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- using System;
- using System.Collections.Generic;
- using System.Drawing;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- using UnityEngine;
- /// <summary>
- /// Коробка
- /// </summary>
- public class Wall
- {
- public uint id = 0;
- public uint location_id {get;set;}
- public float start_width { get; set; }
- public float start_height { get; set; }
- public float end_width { get; set; }
- public float end_height { get; set; }
- public GameObject go;
- public void Save()
- {
- List<byte> list = new List<byte>();
- list.AddRange(BitConverter.GetBytes(id));
- list.AddRange(BitConverter.GetBytes(start_width));
- list.AddRange(BitConverter.GetBytes(start_height));
- list.AddRange(BitConverter.GetBytes(end_width));
- list.AddRange(BitConverter.GetBytes(end_height));
- list.AddRange(BitConverter.GetBytes(location_id));
- Debug.Log($"wall save id {id} x {start_width} z {start_height} x2 {end_width} z2 {end_height} location_id {location_id}");
- var tosend = Client.ConstructVariablePacket(50, list.ToArray());
- Client.SendEnqueue(tosend);
- }
- public static void SaveAll(uint lid)
- {
- Debug.Log("WallObjects count " + WallCreate.Walls.Count);
- if (WallCreate.Walls.Count > 0)
- {
- List<byte> list = new List<byte>();
- foreach (var w in WallCreate.Walls[lid])
- {
- list.AddRange(BitConverter.GetBytes(w.id));
- list.AddRange(BitConverter.GetBytes(w.start_width));
- list.AddRange(BitConverter.GetBytes(w.start_height));
- list.AddRange(BitConverter.GetBytes(w.end_width));
- list.AddRange(BitConverter.GetBytes(w.end_height));
- Debug.Log($"wall save id {w.id} x {w.start_width} z {w.start_height} x2 {w.end_width} z2 {w.end_height}");
- }
- var tosend = Client.ConstructVariablePacket(50, list.ToArray());
- Client.SendEnqueue(tosend);
- }
- }
- public static void ReceiveWalls(byte[] bytedata)
- {
- int read = 5;
- var company = CompanyController.instance;
- uint location_id = 0;
- while (read < bytedata.Length)
- {
- var id = BitConverter.ToUInt32(bytedata, read);
- var x1 = BitConverter.ToSingle(bytedata, read + 4);
- var z1 = BitConverter.ToSingle(bytedata, read + 8);
- var x2 = BitConverter.ToSingle(bytedata, read + 12);
- var z2 = BitConverter.ToSingle(bytedata, read + 16);
- var lid = BitConverter.ToUInt32(bytedata, read + 20);
- Debug.Log($"wall received id {id} x1 {x1} z1 {z1} x2 {x2} z2 {z2}");
- read += 24;
- company.locations[lid].walls.Add(new Wall { id = id, location_id = lid, start_width = x1, start_height = z1, end_width = x2, end_height= z2 });
- location_id = lid;
- }
- if (location_id != 0)
- company.load_location_elements[location_id].walls = true;
- }
- public static void LoadByLocationId(uint locId)
- {
- CompanyController.instance.locations[locId].walls = new List<Wall>();
- Client.SendFourByteParamPacket(51, locId);
- }
- /// <summary>
- /// Перевод позиции и масштаба в координаты левой нижней (x1;z1) и правой верхней (x2;z2) точек
- /// </summary>
- /// <returns></returns>
- public List<float> Coordinates()
- {
- var coord = new List<float>();
- //var wall = WallCreate.AddWall(this,
- // new Vector3(w.start_width, WallCreate.WallHeight / 2, w.start_height),
- // new Vector3(Mathf.Abs(w.end_width), WallCreate.WallHeight, Mathf.Abs(w.end_height)));
- coord.Add(end_width - (start_width/2));
- coord.Add(end_height - (start_height / 2));
- coord.Add(end_width + (start_width/2));
- coord.Add(end_height + (start_height / 2));
- return coord;
- }
- /// <summary>
- /// Перевод координат левой нижней (x1;z1) и правой верхней (x2;z2) точек
- /// в позицию и масштаба для Vector3
- /// </summary>
- /// <param name="x1"></param>
- /// <param name="z1"></param>
- /// <param name="x2"></param>
- /// <param name="z2"></param>
- /// <returns></returns>
- public List<float> Coordinates(float x1, float z1, float x2, float z2)
- {
- var coord = new List<float>();
- // scale
- var x = Math.Abs(x2 - x1);
- var z = Math.Abs(z2 - z1);
- coord.Add(x);
- coord.Add(z);
- // pos
- coord.Add(x/2);
- coord.Add(z/2);
- return coord;
- }
- public List<float> Coordinates(Vector3 pos, Vector3 scale)
- {
- var coord = new List<float>();
- //var wall = WallCreate.AddWall(this,
- // new Vector3(w.start_width, WallCreate.WallHeight / 2, w.start_height),
- // new Vector3(Mathf.Abs(w.end_width), WallCreate.WallHeight, Mathf.Abs(w.end_height)));
- coord.Add(scale.x - (pos.x / 2));
- coord.Add(scale.z - (pos.z / 2));
- coord.Add(scale.x + (pos.x / 2));
- coord.Add(scale.z + (pos.z / 2));
- return coord;
- }
- }
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