomRotate);
item.gameObject.GetComponentInChildren<Renderer>().enabled = false; // 初始隐藏
}
}
void SetAllChunksVisibility(bool visible)
{
foreach (var chunk in chunkMap.Values)
{
foreach (GameObject plant in chunk)
{
plant.GetComponentInChildren<Renderer>().enabled = visible;
}
}
}
void Start()
{
InitSorghum(rowDistance, strainDistance, diseasedRate, randomRotate);
StartCoroutine(VisibilityUpdateRoutine());
}
IEnumerator VisibilityUpdateRoutine()
{
WaitForSeconds wait = new WaitForSeconds(0.1f); // 每0.1秒更新一次
Plane[] frustumPlanes = new Plane[6];
Camera mainCam = Camera.main;
while (true)
{
if (mainCam != null)
{
frustumPlanes = GeometryUtility.CalculateFrustumPlanes(mainCam);
foreach (var chunk in chunkMap)
{
Bounds chunkBounds = CalculateChunkBounds(chunk.Key);
bool shouldVisible = GeometryUtility.TestPlanesAABB(frustumPlanes, chunkBounds);
SetChunkVisibility(chunk.Key, shouldVisible);
}
}
yield return wait;
}
}
Bounds CalculateChunkBounds(Vector2Int coord)
{
Vector3 min = new Vector3(
fieldBounds.min.x + coord.x * chunkSize,
fieldBounds.min.y,
fieldBounds.min.z + coord.y * chunkSize
);
return new Bounds(
min + new Vector3(chunkSize / 2, 0, chunkSize / 2),
new Vector3(chunkSize, fieldBounds.size.y, chunkSize)
);
}
void SetChunkVisibility(Vector2Int coord, bool visible)
{
if (chunkMap.TryGetValue(coord, out List<GameObject> plants))
{
foreach (GameObject plant in plants)
{
plant.GetComponentInChildren<Renderer>().enabled = visible;
}
}
}
}